Battle Brothers

Battle Brothers

View Stats:
Paul Mar 16, 2016 @ 10:02pm
Undead never stop spawning
I enter battle at 6 - 11 i kill 9 battle ends 0 - 11 they just kept respawning every turn WTF is this zero chance to win.I was slaying them fast too but they just kept respawning every turn i really hope this is a bug.
Last edited by Paul; Mar 16, 2016 @ 10:07pm
< >
Showing 1-15 of 24 comments
smakemupagus Mar 16, 2016 @ 10:10pm 
Wiedergangers reanimate once each, zero times if you decapitate them (which is largely luck although you can use cleavers, bloodthirsty mercs, etc. to swing the odds). If there's a necromancer on the other side he can rez the zombies more than once. Don't fight a necromancer with 6 guys.

edit - ... i don't neccesarily suggest fighting 11 wiedergangers with 6 guys, either. You'll get worn down by fatigue before you get a chance to kill them all twice. With 10 or 12 mercs, a few levels and a bit of mid level gear they'll be no problem.
Last edited by smakemupagus; Mar 16, 2016 @ 10:15pm
Paul Mar 16, 2016 @ 10:13pm 
hmm interesting.. i didnt see a necro and it was daytime but thats what it sounds like.. cool stuff much to learn still.
The Iron Duke Mar 16, 2016 @ 10:22pm 
Necromancer's will hide several rows behind the lines if they can get away with it. They are often resurrecting skeletons when you can't even see them.
Silfver Mar 17, 2016 @ 12:25am 
I fought like 20 something Wiedergangers with a Necromancer during a quest. Luckily I was 12/12 mercs, my ranged fighters did a great work while I pressed on towards the Necromancer and finnaly got him with a Pikeman before he could run. But that respawning was horrible before I got him.
Sarissofoi (Banned) Mar 17, 2016 @ 1:12am 
I fight 35 Armored Wiedergangers few times.
Very slow battle and be sure to have spares as weapon durability can fail you.
Lampros Mar 17, 2016 @ 5:11am 
They do stop spawning - eventually. But with offense being much slower than in the past, this is why I don't fight them any more. Get a graveyard quest, I cancel or ignore.

They've become what Goblins were to me the last update.
Last edited by Lampros; Mar 17, 2016 @ 5:11am
UR|Dialetheia Mar 17, 2016 @ 5:24am 
Originally posted by Lampros:
But with offense being much slower than in the past

I would really appreciate it if you'd stop perpetuating this erroneous claim.
Lampros Mar 17, 2016 @ 5:25am 
Originally posted by UR|Dialetheia:
Originally posted by Lampros:
But with offense being much slower than in the past

I would really appreciate it if you'd stop perpetuating this erroneous claim.

How is it erroneous? The fastest offensive build by far was a Perfect Focus build. And it was undeniably - and massively - nerfed.
UR|Dialetheia Mar 17, 2016 @ 5:28am 
Originally posted by Lampros:
Originally posted by UR|Dialetheia:

I would really appreciate it if you'd stop perpetuating this erroneous claim.

How is it erroneous? The fastest offensive build by far was a Perfect Focus build. And it was undeniably - and massively - nerfed.

And it was, and is, unsustainable when expanded onto the entire company. Your offense is not two mercs with whom you kill everything(which was, certainly, one of the possible ways to wage war pre-update). Your offense is all 12 mercs, combined. All the other ways of neutralizing targets are not affected. or sometimes even boosted. I suggest you de-track your one-track mind and look into those.
Lampros Mar 17, 2016 @ 5:33am 
Originally posted by UR|Dialetheia:

And it was, and is, unsustainable when expanded onto the entire company. Your offense is not two mercs with whom you kill everything(which was, certainly, one of the possible ways to wage war pre-update). Your offense is all 12 mercs, combined. All the other ways of neutralizing targets are not affected. or sometimes even boosted. I suggest you de-track your one-track mind and look into those.

While an "entire company" PF build may no longer be sustainable, it was not prior to the update. I have seen screenshots from someone who ran 10 PF melees and 2 Rally Captains. And obviously that was the fastest damage team possible, albeit it was a lot more risky, and he re-loaded quite a bit (perhaps our idea of "sustainability" is different - you may think multiple re-load approach is not "sustainable"). Besides,I ran 4 PFs generally (2 melee and 2 ranged) - not 2 - albeit the melees did far more killing than the ranged.

UR|Dialetheia Mar 17, 2016 @ 5:41am 
There are at least two other ways to acheive same, if not greater, time-to-kill rates as massed PF builds, that i can think of, and numerous other party compositions that simply provide a comfortable experience - after all, game's not as hard as it might seem, once you get to know it.

Back to fighting undead - the best(as in, most efficient, least stressful etc.) way to fight them is not overwhelming offense, but rather reliable defense. What you do is set them up for a board-wipe - that is deplete the healthpools on each one of them untill the point where they will certainly go down in one hit from anything: you have 12 mercs, which translates to 24 standard attacks, which translates to 24 zombies that are gone for good, provided you've set up your board-wipe properly. And you need defense(not even sky-high, just enough to be reliable against zombies' weaksause melee skill) to survive those 2-3 turns you need to prepare. Naturally, the presense of Berserks, Quick Switch crossbowmen, AoE-capability and even new-age PFers greatly increases the amount of zombies you can potentially wipe in a single turn.
Last edited by UR|Dialetheia; Mar 17, 2016 @ 5:42am
j_duthie Mar 17, 2016 @ 5:56am 
Even thats largely unnecessary. They only resurrect once, and when they come back its without armor or full health. Knocking over a resurrected zombie requires a slight breeze. Just find the high ground and let them come like lambs to the slaughter.

Necromancers make things a little trickier but by the time you run into them you should have either: A.) Decent ranged characters to knock them out, B.) fatigue management perks, or C.) Movement perks which allow you to penetrate the line and engage the necromancer in melee.

In general though, fighting near 2 to 1 against should be avoided unless you know what you're doing.
Sheytanaslan Mar 17, 2016 @ 6:30am 
I dont understand the need for haste in fighting these. They fall over easily. The only nusance is the Necros if they are with them and you can simply punch a hole in one section of thier line and chase them with a Brother. With bags perk you should have a spare melee weapon as well so if you are getting a weapon very worn simply switch.
I find the Shaman to be more of a threat then necros and even thier AOE root is not a game changer as you can still attack rooted.
Last edited by Sheytanaslan; Mar 17, 2016 @ 6:30am
Lampros Mar 17, 2016 @ 6:42am 
Originally posted by Sheytanaslan:
I dont understand the need for haste in fighting these. They fall over easily. The only nusance is the Necros if they are with them and you can simply punch a hole in one section of thier line and chase them with a Brother. With bags perk you should have a spare melee weapon as well so if you are getting a weapon very worn simply switch.

I find the Shaman to be more of a threat then necros and even thier AOE root is not a game changer as you can still attack rooted.

I think the issue with constantly spawning undead - just like the issue with constantly retreating skirmisher-types (a problem which has been greatly lessened through various patches) - is that you have a long fight without danger/excitement. So it just becomes boring and annoying.

I also agree that Shaman are more dangerous.
The Hat Mar 17, 2016 @ 6:55am 
Have to always flank the undead and try and push through towards the rear to take out the necro. One on one they are not much, so having a few characters hold them up, while your two hander and archer flank for example, even in the early game works.
< >
Showing 1-15 of 24 comments
Per page: 1530 50

Date Posted: Mar 16, 2016 @ 10:02pm
Posts: 24