Battle Brothers

Battle Brothers

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The one who has hats Dec 22, 2020 @ 12:09pm
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To Assassinate a Cephalopod [minor spoilers]
I came up with a new method for beating the kraken for all the poor suffering Lone Wolf and Gladiators who enjoy having archers or cant otherwise afford 12 high matk/mdef bros with heavy movement perk investment. With even a dram of luck you will slay the kraken without stress or sweat.

Equipment Requirements:
  • Goblin trophy (essential)
  • Whip (recommended for low mdef tanks)
  • Heater shield (Highly recommended)
  • Polehammers
  • 1-4 High damage polearms/whips (essential)
  • Iron will potion
  • Lionheart potion
  • Second Wind potion

Bros:
  • Tank Bro. They should have decent mdef, at least 40. Give them the Goblin Trophy, potions, heater shield and the whip. A matk of 85+ will be best. Tank as either nimble or with Ijirok armour. Lone wolf and/or shield expert perks are recommended as the active mdef should be ~65. this should just be your 'best' bro.
  • 1-4 Reach Bros. Adrenaline and pathfinder perk would be best, doesn't matter who has them (even crappy archers are fine) and low init (achievable with heavy armour) for staying last in initiative (very important for first phase) or high init (100+) for being before Irrlicht in the first and second rounds. Give them the polearms/whips, they don't need anything else. Recover and high fatigue are optional bonus. Give them polehammers if you can afford it. Estieukua (see replies) has completed the kraken with 10 of these types of bro.

Method
First Rounds:
Move your reach bros as far back/forward as they can go, into bushes where possible and roll adrenaline if you have to. You have to be out of line of sight of the Irrlicht, ~8-9 tiles or hidden. Move the Tank bro so that there are 4 tiles minimum between them and the other bros and make sure you are never in reeds.
https://steamcommunity.com/sharedfiles/filedetails/?id=2330205200

Manoeuvre Phase:
Move the reach bros so they are always hidden from the Irrlicht and the tank bro so they are always visible. Reach bros edge round to the Kraken, at hitting range of their weapons. Tank bro finds a single tile island surrounded by all/mostly swamp for 2 tile reach, should be far away from Kraken.
https://steamcommunity.com/sharedfiles/filedetails/?id=2330205276
https://steamcommunity.com/sharedfiles/filedetails/?id=2330205228

Damage Phase:
You can make a choice depending on the stats of your tank bro now, if the tank has low such that they will have <70 when shield-walling then the tank should focus on doing damage, otherwise lower the tanks fatigue and prepare to shieldwall. If you are doing damage then tank bro should whip 4+ Irrlicht to ~1 attacks worth health while making sure to never kill them, once complete lower fatigue to fresh. Reach bros use what they have to strip the kraken's armour, then lower its health to just above half, only attacking when you are last in initiative, barring the kraken head.
https://steamcommunity.com/sharedfiles/filedetails/?id=2330205380
https://steamcommunity.com/sharedfiles/filedetails/?id=2330205334

Death Phase:
At the start of this phase you should have 1-4 reach bros around the armourless and half-health kraken and a tank bro far away on an island with no fatigue (and 4+ severely injured Irrlicht). Do the kraken phase 2 with the reach bros last in initiative, same as before. Tank bro should wait for the health of the kraken to lower whilst using shield-wall; when the kraken drops by 2-3 hits (I do 2 rounds with 4 bros going ham just to be safe) you can use the whip to kill an additional Irrlicht until 4 remain, then stop and only shield-wall. Continue with reach bros until kraken dies.
https://steamcommunity.com/sharedfiles/filedetails/?id=2330205462
https://steamcommunity.com/sharedfiles/filedetails/?id=2330205417

This method makes use of the kraken's 1 tile sight range and hidden reset each round. You can do this with the lowest, cheapest, fresh-from-the-market mercs as reach bros, using only pitchforks as reach bros. You can give them mushrooms to speed the process up significantly. The mdef combined with surrounding swamp matk debuff means you will see <10% hit chance from Irrlichts with the tank bro. Running with the Gilder's Embrace is practically cheese because of its values and effect. Tree shield regenerates so its another good choice in case things drag out. I did the mission in 50 rounds with 5 bros total and was able to kill an Irrlicht each turn after starting phase 2 of the kraken, only getting hit 3 times, during recovery downtime. I pulled it off getting hit 3 times, with only 45 base mdef, +15 mdef kite shield and neither shield mastery nor lone wolf. Another player, Estieukua has done this fight in 20 rounds with a dedicated tank only (not damaging Irrlichts) showing it is possible to do the whole fight without the tank using the whip, if they can withstand the Irrlicht strikes for a few turns. Killing the Irrlicht is simply to make the Tank get attacked less, if you are fielding less reach bros this is recommended.

Edits: Thanks to Estieukua for the excellent contribution!
Last edited by The one who has hats; Dec 24, 2020 @ 1:11am
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Showing 1-15 of 41 comments
turtle225 Dec 22, 2020 @ 1:30pm 
The Kraken cheese strats will never end. I love it.

What I really like about this one more than the usual Kraken cheese strats is that it lets you deploy more team members, as often the cheese strats want you to only deploy one bro, which is a problem when your roster is 11 or more.
Originally posted by turtle225:
The Kraken cheese strats will never end. I love it.

What I really like about this one more than the usual Kraken cheese strats is that it lets you deploy more team members, as often the cheese strats want you to only deploy one bro, which is a problem when your roster is 11 or more.

I've also found it's quite a lot faster than the one bro strat, especially the second kraken phase. Faster, safer and more reliable without the need for a 'god' bro carrying the game :D
Tephros83 Dec 22, 2020 @ 2:38pm 
I guess the main trick is to get everybody except the tank hidden before they get grabbed? Seems like bad terrain could screw you, being defined as too much swamp and not enough reeds, e.g. The Irrlichts move pretty fast, almost like necrosavants...

What happens if everybody is hidden? You said the tank should never be hidden.
Originally posted by Tephros83:
I guess the main trick is to get everybody except the tank hidden before they get grabbed? Seems like bad terrain could screw you, being defined as too much swamp and not enough reeds, e.g. The Irrlichts move pretty fast, almost like necrosavants...

What happens if everybody is hidden? You said the tank should never be hidden.

For terrain, its a similar situation as if you try to put in 12+ mercs requiring lots of land or everyone invested in pathfinder and REALLY high stats. I've found I have more luck with just a few and spread apart as far as you can in the formation like this (dots are bros) -> ..----' ----..
There is quite a lot more bushes than you'd think, I only failed to get a merc in bushes twice and only one of them resulted in him getting pulled, but he cut himself out and moved into bushes before getting eaten so it really wasn't that bad. As I said, taking adrenaline for the double-turn or pathfinder for an extra tile or so movement would also help. I only had one with pathfinder and it was ok. With formation spread out you can move the back rank bros far enough that the Irrlicht can't 'see' them if you have land to move across.

As for your second question; if no merc is visible the Irrlicht home in on the bros (I don't know the specifics for choosing, only that it was never the bro with the trophy) and can place themselves next to the hidden bros, ruining your stealth. From there its luck whether you move near enough another hiding spot while being pulled.

I tested this a few times to make sure that the first success wasn't a fluke :)
Last edited by The one who has hats; Dec 22, 2020 @ 3:14pm
NKlein1553 Dec 23, 2020 @ 12:56am 
I don't understand the advantage of not using all 12 brothers. Won't the kraken try to pull the polearm brothers into its mouth? Sorry for being dense.
The one who has hats Dec 23, 2020 @ 2:10am 
Originally posted by NKlein1553:
I don't understand the advantage of not using all 12 brothers. Won't the kraken try to pull the polearm brothers into its mouth? Sorry for being dense.

If they cant be seen, then they cant be grabbed. That's why I make use of the reeds for 'Hidden' buff and staying 8+ tiles away from Irrlicht, out of LoS, with the polearm dudes. The head itself has no vision, it just uses devour on whatever is beside it.
You really do assassinate the kraken.
The reason I don't use all twelve is because its hard to hide all of them. Far easier to use a few bros on either end of the back rank. Formation image:
https://steamcommunity.com/sharedfiles/filedetails/?id=2330892968

Shield is different from the one in my other images, but it has the same value.
Last edited by The one who has hats; Dec 23, 2020 @ 2:22am
Trappist Dec 23, 2020 @ 4:15am 
I think this is genius
NKlein1553 Dec 23, 2020 @ 9:07am 
You still need to be within two tiles of the kraken head to hit it, no? Are there always four bushes within striking distance of the head to hide the polearm brothers in? I'm confused why the kraken doesn't just grab and eat the four polearm brothers in this strategy. Again, sorry if I'm being sense. Only tried the kraken fight one and died pretty quick.
Last edited by NKlein1553; Dec 23, 2020 @ 9:08am
Estieukua Dec 23, 2020 @ 10:02am 
^ Because only the irrlichts (not the kraken head itself) are able to see your mercs, and the irrlichts have a vision range of 7 and won't be able to see the mercs that are close to the kraken if they (the irrlichts) have moved far away to surround the tank with the trinket (who is then the only merc that the irrlichts can see).

The polearm mercs only need to be hidden in bushes in the early rounds, when moving to be 8+ tiles away from the irrlichts. Once the latter can't see them, they can move close to the kraken without needing to hide in bushes.
Last edited by Estieukua; Dec 23, 2020 @ 10:05am
Estieukua Dec 23, 2020 @ 6:15pm 
I tried this strategy and did it in just 20 rounds, taking just 45 minutes instead of the usual many hours. The Recover perk was completely not needed.

It wasn't a LW or Glads campaign, and I had a full roster of 20 and so had to take 11 mercs into the swamp. Luckily, 11 was exactly the number of mercs I had who had either higher initiative than the irrlichts (100+) or high fatigue and the Adrenaline perk.

In round 1, all the high-initiative ones were able to move off to one side or the other and hide in reeds. One or two of the high-fatigue ones got snared in round 1 and/or round 2, but they were able to break free and use Adrenaline and then move forwards and hide in reeds near the kraken. There were no good tiles anywhere close to the kraken, but there were lots of reeds into which the attackers were able to move.

With the goblin trophy, I was using a pure shield tank with low melee skill and no reach weapon, but with melee defence so high that (once positioned on a good tile and attacked by enraged irrlichts from swamp tiles) all the hit-chances were just 5% without even needing Shieldwall.

I didn't bother trying to attack/kill the irrlichts at all. The tank was hit once, on the head, and lost 22 HPs + 5 bleeding damage. That was our only hit sustained in the entire fight. Some of the attackers weren't even wearing armour, making their fatigue higher for potential Adrenaline use in the early rounds.

If using a shield tank with not so high defence (or without managing to find an isolated good tile), taking a Second Wind potion and using a rare shield with -1/-2/-3 fatigue build-up per skill use would allow permanent Shieldwall.

In the first 2 rounds, I'd moved the shield tank back to an isolated good tile, the attackers forwards into hidden tiles within reach of the kraken, and the high-initiative ones off to hidden tiles to the sides. Once most of the high-initiative ones were out of the irrlichts' sight, I just left them where they were and they played no role in the fight.

I had 4 high-fatigue attackers in reach of the kraken for most of the fight. There were also a couple of high-initiative ones who also had the Adrenaline perk, and so I positioned them within reach of the kraken and kept using Adrenaline each turn until their initiative was lower than that of the irrlichts, and which point (once the kraken was edging close to death anyway) they were able to join in making attacks.

Once the irrlichts were enraged and attacking the shield tank, they always ended their turns immediately after making their attacks, meaning that the high-fatigue attackers no longer needed to bother waiting turn, and the 2 high-initiative attackers were also able to attack (waiting turn first if/when their initiative had slipped back to being higher than the irrlichts').

The initial removal of the kraken's armour by the attackers was expedited by 5 flasks of lindwurm acid. The kraken has Resilient, and so takes damage from each flask for only 1 turn rather than 3, but 5x20% = 100% and, in theory, ought to remove all the armour, but it only removed about 50% of it (maybe because the body armour is unaffected). It was still a good help, though, since the 2-tile weapons being used were 2 longaxes, 1 polemace and a jagged pike (another jagged pike and polemace finally got involved in the late rounds). One longaxe, 1 polemace and 1 jagged pike were rare variants with slightly better armour damage. One of the pike users was able to switch to a whip and inflict multiple stacks of bleeding once the armour was gone.

Super-cheesy, but much better than spending all day on the fight and wasting a perk point on Recover :p
hakimio Jan 8, 2021 @ 4:32am 
https://steamcommunity.com/sharedfiles/filedetails/?id=2354343055

First of all, thank you for the awesome guide. Helped a lot.

Now some tips from my side for those who want to try this guide.

Essential prerequisites:
  1. Your tank has to have extremely high melee defense. Mine had 60 base defense, 20 defense shield, kept the shield raised the whole time (without shield expert perk).
  2. Your pole-arm units have to either have 100+ initiative or adrenaline plus pathfinder. I used hyena fur mantles to reach the required initiative level, no adrenaline/pathfinder.
  3. Goblin trophy to prevent tentacles from grabbing the tank.

Good to have:
  • Shield with high melee defense. Unique shield with 25 melee defense could help a lot. You can get one after defeating the librarian.
  • Quick hands perk and whips to be able to hit the kraken's head with pole-arm and whip on the same turn.
  • Hyena mantles for increased initiative.
  • Potions: second wind, lionheart, iron will. Lionheart is needed for the tank so it can keep its morale when eventually gets hit by the tentacle. Second wind so he can keep the shield raised the whole time. Iron will might be needed in case your tank is not nimble and every hit causes injuries.
  • Acid flasks to speed up kraken's armor destruction.
  • Strange mushrooms from orc camps to increase pole-arm unit damage output (+25%).

The main steps to defeat the kraken
  1. Hide your pole-arm units in reeds.
  2. Use your tank to move all 8 tentacles to the left edge of the map. Make sure that all 8 are following the whole time and none get left behind. Otherwise the remaining one might attack your vulnerable units.
  3. Once the tentacles are far away (tentacle visibility range is 7 tiles), you can safely move your main attackers towards the kraken's head.
  4. Use acid flasks, then pole-arms + whips on the kraken until it's left with half health.
  5. Raise tank's shield just before tentacles become hostile (kraken looses more than half health).
  6. Keep the shield raised and hit the kraken till it dies. In my case, tentacles had 5% chance to hit, tank got hit once (fortunately morale didn't drop because of lionheart potion + extra resolve from arena fights and it didn't get injuries because of nimble (only 40% of damage)).


@The one who has hats: maybe you could move this tutorial to the "Guides" section to make it a bit more discoverable? Searching in the forums for it is a bit of a pain.
Last edited by hakimio; Jan 8, 2021 @ 4:33am
Aki Jan 8, 2021 @ 6:38am 
Did the krakken crash bug come back with the DLC? it was almost dead and the game crashed...
hakimio Jan 8, 2021 @ 6:46am 
Originally posted by Akiles:
Did the krakken crash bug come back with the DLC? it was almost dead and the game crashed...
I only experienced the game locking-up on tentacle turn. I could exit to main menu but couldn't do anything else.
Last edited by hakimio; Jan 8, 2021 @ 6:46am
turtle225 Jan 8, 2021 @ 8:06am 
Originally posted by Akiles:
Did the krakken crash bug come back with the DLC? it was almost dead and the game crashed...

Were you using the "Faster" mod? I think that can cause Kraken issues.
Aki Jan 8, 2021 @ 8:27am 
Originally posted by turtle225:
Originally posted by Akiles:
Did the krakken crash bug come back with the DLC? it was almost dead and the game crashed...

Were you using the "Faster" mod? I think that can cause Kraken issues.

Yes, so i guess i will disable it for this fight, thanks

By the way, this method is so hard with a full squad, i had 9 guys hidden and my tank in the edge with 8 tentacles and suddenly one tentacle went down and stopped adjacent to a hidden guy, that was his doom, dunno what caused that change.
Last edited by Aki; Jan 8, 2021 @ 8:30am
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Date Posted: Dec 22, 2020 @ 12:09pm
Posts: 41