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Geists have 95 initiative. Generally without investing into initiative your banner brothers should go after them after gears
Going before geists:
Turn starts --> your bannerman has nothing to do so pass --> geist screams --> your brother breaks/flees --> the fleeing brothers get pushed to the end of the non-waiting rounds--> fleeing brothers have their turn before bannerman and run/taking AoO --> your line breaks
The ideal scenario is:
Turn starts --> geist screams --> your brother breaks/flees --> the fleeing brothers get pushed to the end of the non-waiting rounds (that's how fleeing turn order works) --> your bannerman's turn before the fleeing brothers --> you rally and stop them from running --> your now rallied brothers can have their turn
Which is why having high initiative is actually pretty detrimental to the functionality against gheists specifically
Current playthru might be hosed, but your guide will help on next.
Yes, my favourite start is peasant militia and I generally aim for farmhands, or miltia backgrounds for their good fatigue. Where I get filtered fatigue-wise is when adding a weapon into the third slot. It pretty much needs to be a dagger or you'll be over encumbered. I wish I could have a polehammer, 2handed hammer, and 1handed hammer but it's too heavy. There's also the secret Russian loadout that uses bags and belts to solve this issue. You do like you normally would with quickhands to polearm, then stack a bunch of 1handed weapons in the empty slots.
I always field the cleaver duelists when facing undead. The whip is really nice for disarming the polearm skeletons, the lower AP cost of duelist is nice when combined with berserk, and the decapitate ability is great vs. zombies. I suppose it's not ideal, the ideal loadout probably being pure maces and hammers but I find it gets tiring trying to game the system too much, so I aim for versatility vs. minmaxed specialization in most cases.