Battle Brothers

Battle Brothers

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Orc Young charge mechanics?
Kind of curious - what's the defense level required to reliably ignore the stun-charge of young orcs? Even my high-melee-defense brothers in SHIELDWALL get stunned far too frequently for my liking.

Any ideas of the actual math involved? This thing is terrifyingly dangerous when you are facing overwhelming numbers.
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Showing 1-15 of 30 comments
Sarissofoi (Banned) Sep 21, 2016 @ 4:32pm 
There is perk that make your guys resistant to stun.
76561188078797539 Sep 21, 2016 @ 4:44pm 
Originally posted by Sarissofoi:
There is perk that make your guys resistant to stun.
Indomitable - highest tier, active use, and temporary. Also, costs a perk point that you probably may want to spend elsewhere ;)

Since Orc missions appear around day 45 or so (about level 6-7 for the average playthrough), that perks is far away from reachable. Even disregarding all the above, it'd still require all your brothers (at least in the shield wall) to go for the same perk.

I dislike such rail-roaded solutions, so figured having some !MATHS! might suggest an alternative solution.
Xiz Sep 21, 2016 @ 4:56pm 
Usually you deal with their charges by setting up a spearwall or you just say ♥♥♥♥ it and move your brothers right next to the orcs, so they can't charge.
Mr.M Sep 21, 2016 @ 4:57pm 
Are you only asking for the formula behind the Charge's chance or also for solutions?
Last edited by Mr.M; Sep 21, 2016 @ 4:59pm
76561188078797539 Sep 21, 2016 @ 5:02pm 
Originally posted by MrMonokel2000:
Are you only asking for the formula behind the Charge's chance or also for solutions?
Mostly the first, but any brainstorming on countermeasures is certainly welcome :)
Mr.M Sep 21, 2016 @ 5:16pm 
Well, i cant really say anything about the used values - thats why i asked;

The only solutions i can think of (counting all, even the bad) are:

1. Getting dudes with high defense and hope for the best (prob not working)
2. Get spears (at least for every 2nd guy) and use spearwall (is ~, can be used at any time)
3. Indomitable (Takes a while to get it), even though you explained why it would be kinda bad
4. Charge yourself into the enemy ;) (Xiz's way of solving things - always possible)
6. Nets (even though i am not using them) - they should help at least a bit
5. Use archers (though not really good solution for armies of Orc Youngs)

All those points are more or less helpful, just mentioned all i could think of.

I prefer shieldwall early game - early-mid game, isnt really reliable (like melee defense) but damages them a bit and keeps distance for archers.
Late game i kill them off mostly with archers. 1 archer should be able to kill 1 Orc Young in 1 round (with berserk after the first kill, those shield might take more of course) - but it requires high ranged skills and fatigue and therefore is only really possible lategame.
Last edited by Mr.M; Sep 22, 2016 @ 2:19pm
newageofpower Sep 22, 2016 @ 1:56pm 
After playtesting (repeated save/loading) with a MD 70 Swordmaster and a RD 60 Squire; I have come to the following conclusions:

1. Orc Young Charge/Stun is definitely autohit. Even if they are wavering and you have 80 MD they will stun you.

2. Orc Warrior/Warlord Knockback seems to be autohit. You can dodge 12 regular attacks, but the only way you can stop knockback (outside of indomitable) is to be an invalid target; i.e. character or obstruction in the knockback path. If you get surrounded by 6 orcs none of them can knock you back, lol.

3. Nets seem to be autohit. Doesn't matter how high your ranged defense or melee defense are.

4. Shaman spells are autohit.
Lord Stuffington Sep 22, 2016 @ 2:12pm 
The stun is not entirely auto hit since sometimes my spearwall tanks don't get stunned, perhaps like 90% chance to stun or something. Pretty sure it's a flat chance though since my swordmaster can have around 105 melee defense with reach advantage is still gets stunned almost all of the time...
Mr.M Sep 22, 2016 @ 2:17pm 
Yep, cant be autohit - sometimes they charge in but my guys dont get stunned (without indomitable)

But it seems like Melee Defense has 0 influence on the charge;
Last edited by Mr.M; Sep 22, 2016 @ 2:18pm
goblin Sep 22, 2016 @ 2:24pm 
Whats the max range on the charge?
They Live Sep 22, 2016 @ 2:43pm 
i just make em stun all they want, it's not that big deal. Even in Huge orc battles you still kick their green ass while some of your guys are stunned.
Mr.M Sep 22, 2016 @ 2:49pm 
2 hexes is max (land on 2nd)

Seems to cost 4 AP
Last edited by Mr.M; Sep 22, 2016 @ 2:49pm
newageofpower Sep 22, 2016 @ 4:08pm 
Originally posted by Banjohitler:
The stun is not entirely auto hit since sometimes my spearwall tanks don't get stunned, perhaps like 90% chance to stun or something. Pretty sure it's a flat chance though since my swordmaster can have around 105 melee defense with reach advantage is still gets stunned almost all of the time...


Spearwall doesn't get stunned because you're using spearwall... -_-
Skjelluv Sep 22, 2016 @ 11:49pm 
Originally posted by newageofpower:
Originally posted by Banjohitler:
The stun is not entirely auto hit since sometimes my spearwall tanks don't get stunned, perhaps like 90% chance to stun or something. Pretty sure it's a flat chance though since my swordmaster can have around 105 melee defense with reach advantage is still gets stunned almost all of the time...


Spearwall doesn't get stunned because you're using spearwall... -_-

Wrong. Sometimes they miss. But spearwall helps, as far as I can see. Have no numbers to prove it.

I guess it's 95% to hit.
Lord Stuffington Sep 23, 2016 @ 2:43am 
Originally posted by newageofpower:

Spearwall doesn't get stunned because you're using spearwall... -_-

Yeah obviously I meant when they get through the spearwall with their charge, the brother might not be stunned...
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Date Posted: Sep 21, 2016 @ 4:30pm
Posts: 30