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I still haven't mastered this technique, but I think it's key.
also: 2H axes really shine against them.
It's also smart to make everyone engaging them at least medium tanky, as they eat glasscanonbuilds alive.
Doesnt grab cancel shieldwall the way billhook pull does?
Pull target is staggered and will only get to move after taking damage for whole round. By that point there are usually at least half as many snakes, so retreating with smoke is both too late and unnecessary.
Underdog doesn't negate backstabber (bonus goes back to +5 per surround instead of +10), though it certainly helps. Well, it's not like backline can afford it anyway.
So Nimble or 300/300 on everyone + high damage output is all I can say. But that's basically a level/gear check, not a tactically engaging opponent.
1 i find best vs snakes is ranged, what you do is have your melee stand 2 hex away from your archers to keep the snakes back and you keep backing until at some point the snakes AI recongize your range threat and close in on your melee guys,
but reliable range is hard to get early so you have to use the sec method
2. alway have every one wait their turn, after the snakes move, move back and keep 4 empty hex between you and the snake, snake grab range is 3 and they can move once and grab.(they dont usually do that to melee but they can and some times will) keep backing in a long and the snakes will slowly form a line after 3 or 4 turns of backing, then once they are in a line and you are in a line things get alot better, still dangerous but much less so.
Early game, snakes are a fight best avoided, but as soon as your front line men can survive alone for a round or two, there is nothing to fear from snakes.
Advance into them and they are MUCH less likely to use grab.
Earlygame low numbers are maneageable but still risky.
That should be on a banner whenever you enter any forum for Battle Brothers. Any battle should just look like a scene from an R-rated version of 101 Dalmatians, that's how you guarantee success.