Battle Brothers

Battle Brothers

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A5G_Reaper Oct 12, 2020 @ 8:49am
Cultist general guideline
So, I'm starting a new campaign. Decided to pick davkul cultist, E/E/I. Any tips how to go? Currently around day 30, got one conversion and one sacrifice event. The cultist stats are too low while I'm iffy of recruiting any of the better background due to potential desertion. It feels like such a slog, already went through maybe 25 bros and only one of the starter is any good. The rest are barely usable at best with little lategame potential.

Thoughts?
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Tephros83 Oct 12, 2020 @ 10:24am 
Originally posted by A5G_Reaper:
So, I'm starting a new campaign. Decided to pick davkul cultist, E/E/I. Any tips how to go? Currently around day 30, got one conversion and one sacrifice event. The cultist stats are too low while I'm iffy of recruiting any of the better background due to potential desertion. It feels like such a slog, already went through maybe 25 bros and only one of the starter is any good. The rest are barely usable at best with little lategame potential.

Thoughts?

With talents cultist can be decent at any role except ranged. Reaching 80 attack, 30 base defense, 120 fatigue, 80 hp is all good enough for non-legendary stuff for bf route, e.g. So recruit every cultist you can. I last played them before this dlc, but heard indebted don't desert when angry, so they make good sacrifice fodder.

Keep in mind you sacrifice 1 of bottom 4 xp guys, choice between 2. So 3 fodder guys is enough to never sacrifice those who matter.

Early on, only recruit potential non cultists soon after a sacrifice to give time for them to be converted. Look in wiki, I think they need lowborn background or dumb trait to be converted. Sacrifice cooldown is 21 days minimum, and conversion seems to have similar frequency.

Once you're more established, craft happy powder to prevent promising guys from deserting after sacrifice. Alchemist follower helps with this so you don't have to hunt as many necrosavants.

It's a rough start, but in the long run due to bonuses and voice of davkul they are probably the most powerful if you aren't one to savescum recruits. And it's the only time I've ever got aspect of davkul in thousands of hours.
Last edited by Tephros83; Oct 12, 2020 @ 10:27am
Percussigant Oct 12, 2020 @ 3:25pm 
What Tephros said is sound advice. I will try to add a few of my own.

As you've probably noticed already, the biggest challenge cultists face is their terrible early game. Their start is without a doubt one of the hardest. This is of course compensated by the fact that they become a late-game powerhouse once they reach critical mass, which in their case is a core of high-ranking cultists. I have had a Prophet in E/E/I, but it took me quite a lot of tries.

Here is what I usually do :

1. First days : hire any cheap background until I have 8 bros in my roster. Obviously cultists are better, but you do need to get your business up and running asap. Heavily favor cultists for equipment, the non-cultists' only job at this point is to die so the cultists can live. Apart from recruits, I find that the most consistent place to spend my money at this point of the game is polearms. This phase ends as soon as the first sacrifice occurs, ideally with the sacrifice of one of your remaining fodder bros.

2. Early game : recruit cultists exclusively (before hiring fodder, you can afford one good non-cultist for conversion) until you can field 12, with the exception of cheap backgrounds that you keep in reserve for the sole purpose of sacrifices. Hire a Recruiter as soon as possible to maximise potential cultist "procs" in city recruitment screens, and make friends with any settlement that is in a marsh or that has a mushroom grove nearby, as those places spawn cultist recruits more frequently.

3. Mid-game : chances are your ranged damage is lacking if you haven't had a couple talented ranged cultists. You should now be able to afford to include non-cultists in your party. The most promising recruits for that job in my opinion are Poachers, because they can convert without any special traits and usually have enough ranged proficiency to at least be able to use a crossbow. As Tephros said, hire them just after a sacrifice so that they have as much time as possible to convert before getting horrified by how much of a terrible, terrible boss you are. If you need a frontline bro, the usual suspects are good (Farmhand, Fisher, Lumberjack, Butcher, Brawler, Thief...).

4. Once you have a full lineup with good ranged backline, you should be hitting your stride. Proceed as you see fit.


A few more tips :

-you cannot check your roster during events. Name/redecorate your cultists so that you can tell them apart from the sacrifices during the sacrifice event.

-sacrifices happen at least 21 days apart from the last, and the probability that it happens increases with each day after the 21st

-conversions have a 13 days cooldown

-always keep a monk/flagellant in your party, for a chance at the +resolve event (20 days cooldown)

-the South is not a good place for early game cultists, unless you just want to buy some armor

-don't hesitate to use the wiki to check if a background you want can be converted (only Lowborn who aren't Bright can be converted, or non-Nobles who are Dumb)

-once you have a good stock of Happy Powder, you can keep unconvertible backgrounds more or less permanently, but if you reach that point, chances are your cultists will probably be quite high-ranked and better than basically anyone you could hire

-cultists have the lowest upkeep in terms of money (a new convert will adopt a cultist's salary), and they cannot have the Greedy trait. Do not let a low treasury lead you to desperate choices too soon.

Good luck !

Last edited by Percussigant; Oct 12, 2020 @ 3:28pm
A5G_Reaper Oct 12, 2020 @ 7:48pm 
Hmm, yes it seems that my struggling is mostly because I'm stuck in the 6-member mindset. It works when there's several strong members to anchor it and only RNG being the cause of unpredictable death without desertion and sacrifice on top. I'll move the base of operation north, I guess.
ca biche? Oct 13, 2020 @ 1:10am 
I disagree with keeping monks in the party actually. Early game you want maximum control over sacrifice/ conversion events so I would try to prevent event pool dilution from monk brothers. Besides small increase in resolve while nice has very small impact on your power level.

On another note, taking gifted colossus dodge will make almost any bro work early game so you might want to try that.
Eraziel Oct 13, 2020 @ 9:35am 
A few tips for the beginning

- Recruit every cultists you can. It's important to have a critical mass of cultists earliest (10 minimum) to be able to convert other backgrounds. Each cultist add chance to trigger the conversion event. The more you have the faster you convert, and it's really important that you can consistently convert early as possible.

- If possible, avoid recruiting other backgrounds before the first sacrifice. You don't know when it will happens and you can't afford desertions because of the sacrifice.

- Because your brothers are mostly crap at the beginning, buying warhounds can help during the firsts days. They are stronger then a baddly equiped weak brother.

- Avoid every cultist loss. It will delay your conversions.

- When the first sacrifice has happened and you have enough cultists, begin to recruit valuable backgrounds. Generally, you can convert only one guy between two sacrifices so don't recruit more unless you have happy powder.

- Valuable recruits will be militiamen (best Matk of the lowborns) for duelists/twohanders, farmers/lumberjacks for BF tanks or duelists if high Matk and 2-3 stars, thieves for nimble tanks or maybe a fencer. Butchers and brawlers are also a good pick. When it's possible to afford them, each hedge knight should be try on for the dumb trait. And sellswords too...their only weaknesses are wages and health, and Davkul wipes them out with 20 hp and a beggar's paycheck.

- You should always have 3 fodders lv 1 for the sacrifice event. Early they should be cultists or indebteds (can't be converted) because you don't want the convert event to be spend on them. Later they could be from others backgrounds if you have nobody you want to convert because they can provide +2 resolve on a good brother who convert them.

- Don't forget to never keep low armors/helmets in your inventory because that can trigger the cultist leather armor/helmet event which can delay the sacrifice or the convert event. You want the least factors that can trigger others events.
Last edited by Eraziel; Oct 13, 2020 @ 9:38am
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Date Posted: Oct 12, 2020 @ 8:49am
Posts: 5