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Antidote potion's are pretty nice if you get poisoned cure's it and makes the battle brother immune to poison for 3 turns.
Since you have ranged, specifically for the goblin legendary location I feel it's better to stay near a high ground and not move your brother's out after the shaman's since the goblins are so spreadout, just let all the skirmishers and wolf riders come to you to kill them, with ranged character's target whatever ambusher(goblin ranged guys) that has clear fire range and go after shaman's only if its a clear line of fire.
Not really sure what else to say goblins with shamans are pretty tough.
For library the undead fear works the same way as shamans root mechanic can hit multiple brothers if their bunched up, the Lionheart potion is good here adding 20+ Resolve, can consider getting your brothers trough 12 arena matches to for an permanent 10 Resolve buff, it sounds like your battle brothers is lacking in Resolve.
people have cleared legendary locations before days 40, that's usually a seed their done before, not being able to take on most non contracted camps before after day 1XX+ is quite common the few who are able to do it probably takes on higher amount of battle's pr day, can find some more responses about it here
https://steamcommunity.com/app/365360/discussions/0/3765607648967390932/?ctp=2
Would it be wise to start out by holding the line and then expand the front a bit, since everyone has a 2-tile weapon?
Kraken: I've tried the solo strats but faced 2 issues so far:
1) If I go with "Hide multiple bros in bushes and drag the tentacles away with goblin necklace bro so the others can beat the head down", at least one tentacle per hidden bro just stays around them, constantly moving back and forth in grids around the bush, essentially waiting for the bro to attack or move out so as to grab them.
2) If I go with the full solo strategy, my highest bro's defense (with a named +27 shield) is 83, meaning there is still a 10%+ chance for him to get hit by the tentacles unless he shieldwalls, which doesn't last due to fatigue inflicted by dodging/blocking attacks. In the end the bro dies within a few turns of hitting 2nd phase.
Is it still possible to do it with the aformentioned low defense, provided I get somewhat lucky?
Library: All the bros are arena veterans and the lowest one's Resolve is 55 (65 with Sarge nearby), which admittedly is lower than the recommended 60+, so I will try to gather up potions for the next attempt.
I find the cheese strategies of the Kraken more annoying that the basic strategy. As long as few or none of your bro's are in the swamp you should not have trouble freeing from tentacles. The winner here is using 2-handed cleavers that do big HP damage and inflict bleeding. Those tentacles melt. Once there is just the 4 tentacles you keep them stunned as much as possible while the bro with the goblin necklace and pole-hammer goes and finishes the job
The library is my least disliked location as it is all about getting into position and then striking as simultaneous as possible to mitigate skull spam. Very tedious.
For goblin city I should have been abit more clear, if you mange to get just 1 of your units into melee range with any goblin then more of them should start engaging your troops on their own.
If the Ai has superior firepower their can start out using ranged only but as soon as just 1 of your own battle brothers get's within melee range for any battle their should switch tactic.
You have to advanced with your melee brothers at some point, I just feel the legendary goblin city location is better played abit more defensive compared to a regular goblin city where it's best to straight up start with charging, but other then that I'm not sure what to do maybe other people have better advice it's certainly a tough fight.
Kraken: You're shafted, basically. This need bros with high melee skill and defense for a regular clear method. The solo method is your only chance here. Keep in mind that the decoy bro must always be in the line of sight of a tentacle. You should whittle down the tentacles so that he can quickly kill some off for a bit of burst damage when he enters the next phase. The whacking bros should have polehammer and longaxe and eat a mushroom. Destroy the kraken's armor first before beating it up with the longaxe. With some luck it should be possible to get it done.
Library: Clear the honor guards first before you do anything else. Banner may need to conserve fatigue just to spam rally. Dont destroy the phylacteries off the bat, instead start off from the furthest ones. Ideally you should have bros camped next to the 3 phylacteries closest to the left side so they can still contribute to killing the revived stuff. Meanwhile, send only the two archer/throwers to destroy the phylacteries. Throwing axes smash them instantly, while arrows oneshot the skulls. Once there's 5 phylacteries left, destroy all of it and then kill the lorekeeper, in that order, in the same turn. After that it's just clean up.
Monolith: Probably shafted hardcore. Necrosavants gonna eat your rangebros. And the lack of a distraction tank to the top side means you'll not be doing the standard divide-and-conquer, and the priests will have field day cc-ing your lines. Still, with enough stats it should be theoretically possible. Kill of the savant that flank, disarm the ones that go after the ranged, and then kill that lot off or lure them away with an intentionally kinda-vulnerable AoE melee. If you managed to deal with the necrosavants in a timely manner then throwers are very valuable in this fight, that'll be your victory condition. Probably should expect a few casualties though.
PS: Make a lot of use of potions. They'll make your life easier. Monolith and Library, in particular, you should be ready to slosh literally everyone with a second wind, iron will, and lion heart potion each.
Kraken should be cheesed imo.
Goblin City and Monolith are definitely harder with a 12 man limit, since you are going to end up bringing sub optimal bros to each, but they are doable.
For Monolith, with a decent tank and a backline that can reasonably enough handle Necrosavants, you should be ok. With a 12 man limit you probably don't want pure ranged units anyway and your backline should be built to handle some melee exposure.
For Goblin City, I usually stack the bottom (right side of deployment) as that puts you farther away from the northern Goblins, then try to rush the bottom-right Goblins. Once you can start getting kills you should get some morale break chaining. Go in at night of course. Drop a bunch of armored dogs for distraction. Adrenaline or fast bros with Relentless can help get a strong turn 2.
Oh its a guide I thought Wandering had 4 of his battle brothers with the fearsome perk lol :)
Maybe I could turn him into a pseudo-tank with a good low-Fat shield?
best seem to put the guy with the goblin necklace in top forward formation then, bring only like 6 naked and put them in the bottom of the formation, their still need to act before the irrlects and take a step back on the first turn.
that works like 5 times out off 10 depending on how many you bring and the terrain
I gave everyone a kite shield, even the bannerman. and everyone brings 1 - 4 fire pot. attack at night, restart until I have high ground. I just stand still and untangle myself over and over.
Wait until the melee goblin comes to melee range, I use all my fatigue and action point on untangling and shield wall, I attack with fire pot if I can hit 3 - 4 goblin with it, I only melee attack if I can get a kill. By the time I used all my fire pot. all the melee goblin died from it, the overseers came to my melee range by themselves. the remaining ranged and shamans are wavering.
I end to routing everyone off the field over the after a few more kills. Didnt lose anyone, although everyone is hurt and wounded.