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Other than that focus on armor breaking weapons. If you have throwing bros switch to axes instead of spears. Hammers. Armor breaking is the hammer bro's wheel house.
Nets are VERY good for hit chance bonus, but there is an opportunity cost. Have to replenish and they take up precious inventory space. Good for duelist throwers.
Maybe this is it, most of my backline are throwers, I will try to give them axes, see how it goes. Thanks.
Do you know how high melee attack needs to be for daggers to be reliable? I might try to build a bro with fast adaptation and backstab and see how it goes, but I always had problems with it. Dagger bros are the first to die when I try, it's like the AI knows.
Fatigue Neutral means you regain 15 fatigue for each bro when it is their turn.
So if you have weapon mastery of your choice and path finder perk, then give that bro a 2 hand weapon, and have him wear the heaviest armor until he still have 16 point of fatigue left. Path finder cancel out terrain penalty and height penalty as if you are on flat grass ground. and weapon mastery reduce the fatigue cost of attacks. Combining both 15 fatigue allows you to always walk 1 tile and swing once. And for 2 hand weapon you can only swing once anyway. This way fatigue is irreverent, your bro will always have enough fatigue to walk and attack when it is their turn.
Also, at that stage polearms like pike and billhook are stupid good to shred through raiders. Do you have enough of it? Meanwhile, your throwing weapon users do need at least mastery for it to match up to polearm.
If I have to throw a wild guess, your equipment and/or perk choices may not be the most optimal. Post some screenshot of your bros perhaps?
Nine lives is especially nice for negating that annoying poison or bleeding death, obviating the need to worry about bandages or antidotes for the most part.
Basically nine lives almost always gives you a chance to get a bro to safety through rotate. Rotate on one bro is good; rotate on all of them gives you some unparalleled tactical flexibility, plus the anti-dying bit.
As mentioned fat neutral builds are popular. Also, the hammers go both ways.
It takes numerous hits to saw through heavy armor with a sword, but I have pulverized Orc heavy armor in two blows from a hammer. Use the right weapon against the right enemy and stop the enemy from trying to do the same. Basic tactics and why having a front line full of one weapon type is not great.
I use mostly what drops from the brigands, everything else is quite expensive. Not sure how to post pics but I had like 4 throwers, 1 polearm and two guys with spears in the flank, and the rest were frontliners. I had adrenaline and dogs for the frontliners and the hit chance increase for the throwers. The polearm guy was meh. The frontliners were a mix of axes, arming swords and maces. All upper tier. Was having a comfy game until armored enemies started appearing en masse, usually the throwers kill one or two unarmored before the melee even starts.
Yeah i'm a bit undecisive about Nine Lives. I usually go for colossus because a bro that dies might die again on me.
Compared to a lot of other enemies in the game, Brigands are actually pretty lightly armored. They have just enough armor so that spears suffer against them, but they don't generally require any anti-armor strats outside of not using the very worst armor-damage weapons against them. Their stats are also on-par with a solid level 3-5 bro.
That said, a common beginner mistake is to make the entire frontline shield users. Double gripping (using a 1h weapon with no shield) pretty significantly ups damage and you should have at least a couple bros with decent survivability in the middle of your line double gripping or using 2h weapons. The extra damage significantly increases their ability to kill raiders. Generally in BB, killing fast is a better defense than trying to turtle.
Backliners with javelins, crossbows, and polearms are also useful in those early brigand fights. It's worth giving some mediocre bro Quick Hands + Bags and Belts plus a polearm (hopefully with mastery) and a pocket full of nets as an emergency button if you need to disable an enemy.
https://steamcommunity.com/sharedfiles/filedetails/?id=3156775488
Yeah, as I was saying, anyone without a shield gets smashed pretty fast. Any tips on how to preserve those damage dealers early on?
The key for using early game double grip / 2h frontliners is positioning and gear. They get armor priority, always. Never put them on the flanks. Alongside that, you need to move them cautiously. For dangerous fights, it can be worth moving your shield bros up a tile and leaving the double grippers back a tile, only moving in once you have identified a good safe kill for them. That said, it's normally safe for them to just be in the middle of the line in a typical straight line fight unless the enemy has a lot of ranged power. It's very important to never let them end up in a concave position where they are fighting 3+ enemies.
The big killer of early game double grippers and 2hers is brigand marksmen with tier 2 crossbows. If the bro is any good, I typically retreat them ASAP if they take a heavy hit and make sure to keep a shieldbro in front of them to try to protect them from archers.
As for building them, I typically go colossus -> gifted -> Dodge if they are good enough to keep around. If you are just desperate for somebody to fill the ranks and don't want to keep them long term, Fast Adaptation -> Gifted -> 9 lives / colossus depending on their HP.
Early-mid game you want to build for nimble. Nimble armor is easy to find and cheap, suitable Nimble bros are super common, and a Nimble bro with raider gear and 90 HP is about as durable as a BF bro with 200/200 armor and 60 HP. Nimble duelists with maces are my go-to frontliner build for the first crisis.
The end goal is to have a full frontline of damage dealers with some backup tanks to swap in if you need them for specific fights. 2h swords and 2h hammers work well on the flanks due to their AOE attacks, but they need a REALLY good bro to survive that role.
And remember that any random ♥♥♥♥♥♥♥ with 9 lives and fast adaptation can be an OK early game damage dealer that can die without matter too much. Those perks are kind of bad at high levels, but they can go a long way towards helping your company along to make to late game.
Incidentally, always check the market in citadels. Sometimes you can get lucky and find something like a nearly destroyed 2h sword which will absolutely skyrocket your ability to kill.