>always beat up and rob the sellprostitutes in the event when they turn up
shame you cant kill the leader since its implied her girls arent even there by free will
if PM, day 7, thug-raider equipments, minimum frontline armor 80, shield, spear and net for all frontline, polearm for backlines
else, if you're ahead of the curve -level 5 by day 20 - raider gear, level 7 by day 40 - mercenary/noble gear
else, day 80, established core company with 3-4 prospects, southern or undead crisis.
As early as you can, by whatever means you can, very early undead camps can be cleared by one brother going back in with a sling kiting wedingers and fleeing, you can also raid a few peasants and caravan if your strong enough to turn one city hostile not even the whole side bait there police forces into a camp flee before they finish it off and go back for the spoils later, why do this? An early named item is the strongest accelerant you can make to your band giving incredible defense or the ability to oneshot early enemies letting you take far more contracts and fights early.
Its not as important as the other anon makes it out to be, the game is more lenient on you as long as some actual progress is being made. Really bothering to snowball is a thing to think of when you have a lot of experience so dont be affraid that you'll fall behind if you have no named items by day 40
Dont think that any set date or equipment checklist is actually useable for every player, i begin really early (some companies can go for a camp day 2-3) but ive been playing bb for ages
Its a big "it depends" - on seed, origin and what camps you actually come across. Pm and oathtakers come to mind first former because of lol 12 starting people and latter because of phenomenal frontliner oathtaker + banner (so you get a free pike day 0) + shieldwall oath that makes any bozo with one capable of staggering enemies as well as walling indefinetly
whaddya mean confounded
people seem pretty settled between liking it and not liking it, I don't see a lot of "well I was camp x but now I'm camp y" posts
I personally like it, but I lean more into dodge and ini builds than the average person
Theres still talk about what it does with dodge instead of Wait abuse
Semi related, did you try playing around with dodgeforged yet?
i made a save before taking a lindwurm contract because ive never fought them before. seems like i need some specialist bros to avoid casualties vs them? i lost my overwhelm archer earlier who i think might be useful vs lindwurms.
>did you try playing around with dodgeforged yet?
nah I've been sick, working or out of town the entire time since the DLC dropped and supposedly made it viable ay
Havent been able to play enough myself over the past few months either, got to do a few runs with Oathtakers but not any Anatomists. Maybe its less that it made it viable and more that it hinted at the build being possible due to combination of some possible oathbro starting gear and their stats, other backgrounds can do it too in the right circumstance
Heavy oathtaker armor on the right is 300/300, but the helm is 18 penalty instead of 20 and the armor is 34 instead of 38 so the weight difference is very slight
Brawny cuts down the helm to 13 and the armor to 24 for a total of 37. Hyena pelt makes that 22 for the sake of reducing initiative and thats still somewhat easy to overcome
Question is what weapon to use. If you do qatal then basically anyone can pull this build off with a good starting roll but if you want to do a twohander then you might need some stars and more investment on levelups if the goal is to still outspeed most enemies since the lightest nomad is weighted down to like 108 ini
I dont think this builds makes Nimble dodge less attractive since with them the investment on initiative through leveling is like 1-3 with pelt and you're set whilst with BF you're gonna need to put in more, and the armor attachment being locked into hyena hurts a lot more on forged than on nimble
whaddya mean confounded
people seem pretty settled between liking it and not liking it, I don't see a lot of "well I was camp x but now I'm camp y" posts
I personally like it, but I lean more into dodge and ini builds than the average person
i made a save before taking a lindwurm contract because ive never fought them before. seems like i need some specialist bros to avoid casualties vs them? i lost my overwhelm archer earlier who i think might be useful vs lindwurms.
You want a tank and polearms for the safest possible fight.
It's just a huge pain in the ass and not really worth it especially late game where you can encounter 8 lindwurms.
>have an incredibly cinematic battle in a swamp ambush with a handful of shield guys desperately holding off the horde while the juiced up potion soldier duels the warlord >incredibly lucky projectiles back and forth taking people out on either side >day 1 indebted in gladiator gear holding off three guys on his own for three turns >my absolute best soldier ends up with a broken knee and my archer with a missing nose >save scum it and do it without losses >feel empty because the new battle was boring and straight forward
I was hoping to do all the lategame dungeons for the first time with this crew but if I do the save with the guy uncrippled I'll feel guilty and if I do the save with him crippled I'll also regret it so maybe it's time to start over again
How much of a nightmare is it to find the fountain of youth?
Its somewhere not in the snow and not in the desert, it can be anywhere similarly to the goose
Usually not too hard to find if you just wander around the wild enough, so dont ive up on the man
now you know why people say dont savescum, its not about cheating the game, its about cheating yourself, takes away the thrill of venturing into the unknown, the risk of every battle and what's at stake, the desperation of surviving the battle and making hard decisions, trusting in your best man to carry the weak flank and save the entire company at risk of him getting mauled or risk the collapse by sending a weak guy in and keep the best man somewhere safe to ensure the core company's survival, and building back the company if your strategy doesnt pan out, its the return to glory that makes for a good story to be told through the ages, not a perfect fairy tale.
>fountain of youth
dont count on it, if you find it, you find it, otherwise deal with what you got
im doing massed archers and its pretty fun. ive fought orcs a few times its not too bad if i just bring a few hammers for the warriors. goblins get massacred tho
what map seeds do you guys typically run on? just random and go with it or do you farm a good one? copy seeds from steam forums? is it more fun to just grab the best seeds you can find or go random every time?
Sometimes i got random sometimes im a bit picky so ill reset once or twice
I only use the seed farm if i want to do lone wolf with some funny traits since how often do you find a huge drunk brother
I random but I reset a few times until I see that the south is acessible at all, whether it be from a road loop or a port. I don't want to have to do a 4 day round trip every time I want to do the arena.
Does this trigger only on each action or is it every attack that doesn't it?
Ex. If you use swing on 3 enemies and miss all 3 do you get a 30% buff on your next chance to hit or is it only 10% because you only used one action?
if you fire a handgonne with FA, each misses will grant you +10 to hit, up to 10, so it goes >miss +10 >miss +0 >hit reset >miss +10 >hit reset >hit reset
same goes for swing and shatter
Thats pretty frickin good, knew there was something weird going on with FA and handgonnes but not the details. Needs to be considered against backstabber depending on where the man will be standing for greatsword/swordlance
Headhunter nowadays seems to last you throughout the full aoe if you have a stack prepped, but thats actually really impractical to put to good use at first glance
Greatsword does have a small bonus to hit head so thats something
2hhammer can probably put this to best use if you randomly get a stack but thats a big if
Makes the 2hflail round swing less atrocious though you'd still probably not wanna do it often
Continuing to play after the first crisis has made it feel less immersive and more gamey. Does anyone else get this feeling or am I just autistic?
Depends on the person since some love playin till day God knows what but yeah i agree
Particularly bad when you've blasted through all the gear progression and are not just rolling on named items >am I just autistic
We are in the bb thread
I reloaded to before it started and bought my own cannons and now every fight is cannon spam back and forth that is extremely unfun even though I'm winning now
I reloaded to before it started and bought my own cannons and now every fight is cannon spam back and forth that is extremely unfun even though I'm winning now
axe, machete and whips, bring bows, guns and fire pots to filter gunners, engineers and lancers, net+poison for assassins and officers
My anatomist run has been complicated by my refusal to let them wear anything but black coats or change their starting hats. Getting assassin robes is tricky.
cant really relate, crisis feel like flavor contracts more than a challenge, the fun part about the game is the actual game, text is cool flavor but at some point after 1k+ hours most text just becomes skip
I had nearly one battle a day up through the end of the first crisis but this holy war has absolutely fricked my momentum. Southern armies are a nightmare. I should have ignored it.
Why do contracts to fight multiple southern armies with 40 people total pay less than 2k when every walk in the park hunt greenskin quest paid twice that?
I can beat their smaller armies now but I don't know if any amount of figuring out would make fighting 24 guys backed up by mortars for 1750 crowns worth it. Their loot is kind of lackluster too.
You guys fricking suck. Cope and seethe.
If you like TBS, you should like this. Don't cheat and savescum and ruin the experience for yourself and you'll gradually figure out interesting strategies. Who you start with makes a massive difference as well. Perhaps start lone wolf/barbarians/gladiators, some of the easiest backgrounds imo
>only managed 14 battles in 28 days of the holy war >ended with less money than I started >lost a great brother
I should haves stayed in the wilderness. I'm worried I'll be too far behind the camp scaling now.
bro you'll never be behind camp scaling unless you're specifically seeking out toptier camps, i can't toss a pebble without it hitting 2-3 trash camps along the way
Camps have a resource value that depends on the type and is used to spawn units. For example: Small barbarian camp has 75 resources, big one has 325
A bandit thug costs 9 resources, a bandit leader 25.
This camp resource value is multiplied by two factors
First is a day multiplier, 1.0 + 0.0075 per day with a max of 3.0
Second is combat difficulty, 0.85/1.0/1.15
Third is
Also there is no distance scaling for camps, but higher tier camps need to be further away from civilisation ie settlements to spawn, and there's also a max distance to civ setting that increases with stronger camps, so the further away the higher the likelihood of higher tier camps
>So company strenght does not actually matter at all? Why does it feel like PM sees bigger camps than others?
It does not, and confirmation bias I suppose
As anon said, 266 or 267, depending on how it's rounded. 2.0 added multiplier max, 0.0075 per day, 2 / 0.0075 = 266.6
>why does my HUD/buttons occasionally disappears in battles
15 days late, but it's a bug tied to UI scaling. Opening the inventory when it occurs will make it reappear.
At what point is the bow more accurate than the crossbow or throwing weapons? 5 tiles and beyond? Are bows meant to pick off priority targets or am I just overcomplicating things?
Hey guys, I haven't played in a while but wanted to brush up on the basics, so I started a new game on E/E/L. Haven't installed any QoL mods because I wanted to get the perspective of someone who just installed the game for the first time. I made a little chain of posts here in the &tactical general in /vg/ about it
[...]
Wanted to ask the pros here, am I giving good advice to newbies? How would you review that first battle?
jesus do people really play at normal combat speed?
your archer boy was really lucky the dagger got the lucky stab>morale break, if he folded the archer would have died, you could have the axe move up and gank the thug, though that would have left the bottom flank by his lonesome waiting for xbow and archer to finish off pickaxe and reposition before he dies, anyway, 7 vs 7 thugs is okay, you shouls have moved archer clothes and hats to frontline so they live for 1-2 more hits and durvive a random headshot. small scale battles between shitters often dont have any terrain manipulation tactics worth doing beyond taking the high ground so no comment
>do people really play at normal combat speed?
Unless it's bugged, this was in Fast speed anon. As for the archer clothes, I didn't want to give my good shit to the fodder on the shields, as I didn't care if they died or not, just that they soaked up a couple hits. Though I guess things could have gone south real fast if the flail guy had gotten shield dude on the head immediately. I was just being stingy because I didn't have much gear and I didn't want to squander it on dudes who were likely going to die, I guess.
Any comments on the other tips I gave regarding beginning setup?
you dont understand, protecting your fodder IS protecting the good shit, the wheat and the chaff all blends together when they're on the ground. you ever hunted poachers down after thugs rout? it's like that, but now you're on the receiving side. at 7(5f/2b) it's not like you're plentiful on meatshields either, you're running a barebone company, barely enough to keep a flank intact, which means you have to concentrate resources where it counts
other than that, invest in armor whenever you can, the a good cheap armor set for an upstart company is red leather (~200 in cities, less if used), always keep around 2k on hands, if you're moving through a castle, look for deals on used high tier weapons like military cleavers and billhook, buy swordlances if you see them available in the south, do not buy helmets, loot them off bandits.
armor hands-me-down order goes: prospect front at front > fodder front > prospect front at back > prospect backliner > bannerman > archer, archers can only don -0 vision helmets, while xbows can don -1s, so take care.
Just read through your guide. It's ok, but you should have focused more on overmatching on your fights, through numbers/stats/equipment. The other anon was right regarding early game bros. You want them alive and healthy as long as possible so you can occupy an extra hex, contribute attacks, give adjacency bonuses, force enemy to waste attacks on them, and so on.
>Buy Spears+Shields on everyone. >Spearwall to keep fights manageable. Low-tier enemies will kill themselves on your spears >Literally shittiest spear you can buy >If a recruit is worth keeping longterm, give them a polearm/whip and put them in back >Upgrade to Pike is inexpensive and worth for a strong bro. Check general stores for cheap Billhooks. Finding an early ~40% billhook is basically cheating early game. >2H weapons are strong, but you will die easily without heavy armor. If you miss at the wrong time you will die >Buy Armor>Weapons generally >Equip a shiv/dagger on every bro in their belt. 0 fatigue to carry, and you can puncture guys with good armor to kill without damaging armor. This is actually very huge, getting heavy armor is how you actually progress. >Don't do "Escort Caravan" contracts if you are playing ironman. >Beasts are not worth killing in terms of $$. They are generally quite dangerous relative to the loot until lategame. >Archers will die to Orcs without Footwork >Archers will die to Goblins without pumping RDef >Archers are the best damage dealers against un/lightly armored foes. They suck ass until lvl ~8 or so though, they are investments. >Pay attention to how much shit sells for. Round Shield is a good baseline. Selling R. Shield for ~17 is average, good to wait until you get 19+, fortresses with beneficial events buy for 22+, like 40% more. >Enemies will likely target hounds first. Having hounds is useful as fodder to give bros a few more turns to live. Do not try this against Berserkers.
Perks: >Rotation on everyone. Footwork on archers. >Colossus is legitimately good. >Heavy armor is simply better. Light armor is more for archers or for an early game bro.
>Buy Spears+Shields on everyone
so we're not doing any damage huh. more chances for bros to get rekt if the enemies take longer to DPS down. Shields should be reserved only for a few bros, having them on everyone is the most pants on head moronic advice I've seen
Bros have shit hitrates early on anyways. Spears are going to do bette on your 45 MAtt beggar than the shit t4 axes you will find, and spearwall is actually useful. Polearms are for your dps
Bros have shit hitrates early on anyways. Spears are going to do bette on your 45 MAtt beggar than the shit t4 axes you will find, and spearwall is actually useful. Polearms are for your dps
To clarify, I do mean early on. If you find a good T2/T1 weapon obviously use that, I just mean early game cheap spears are better than cheap axes, and your money should be going towards Billhooks and armor. Lategame, even midgame spears suck yes.
>Lategame, even midgame spears suck yes.
For the sake of dealing damage sure but spearwall is still immensly useful for controling the tempo of the battle because it makes the enemy go where you want him to
armor is simply better. Light armor is more for archers or for an early game bro.
New people dont know what good armor is they'd probably think chosen loot is acceptable to wear on bf unless youre wearing it for fashion
More likely theyre also gonna go bf with dirty brigand mail when nimble would do them better
>check out the Battle Brothers Steam page today thinking how maybe when it will get on sale I might buy it >Literally a few hours the game goes on sale
I guess that's a sign. Gonna check out what is it about this game.
This game looks interesting. I just have two questions. >Are Crossbowmen good? Can I make a mostly Crossbow squad and be effective?
Lately I've had my opinion on Crossbows go from "Eh it ok" to "Crossbows=based".
And >Can I be/recruit Skeletons
Skeletons are based, that's really all there is to it.
>Are Crossbowmen good?
Yes. >Can I make a mostly Crossbow squad and be effective?
Only in beginner difficulty. Generally you don't want more than 1/3 of your bros to be full time ranged. >Can I be/recruit Skeletons
No.
>Full time ranged
Well I assume that's simply not viable for a full team, since I assume you simply can't kill everything before it reaches your dudes. I'd like everyone to have at least some kind of ranged attack if possible, but as a certified D&Dgay(tm) I understand the value of action economy and how it's usually better to close into melee to tie up enemies/melee usually has extra attacks/I assume melee is more accurate than ranged/etc
I just think crossbowmen are "cool", but I see no reason a crossbowman wouldn't pull out a warpick and start bashing heads when it comes down to it. >No skelebros
Eh, a shame but not a dealbreaker. The game is on sale so I'll give it a go, gonna try to go in as blind as possible.
Crossbow/polearm hybrids are common but they are situational. It's hard when you are trying to pump two different attack stats. Something is going to lack
Crossbow/polearm hybrids are common but they are situational. It's hard when you are trying to pump two different attack stats. Something is going to lack
said they exist as hybrids and are hard to build. But another problem with crossbow is that they are slow to reload. Although they get better accuracy the closer the enemy is(as long as they aren't adjacent).
Also don't forget to post your newb adventures, they are always fun to read.
OK Crossbow homie here
I have acquired the game, gonna do the "beginner start". Rather than going for a gimmick like "crossbow squad" I'm gonna try for a balanced army to learn the mechanics. Gonna try to go in mostly blind, but is there anything important a newbie would really need to know?
Do daggers increase chance of dropping armor/not destroying enemy armor or something? In either case I ended up giving two of my bros daggers since they seemed the best choice of what was available in the starting store.
Bros dying isn't the end of the world and just experiment. Try to remember when you make a moronic mistake what it was that you did that turned out to be so dumb. Report back findings so that we can laugh together. Remember it's a game and git gud
Last thing - enjoy the flavor text for the first time. It's actually pretty decent. Not deep, but still good
Yeah, I'm going to try my best to not Savescum. Thus far I have done so once in the battle against the tutorial guy just because I got some bros killed by my lack of game knowledge, but now that I have a better idea how movement/placement works the battle went smoothly with only a few injuries.
One of the guys I hired is a Houndmaster and the armored dog I bought for him has more than paid for itself just by being a distraction/meat shield. It also seems to not need healing after battle?
2 years ago
Anonymous
>Do daggers increase chance of dropping armor/not destroying enemy armor or something?
Daggers have an attack called "puncture" which does direct HP damage. It isn't practical for normal combat but if you surround a knight you can essentially kill them without damaging the armor. Armor has a chance to drop proportional to how damage it is, so if you kill them without damaging the armor you are almost guaranteed to get it.
2 years ago
Anonymous
Ah got it, I assumed it may have been something like that.
Currently I'm wandering around looking for a hostile camp to destroy, but haven't seen shit. Guess I'm going to go see if I can pay someone for info at the local city's tavern, maybe that reveals a camp on the map.
I assume I can get some kind of Doctor follower, because having to wait up to 5 days for my guys to recover from injuries seems incredibly inefficient but some injuries really don't seem like I'd want to put them in combat with.
2 years ago
Anonymous
[...]
You shouldn't be afraid of savescumming when you're learning the game. A playthrough can take dozens of hours. If you have to restart every time you get blindsided by a new enemy or new fight you're going to take forever to learn the game.
This. I wasn't saying savescumming was bad just don't get discouraged by a death. Wiping 2/3 of your men and losing half your decent armor at day 30 is a different story. Just some bros are meant to die regardless
2 years ago
Anonymous
Yeah I've only savescummed if my starter Bros died since I like them from a narrative standpoint, as of now I've only had 2 actual deaths and one deserter (who got his face ripped off right before and deserted right before we got paid lol)
Thus far on my adventure, I have two Bloodthirsty lads that have been big for killing Zombies, a Houndsmaster I gave a hunting bow to, and my starting Crossbro who I also gave a hound to, (having a pocket bodyguard for my flankers has been nice), and some other basic dudes.
It seems like ranged combat isn't as useful without a lot of skill points in it, since even at 50 skill my archer isn't very accurate and I can't get the skill to let me Disengage yet. But I feel like as my Ranged skill increases it'll become significantly better.
Hounds seem to be 100% good, no downside except the pricetag at all. I almost feel like I should change my theme to Houndsmen and give everyone one.
My Crossbowman has both the "injure enemies easier" and "does bonus damage to injured enemies" traits, seemed like a no-brainer. (Plus the miss=better accuracy one)
2 years ago
Anonymous
Hounds are extremely good for the price if you know when and how to use them. You can punch well above your weight due to the surround bonus and wasted enemy turns just by having 3-4 hounds. Its like having an extra bro without the heartbreak. Just don't use them against berserkers and necrosavants.
2 years ago
Anonymous
>release dog two tiles away from a near dead enemy >it makes a beeline for the biggest and baddest enemy out there
Bros dying isn't the end of the world and just experiment. Try to remember when you make a moronic mistake what it was that you did that turned out to be so dumb. Report back findings so that we can laugh together. Remember it's a game and git gud
Last thing - enjoy the flavor text for the first time. It's actually pretty decent. Not deep, but still good
Do daggers increase chance of dropping armor/not destroying enemy armor or something? In either case I ended up giving two of my bros daggers since they seemed the best choice of what was available in the starting store.
[...]
Yeah, I'm going to try my best to not Savescum. Thus far I have done so once in the battle against the tutorial guy just because I got some bros killed by my lack of game knowledge, but now that I have a better idea how movement/placement works the battle went smoothly with only a few injuries.
One of the guys I hired is a Houndmaster and the armored dog I bought for him has more than paid for itself just by being a distraction/meat shield. It also seems to not need healing after battle?
You shouldn't be afraid of savescumming when you're learning the game. A playthrough can take dozens of hours. If you have to restart every time you get blindsided by a new enemy or new fight you're going to take forever to learn the game.
always wear helmets
ignore the gays who say you have to play on higher difficulty, it's true that helps build tempo but you're better off learning basic mechanics and resource management before you worry about that
prepare to get your shit pushed in by most things the first few times you vs em, you'll figure it out (especially if you alt-f4 and retry the same battle)
height advantage and surrounds are the most consistently abusable advantages you have - get high and mob em
question
could you actually mod a tower shield that reduce your movement(increase AP and FAT cost) but greatly increase RD and is possible to use with X Bow?
>Full time ranged
Well I assume that's simply not viable for a full team, since I assume you simply can't kill everything before it reaches your dudes. I'd like everyone to have at least some kind of ranged attack if possible, but as a certified D&Dgay(tm) I understand the value of action economy and how it's usually better to close into melee to tie up enemies/melee usually has extra attacks/I assume melee is more accurate than ranged/etc
I just think crossbowmen are "cool", but I see no reason a crossbowman wouldn't pull out a warpick and start bashing heads when it comes down to it. >No skelebros
Eh, a shame but not a dealbreaker. The game is on sale so I'll give it a go, gonna try to go in as blind as possible.
Crossbows are very good. Starter light crossbow that the default origin gets is very piddy so dont base your opinion on that
Backline hybrids (bow or crossbow+polearm or some other reach weapon) can make for really flexible brothers though they can be tricky for a complete beginner
Being a ranged sidearm is what throwing weapons are supposed to do but they got powercreeped to high hell over the years but thats another story
Crossbow/polearm hybrids are common but they are situational. It's hard when you are trying to pump two different attack stats. Something is going to lack
As [...] said they exist as hybrids and are hard to build. But another problem with crossbow is that they are slow to reload. Although they get better accuracy the closer the enemy is(as long as they aren't adjacent).
Also don't forget to post your newb adventures, they are always fun to read.
>situational
I cant think of a more universally useful brother to fill a roster slot, there's no fight in which another man with polearm mastery is bad >hard to build
Figuring out when to hybridize and when to go pure ranged might be an issue until you figure it out but candidates arent really that hard to find even on PM with their recruitment limit
The ways in a backliner hybrid "lacks" in comparison to a pure polearm or a pure ranged bro is less free perks. Pure polearms can be tweaked to do several things based on your liking and brother whilst pure ranged does better in shootouts vs goblins/nomads and at being a gunner since they dont hybridize
>take contract to assist in siege >show up and see allied armies >no allies in battle with 20 man waves back to back
Did I do something wrong or should I not be taking siege contracts?
A lot of them have been rewritten recently and some released seperate but >Some form of speedup mod
Preferably one that isnt bugged >Settlment situation tooltip
Nouse over a settlment situation in the town screen and see what exactly it does to the local prices and recruitment >Number range (forgot actual name)
Some few many was bad design in homm and its bad design here, it just shows you what the word actually means in brackets next to the number so it goes from "A few brigand marksmen" to "A few brigand marksmen (1-4)" >Quickhands icons
Adds icons and hotkeys for the things in your bag so you dont need to open up the inventory whenever you wanna switch something >>(Stuff that is a bit beyond QoL)
Dont use tryout mods they make the game worse
You have Faster, Quicker and a rewrite of Quicker that uses some recent plugin that allows for better coding or something
Faster was the first but is also the buggiest, its usually not a problem but id still not use it
Quicker was made using alternative methods and the bugs are now just visual, except for something with the world map and event frequency
The rewrite of Quicker i did not get to try but apperently it is the cleanest version of a speedup mod according to the page on the nexus
>auto pause
autopause when not moving on the worldmap and after an enemy party enters range of vision for the first time
https://www.nexusmods.com/battlebrothers/mods/55
https://www.nexusmods.com/battlebrothers/mods/54 >autopilot
bags hotkeys and wait all option among other things
https://www.nexusmods.com/battlebrothers/mods/62 >faster
x4 x8 speed and faster combat speed, there are other mods to choose from that do the same
https://www.nexusmods.com/battlebrothers/mods/48 >weapon numeric values
puts the actual dmg number values of weapons at the side of the %
https://www.nexusmods.com/battlebrothers/mods/559 >settlement situation tooltip
https://www.nexusmods.com/battlebrothers/mods/100 >colored rumors
makes named rumors use red text and location rumors blue text
https://www.nexusmods.com/battlebrothers/mods/373 >show enemy stats
usefull for seeing current hp of enemies, if you are new it can also help you learn durability value of enemy armor
https://www.nexusmods.com/battlebrothers/mods/98 >settlement prices
shows sell/buy values, down to preference if you dont like carryng a signet ring all the time to check prices
https://www.nexusmods.com/battlebrothers/mods/311
Complety new to the game. What's the consensus on the dlcs? With ones are worth considering getting? Beasts & Exploration, Warriors of the North or Blazing Deserts?
They're working on their next game, I'd be surprised if we got another big dlc
if the new game fails they might fall back to BB, but thats at least 4 more years down the line
not that im hoping for it to fail, hopefully its good, but BB is one of a kind, making a masterpiece 2 times in a row is something unlikely, i get the feeling the new game will not live up to the expectation, the fact that they are hiring 3d artists gives me even more doubts
>A Pavise you deploy for like 4 ap instead of Shieldwall then can shoot Crossbows from behind, (with a good Ranged Defense boost), but gives less defense in melee than a regular shield when deployed
I'd like to see it. Though it'd have some wonky interaction with crossbows being two-handed unless they specifically made it so you can equip it with a Crossbow.
>Pavise as an Accessory slot >Cannot use with a standard Shield equipped >4ap to deploy, makes a piece of Cover in a tile you select within one space >The Pavise acts as a solid wall for movement but doesn't take much melee damage to knock over/break so against melee attackers it'd be just a small hurdle to break through, (maybe add a context sensitive "Kick Over Pavise" for 2 AP skill, like how webbed allies have a context "remove web" skill that pops up)
I feel like the game needs more Accessory slot items in general.
>They
That aside, no since there's other enemies who become common later on that can turn into champions >Chosen >Warriors >Fallen Heroes >Honorguard who are harder to find unless theres an ongoing undead crisis
Since the first 2 start to roam in smaller parties at some point, you can run into like 6 Chosen + champion outside of a camp which is basically a free named item
As for the rarer enemy types like hedge knights and necromancers you're still very unlikely to see some even with bounty hunter, but the odds are a lot better
Theres also a penalty to champ spawn chance before something like day 80 or 90, a -1% so the player cant get unlucky and get shat on by a champion skirmisher day 5. If you hire him before that its like the restriction is lifted quicker in a sense
3 skull contracts also up the spawnchance by 5%, combine for best results but never count on it
I've seen a lot of good things about Battle Brothers on this board, so I intend to purchase the game. Should I buy only the base game to start, or would you recommend getting the DLCs as well while they are on sale? Thanks in advance.
Is it actually worth it to leave Brawlers unarmed or nah? I've been just treating it as an emergency backup weapon and haven't even had to slug anyone in the jaw yet.
No theyre still not good, a basic knife is better than even brawler fists in every way and it doesnt have a penalty to hit
Is it actually worth it to leave Brawlers unarmed or nah? I've been just treating it as an emergency backup weapon and haven't even had to slug anyone in the jaw yet.
newbie reporting in.
Nets seem incredibly useful, but replacing them sucks. Is there any way to recover them after battle or am I just gonna have to stock up on as many as I can before a battle?
Also I have a Peasant with a hook poleaxe, that thing has already been a major boon since I can just pull some poor dumb bastard into the Frick Zone™ and stab his ass to death from all sides.
How many nets you can buy sort of depends on seed but even with a lot of port towns youre not really able to spam them every fight, which is good considering how strong they are. Alchemist retinue can make you end up with more than you started with when crafting reinforced ones since he has a chance to not consume materials but thats not a real strategy just something to know
Also its nice to see someone else appreciating hook
So if I have a ton of Bros, (ie Peasant Militia), should I deliberately keep a bunch of them in Reserve so I can get some of them to higher levels ASAP or should I try to keep everyone around the same level?
Seems to me like rushing some high level Bros would be a significant force multiplier.
if you can, yes but be aware that fighting a 10 vs 12 in PM is very different from a 16 vs 12 or normal 10 vs 12, PM benefits from drill sarge, so go nuts, get a broken knees or something and retire the guy so you get +20xp for your bros, which helps a lot
>orc siege >get to control the militia >undead siege >militia throws themselves into the chokepoints, die, and come back as zombies or worse yet feed the cannibal things >four fricking waves for a payout less than the average marauding greenskins contract
What the frick this is the least fun contract I've ever done
Just installed BB on my shitty ass work laptop for my work trip and holy shit it runs slow, the game's quite a bit more demanding than I thought. Someone please recommend me some games like this and Dead Cells so I can tide my melee autism over this next 3 weeks.
The closest thing to Battle Brother's mercenary company gameplay is probably Mount&Blade. If you want something TBS, you might want to try Wartales, but I don't think it's on the same level as BB.
Just installed BB on my shitty ass work laptop for my work trip and holy shit it runs slow, the game's quite a bit more demanding than I thought. Someone please recommend me some games like this and Dead Cells so I can tide my melee autism over this next 3 weeks.
Oh, I guess there's also Starsector, but it's not exactly a melee-focused game unless you exclusively fight space battles by ramming your ship into the enemy ships or use modded Kingdom of Terra ships.
newbie reporting in
Is Headhunter good for a Crossbowman? Seems to me like chaining headshots would be nice, but as of now it seems like my Crossbowman already fricks things up bad enough with Wounds that it may be a wasted point. (He has the "Wound easier" and "Bonus damage to Wounded" things).
Also it finally dawned on me how good Spearwall is, it literally saved my life from a pile of zombies that would have fricked my squad of wimps and cripples up. Two guys with Spearwall and one guy with a Pike I got off some bandits basically killed off 12 Zombies by themselves while my other 2 guys just stood around conserving stamina and my Crossbowman plonked away at them.
And speaking of Undead, it seems like they don't take wounds at all. Should I consider not going all in on Wounding if there's enemy types that will just ignore them?
>Is Headhunter good for a Crossbowman? Seems to me like chaining headshots would be nice
it is good, I tend to pick it up on them if I'm not having to compensate for poor stats but sometimes they'll just get unlucky and not headshot anything for 3-4 battles anyway, so YMMV
>Also it finally dawned on me how good Spearwall is, it literally saved my life from a pile of zombies
yeah I love spearwalling zeds, it's not as good as it used to be since there was an AI change and they don't just pile towards the closest enemy now, they will sometimes manouevre a little or go for a weaker further away target, but they're still the best use case for it
most other enemies will avoid it if possible unless your hit chance is low, orcs will even just jump through it, but it's very useful for area denial even so and I usually have 2-3 spears even into lategame just for area denial against human enemies >And speaking of Undead, it seems like they don't take wounds at all.
correct >Should I consider not going all in on Wounding if there's enemy types that will just ignore them?
or you could just not fight undead unless you really have to, kek
this is the thing is like, yeah a lot of strategies drop off against certain enemy types but once your party is humming along you can pretty much pick your fights instead of having to take whatever shows up. for a lot of people that means picking the hardest fights they can to keep the momentum going and keep improving, but for me that generally takes the form of picking on nobles and weidergangers cause those are the fights that are the most fun to me.
Headhunter is good on anyone with high armor ignore, you also benefit from increased chance to hit head but crossbows dont have that normally. 75% armor ignore headshot are still very alluring
CS-Executioner is a bit tricky but you dont need an "optimal perk spread" in order to do well
never tried headhunter. my favorites are colossus and pathfinder, kinda hard to go wrong with them. the times ive tried crippling strikes i havent ended up noticing much of a difference, maybe it improves some of the weapons i dont really use much?
You owe it to yourself to go two handed flails with HH nowadays at least once or twice to see if its something for you, imo the changes seriously made flailbros from being good only against certain factions unless you find a named one into a guy who is worth bringing into almost anything. Its less consistent in damage than a two handed mace or hammer but when it works it can put them to shame
Yeah I should add I'm on Beginner, so maybe it's easier to wound people in general. But Pathfinder really does feel mandatory, especially since I started the game in the north where there's all this fricking snow. That and Recover, though that seems like it'd probably be most useful if I had some bros with Rotate to let my frontline bros take a breather. As of now I only have it on my skirmisher since he's usually far enough back I don't have to worry about him getting jumped too bad.
Speaking of which, I'm going to try to give him some kind of throwing weapon since he's usually close enough he can hit with them. Do they restock with Ammunition? Because I have a stack of "1/5 Javelins", however I thought that the stack should have refilled from ammo stores.
Nah, beginner doesnt change anything when it comes to enemy hp
Throwing weapons do restock from ammo
never tried headhunter. my favorites are colossus and pathfinder, kinda hard to go wrong with them. the times ive tried crippling strikes i havent ended up noticing much of a difference, maybe it improves some of the weapons i dont really use much?
Yeah I should add I'm on Beginner, so maybe it's easier to wound people in general. But Pathfinder really does feel mandatory, especially since I started the game in the north where there's all this fricking snow. That and Recover, though that seems like it'd probably be most useful if I had some bros with Rotate to let my frontline bros take a breather. As of now I only have it on my skirmisher since he's usually far enough back I don't have to worry about him getting jumped too bad.
Speaking of which, I'm going to try to give him some kind of throwing weapon since he's usually close enough he can hit with them. Do they restock with Ammunition? Because I have a stack of "1/5 Javelins", however I thought that the stack should have refilled from ammo stores.
How is that Stronghold mod? Looking over the Google docs for it the thing seems to be exactly what I'd want for my PM and Cultist games, but I don't know how buggy it might be. It looks to be cool enough I'm gonna give it a try I think, but I'm unsure if I want to try it on existing saves if it might frick it up.
Pretty barebones. BD and WoTN both add distinct human factions for variety, while B&E fills out the map. Base game just feels unfinished in comparison. All that you can really do is the basic bandit, orc, undead grind.
>very first game with the tutorial band >savescumming everywhere constantly >around day 30 finally get a contract to destroy a raider camp which I realize I can't possibly win when I actually start the battle >quit game
It's fun for the first few hours but it feels a bit too unfair even on beginner to be honest
The difficulty hurdle before you start enjoying the game is massive and the mechanics for actually doing well enough at the game to beat the scaling are poorly explained. It's really fun if you learn and stick with it though.
Learn to take your Ls. Retreat if you find a fight too hard to win.
If a camp is to difficult to beat, try luring a party of a different third faction close to it and then engage in combat with the camp (Like attracting Orcs or undead to a human bandit camp). The fight will become a 1 on 1 on 1, and you can pick off the stragglers once your two enemies are done beating each other to death.
Personally, I find that increasing the rate at which equipment sells through modding makes a much more enjoyable game, where you can actually afford to get good equipment for your Bros in the early game.
easy economy and high gold start lets you buy armor on day 1. if you need to mod the game to get enough money then you probably dont have any idea how to play the economy game.
People should try before they buy through gog-games.com since whilst i love battle brothers to death its really divisive
t. arch bb shill from the indie days
>kill 5 different monsters who drop 4 ingredients each to go to a taxidemist to get a single one use item
Crafting just doesn't seem worth the inventory space or trouble outside of certain armor attachments.
>crafting items are worth thousands of gold >can never sell them for more than 10% of their price >trading goods sell for more, specially when there's an event going
Not even Legends fixes that.
I think anatomists spoiled me. Not sure which company to do next, I can't imagine any of them being as fun. Maybe peasant militia will be different enough?
Cultists is more that you need to fiddle around with 2 random events (conversion and sacrifice) but once you gain enough stacks of rank you can create some disgustingly op brothers
Really all origins have something to offer, even manhunters who are just hard as hell
It's gonna continue to be in beta for a long while.
Currently, I think the Legends modders are talking with BB devs about increasing the memory limit for the game to allow for more modding changes and preventing Low Memory bugs.
might as well ask them for the art assets while they're at it lmao
BB devs dont play nice with modders, while legendgays keep on adding more and more bloat to the mod
>wonder why I never got an arena tournament in 400 days >look them up >they require you to be on a southern road for the event >my southern roads are so bad that the auto pathing makes you cut across the desert instead so I've never been on them much
Why is the road generation so fricked in the south?
it's fricked, bros. I just spent the rest of the free cash I had left this month on this game. It better be worth all the ramen that I'll have to eat till the end of the month.
They dont, it just depends on what sort of goods they produce
If it was a caravan from a place that made a trade good you'd get that or if it had an attached workshop you'd get tools
easy economy and high gold start lets you buy armor on day 1. if you need to mod the game to get enough money then you probably dont have any idea how to play the economy game.
I wanna see more tight, corridor maps, and lairs with different levels of depth and difficulty.
Currently, the only maps with lots of obstacles and varied terrain are forests where the location of the random trees and your party is crucial when positioning, since most fights are on extensively open terrain.
>Fights in villages and towns. Long corridors are scattered with obstacles and walls of different types to change how you approach encounters. >Caves and dungeons where you can clear the first level and finish the fight or delve deeper into the next level for better rewards and harsher encounters.
I don't understand why we never got things like pic related.
Big obstacles like structures and impassable but still visible terrain like crags and rivers and such.
I miss lots of things from Mount and Blade when playing Battle Brothers (the ambition where you get 50k crowns and it says you can afford a keep but you don't want one is taunting me) but the combat in Mount and Blade is shit I can't go back
The last update of Stronghold was 2 days ago, so it's up-to-date, although not sure about stability.
2 years ago
Anonymous
Should work mostly fine
There's some incompatibility with M&B Pause mod that breaks the initial fight
There's some minor bugs/issues like crown creation rollover and the food attachment not working properly
I wanna see more tight, corridor maps, and lairs with different levels of depth and difficulty.
Currently, the only maps with lots of obstacles and varied terrain are forests where the location of the random trees and your party is crucial when positioning, since most fights are on extensively open terrain.
>Fights in villages and towns. Long corridors are scattered with obstacles and walls of different types to change how you approach encounters. >Caves and dungeons where you can clear the first level and finish the fight or delve deeper into the next level for better rewards and harsher encounters.
Because it's boring >park two bros with shields on choke >park 4 bros with 2-tile weapons behind >maybe have some ranged dudes and some backup shieldbros with rotatet >poke until done
>>make river/chasm squares instakill so displacement effects are dangerous
That doesn't really solve anything. If you have ranged superiority, you wait just behind the choke. If you don't, you do... what? run your 2 bros against their choke, pray to the gilder they don't get tossed down, and then stand there poking until it's over. Shieldbash? Can't displace into occupied spots, which they will be as they're all gathered behind the choke.
>>add more ranged attacks e.g siege engines in settlement fights
The game has way too aggressive zone of control for such things. You'd get bogged down and shot to shit.
The game just isn't designed for such layouts. It lacks mobility and displacement options, so you'd first have to change half the tactical combat to accommodate this.
"Village" and "City" maps with up to 10 levels of Elevation would be really cool. >Archers on top of buildings or rampart walls >Tight alleys for Skirmishers to run through >Shieldwall on the main street >Maps where a City is being attacked have a massive wall with a few breaches in it and ladders to let people climb, getting knocked off the wall is near-lethal
It'd be cool, but idk if the system can even handle bigger height differences than what's already in game.
>It'd be cool, but idk if the system can even handle bigger height differences than what's already in game.
It's already nauseating trying to fight in the mountains against goblins with the screen flipping back and forth and the elevation changes turning half the map black
raiding castles, dining halls with a big frick table along the middles, fighting in bars, in town squares with a fountain/clock at the center and stalls around it, variable insertion location, have your bros set up ambushes, so much potential, hope modders are up to snuff
Yep. The game's potential for interesting scenarios is incredibly underutilized.
A lot of contracts or random events could happen inside towns in 'building' maps, and yet all we have is to Bring X thing here, Escort Y person there, and Get rid of Z before the time limit, all in open field locations with little obstacles and different kinds of terrains.
I wanna see more tight, corridor maps, and lairs with different levels of depth and difficulty.
Currently, the only maps with lots of obstacles and varied terrain are forests where the location of the random trees and your party is crucial when positioning, since most fights are on extensively open terrain.
>Fights in villages and towns. Long corridors are scattered with obstacles and walls of different types to change how you approach encounters. >Caves and dungeons where you can clear the first level and finish the fight or delve deeper into the next level for better rewards and harsher encounters.
Maybe the AI can't hack it in complicated environments. It's already pretty easy to game in an open field.
>There are people that play without a single QoL mod to improve their game experience even without changing core gameplay features or values.
Take the MSUpill.
Are Whips the only one-handed weapon with Reach? The Wiki doesn't include weapon ranges.
I'd like to give my Rotation lads for the Shieldwall something they can poke with when in the backline, but that quick swap perk doesn't include shields and I'd rather not have to spec into melee and ranged for Javelins.
Or should I just keep them at full stamina so when they Rotate they're at max stam?
t. newbie
I'm going to try at least one full campaign before doing even QoL mods but I fully plan to try that Stronghold one out.
Yeah but I mean specifically to Rotate them with the frontline guys who are exhausted so they can Recover. Maybe it gets better as your doods rank up, but as of now my Shieldwall doesn't last long until everyone in it is exhausted.
Though, now that I think about it, I could just make them Ranged-spec with Javelins and just Shieldwall for a turn until the frontline guys are recovered then swap back again.
You're spending 50 stamina rotating back and forth to recover less than that on the shieldwall guys. You'd help the frontline more by killing the attackers faster. Javelins are great but there is no need to rotate them in when you could be throwing another javelin for that AP and stamina.
Yeah whips are the only 1h that can go over multiple tiles but you really badly want mastery for them because it greatly ups the bleed and makes Disarm more useable
Ah, I haven't actually checked the stamina use of Rotate yet but yeah 50 is a bit too much. Probably better off just making my backline Pikemen then.
Roate is 25 but 50 if you swap yourself twice
Rotation on backliners makes sense if youre going (bladed) pike or billhook and crossspeccing into cleaver mastery for the whip because non swordlance polearms are very fatigue light and you can give the guy a 2h cleaver in bag in case of close quarters. It opens up some options that go beyond filling in for the frontline when someone's wounded, rotate has a few non obvious uses
is there a mod that stops bandits from fleeing from every single caravan you guard? there's no point in getting paid per head if they just run away from the caravan
it's called have flankers lock them down and have ranged units pick out the stragglers, if you're so confident you can spend the bare minimum effort to kill the main force
>too heavy for nimble
'Tis a reminder that you don't have to go for perfect 40% nimble. Nothing wrong with trading a bit of percentage for some extra armor. Named armor in the 200 range can get LPR or wurmscale for either pure nimble or nimbleforged. Otherwise use them just use them early as stepping stones for your forged bros.
Affordable and spawn in village armorsmiths
Apply +40 attachment and keep around as reserve gear later when you outgrow it, 210 might not really be bf worthy but 250 sort of is
If you mean named armor like the other anon said just put it on nimble people. Yes you lose some % but youre wearing like 100 more durability on the body which more than makes up for that
Are Slings actually worth using?
Their design is confused because the blogs way back when said that theyre supposed to be early game gear due to not consuming ammo/not needing a quiver, but the truth is that ammo managment is such a non factor that youre better off using anything else
The daze on head is interesting but the weapon itself has no bonus to headshot chance (the devs should really give them some+small bonus to armor ignore on headshot like the 2h flails do now)
So the answer is uhhh...
Some anons had fun with trying them out many threads ago and if anything theyre better now than before due to the headhunter buff. They do get a damage boost from throwing mastery, and you can just make the guy a standard thrower if you find them to be not to your liking
>infinitely respawning enemies and fear spam with infinite range
Is the lore keeper worth doing? This feels like a stat check more than anything else. Even with lionheart potions I don't think my team has enough resolve.
if anything is the most managable location, all the other ones are just defeat a frickton of enemies, there is a strat to it not just go in and kill everything, >lots of walking on sand, if someone doesnt have pathfinder its gonna need a secondwind pot >preferable have 2 range(throwers preferable) and no tanks >send the 2 range as soon as the fight starts hugging each side of the map to look for phylacteries >kill all the ancient guards >leave librarian at 1 hit >leave one guy that has at least 1 piece of Ijirok armor with the librarian, send every other brothers to look for the 10 phylacteries >once you find them, have all 10 phylacteries be in attack range of one brother >there is always 4/5 phylacteries in unreachable high ground so you need at least 2 people with throwing axes(phylacteries have 50% piercing resist) >kill all phylacteries+librarian in 1-2 turns >kill all the skulls and the other shit thats left
congrats you just unlocked the best shield in the game
best shield on any tank and not particularly hard to get
specially good on monolith lone wolf tank when you are surrounded on all 6 sides+9polearms on the second row and need to hold it for up to 20turns
i dont have any brother that can hold 15+ enemies single handedly for 20 turns unless i build specifically for it, and thats what gilder's embrace is good for
i remember when it first came out for dota 2
dont get what people enjoy about it
[...]
just let the zoomies enjoy their "strategy", better that than them getting mass filtered by games like bb then crying to the devs to dumb those down
pure mp autobattlers are hella gay but i think they have a lot of potential in a singleplayer/"roguelite" setting since you can fatten them up with additional mechanics to make the decision making/evaluation more interesting
>Crossbro with Flail offhand and HH/Footwork >Bonk enemy in the head with Flail skill >Footwork back >Shoot with Crossbow
Is this a guaranteed Crossbow crit? Or does Lash not count for HH?
Lash counts for HH and the stack persists when switching weapons, so one headed flail users can save fatigue by going Lash -> normal attack if they have HH though youd normally either use the three headed or two handed flails depending on situation
A build like this was popular before the 2h flail buff where you'd Lash and then quickhand into a one handed axe since Chop does bonus damage to hp on a head hit if the enemy doesnt have brow (200% multiplier instead of 150%)
Nice, I was thinking specifically for Crossbros just because now that I finally have actual armor I don't have to be as worried about my ranged bros crumpling like a paper bag if an enemy gets in melee range so I've been looking more into what to give them. But since Crossbows can be shit but not reloaded in melee I could literally point blank headshot someone with one too I guess.
I also should add, my bro with wound easier/more damage to Wounded/Sword Mastery and a sword with Gash is a monster against unarmored enemies. I just with grenades of any flavor weren't so expensive and available in the north so I don't have to go on a fricking road trip to restock.
Its one of those things you need to form your own opinion on but imo yes though i dont run them every company because you sort of want to have at least 2 gunners for the sake of converging firing arcs, they get better the more of them there are
Handgonnes are similarly to daggers poised to abuse the absolute hell out of some perks (overwhelm, fearsome, fast adaptation) so dont make a real gunner without at least those first 2
Its one of those things you need to form your own opinion on but imo yes though i dont run them every company because you sort of want to have at least 2 gunners for the sake of converging firing arcs, they get better the more of them there are
Handgonnes are similarly to daggers poised to abuse the absolute hell out of some perks (overwhelm, fearsome, fast adaptation) so dont make a real gunner without at least those first 2
excels at line battles and unconventional terrain allow for some bullshit shots to kill targets where others cant, but dont bring them to chosen/orc warrior/unhold fights, can't concentrate damage and is especially shit at ganking single targets since the shots go all over the place onto your bros, if you do build gunners, do so in pairs and put a powder bag and an axe bundle for niche applications
>all 12 of the shit tier starting peasants have their own custom background and half of them just got married or had a kid or want to start a farm
this is bleak
newbie here, I came across 4 Tree homies and holy frick I could barely hurt the things. I had to retreat, luckily some other Merc company was there too and got slaughtered so my guys actually got away.
>try again vs 2 instead of 4 >Win, with this as the result
Yeah I think I'm turning in the job with 2 kills. >Half my fricking Company is now crippled
It occurred to me that's probably the case AFTER I had managed to surround and stab one to death over a long ass time. I might try to get some axes and try for round 2.
[...] >schrats >pikes >no axes in sight
should have quit the contract or fought with the mercs
Not necessarily axes. Anything capable of breaking shield will do. 2handed swords, maces, cleavers etc. 1-handed axes with mastery or long axes are just the most efficient. Firelances have a damage bonus against trees too, funnily enough.
>try again vs 2 instead of 4 >Win, with this as the result
Yeah I think I'm turning in the job with 2 kills. >Half my fricking Company is now crippled
It occurred to me that's probably the case AFTER I had managed to surround and stab one to death over a long ass time. I might try to get some axes and try for round 2.
>schrats >pikes >no axes in sight
should have quit the contract or fought with the mercs
There arent, big shame
Wish they did another pass over npc mercs and diversified them in general, theyre already haphazard due to how wide the list of gear they can come with is but if they represented certain company builds itd be so much nicer and i dont think itd be much work >default
Still the most common
Remove bardiche and nomad helmet from loot list and replace them with something else
Make attached elites more common as the scaling progresses so a company can have 2 or 3 of them later to keep fights interesting
Possibly add a bannerbro type of unit, just recycle the noble house one and make him nimble >southerners/crownlings
Nimble and using the southern armors that are currently pretty much player only+some nomad and all sort of southern weapons, can have an attached assassin or nomad elites instead of the northern sellsword ones >bounty hunters
Contract fork only bounty hunters in overworld groups since theyre a cool fight and you almost never see them >cultists
Same as above + gets some sort of heavier BF troop using fallen hero armor for aesthetics (that one decayed fullhelm with the cultist hood over it) that Adrenalines
Rare >Northerners
Uses the nordic equipment added by WotN that's currently pretty much shop only (except for the steppe fullhelm), replace Overwhelm with something else. Maybe 9 lives since its good against barbarians and its presumed a northern only company would be doing a lot of fighting against them >Mixed
Uses bits from various company types, can have all elites attached, higher rate of elites spawn
Speaking of you could make more of those too >Wildman who's an ork weapon duelist with big hp and very light armor (often no hat), drops 2 or 3 guaranteed berserker mushrooms on death >Master Arbelaster (remove the crossbow from the master archer), uses either spiked impaler or arbelest, HH >Headtaker who's BF and who's either an axe duelist or 2h flail user with HH >Rondel daggerbro?
Of course none of this will ever happen...
armour should have layers of durability with associated materials and what it covers - a 120 mailshirt has 65 gambeson everywhere and 55 chainmail covering torso.
Attacks randomly hit a random part of the body and thus materials.
Heavier armors get more comprehensive protection - CoP gets plate everywhere but legs and chain+gambe below.
Can introduce lighter heavy armors - sellsword armor has majority chainmail and leather.
Or cheaper heavier armor - lamellar harness has chainmail and plate coverage at the cost of gambeson, barb armour offers early plate and fur coverage at cost of chainmail and weight. ancient armor have scales and worn over new gambe for cheap scale armor.
Material layers get damaged and take a durability hit on the field depending on damage severity - plates and scales are nearly immune to normal weapons but fold against mace and hammer, can get bent for a durability hit or break entirely, only allowing for proper repair at an armorsmith, scales are brittle and can only break in groups or individually, but leave other scales intact, cloth, leather and gambeson gets torn and can be sewed back or replaced entirely, chain repairs uniformly, these can be repaired normally.
armorsmiths can completely repair armor, but each repair permanently degrades performance on monolithic materials (plates, scales and leather) unless replaced at a cost, named armor dont get permanent dura hits.
this encourages using armorsmith and looting heavy and mid tier armor even if you have heavy armor already to keep in reserve and introduce logics to gameplay.
weapon types each has a type of mat it is strong against and coresponding damage multipliers, hammer strong against plate and chain but shit against soft armor, swords, spears get filtered by plates...
2h weapons bypass most of these mechanic by sheer weight but are heavy (150% current weight, 20fat swings) and leave users exposed.
doesnt matter when you can just loot and buy new ones, what are you going to use your 100k crown stockpile on?
also more opportunities for 2nd hand high tier armor in shops and markets for bargain seekers.
monolithic materials can be replaced entirely for new if you're too israelite.
Cool idea that screws with the visual clarity and most legends companies tend to start looking ugly as all hell when the player stops caring about fashion and starts matching armor for max durability leading to farmers hats over fullhelms
newbie report
Oh frick skeletons. >Undead apocalypse >Most of my guys use Pierce
The one guy with a Lucerne has been single handedly saving my Shieldwall by crushing those skeleton shits and smashing their armor up. The crossbowmen are still able to make themselves useful, especially against zombies and "not-ghouls", but they very often end up having to fight skellies in melee. I suppose I should invest in some throwing axes for them? Luckily they all have 50~60 melee skill.
I may try to get some Billhooks and see if they deal something besides Pierce, but the push of the pikes has been useful.
Billhook isnt piercing so yea they chop through skeletons just fine
newbie report
Oh frick skeletons. >Undead apocalypse >Most of my guys use Pierce
The one guy with a Lucerne has been single handedly saving my Shieldwall by crushing those skeleton shits and smashing their armor up. The crossbowmen are still able to make themselves useful, especially against zombies and "not-ghouls", but they very often end up having to fight skellies in melee. I suppose I should invest in some throwing axes for them? Luckily they all have 50~60 melee skill.
I may try to get some Billhooks and see if they deal something besides Pierce, but the push of the pikes has been useful.
>Have shielded enemy surrounded on 3 sides >Bowman still can't hit him even if he's standing behind the direction it should be facing
I suppose ranged is already strong enough that it would make it OP to let it ignore shields like that, but I feel like there's just not much reason to flank with bowmen when you can just not bother and be fine.
Also I wish there was a final DLC to add indoor areas like caves/dungeons/castles/inside of towns
Make a Perk that allows ranged weapons to benefit from surround bonus, (doesn't stack with Backstabber), ez.
You're still risking shooting your own lads in the back so I think it'd be fine.
>Best way to deal with gobbos?
Run up to them and beat them to death, they crumple once you reach them
Make a Perk that allows ranged weapons to benefit from surround bonus, (doesn't stack with Backstabber), ez.
You're still risking shooting your own lads in the back so I think it'd be fine.
This would make throwing weapons on the backline insanely broken
>Need to restart the game every 20 minutes because the amount of Mods I'm using makes it constantly run out of memory and the settlements bug out, making it impossible to enter.
Such is life in nameless generic dark fantasy land.
The game has a 2GB memory cap, so it quickly runs out of memory when it has to keep loaded a lot of entities and sprites, this develops into save file corruption the longer the issues persist.
What do we think of layered armor
Cool idea that screws with the visual clarity and most legends companies tend to start looking ugly as all hell when the player stops caring about fashion and starts matching armor for max durability leading to farmers hats over fullhelms
[...]
Billhook isnt piercing so yea they chop through skeletons just fine
I like it. Allows you to most closely customize your bros appearance and armor, making mercenary companies that actually look different from each other with every playthrough. Visual clarity isn't an issue because you can memorize what Bro is wearing, NPCs have a set of defined equipment they can wear, and you can always look at their names to see what you should look out for (their Perks).
The biggest issue of Legends' layer system is the memory problem I posted above.
I think there's a 4GB patch for the GoG .exe but it doesn't work for the Steam version.
The Legends modders have been trying to convince the devs to make an official patch and It seems they were at least acknowledged by them.
>The Legends modders have been trying to convince the devs to make an official patch and It seems they were at least acknowledged by them.
The community dude on the official discord transmits suggestions, but that doesn't actually mean anything
Terrible community interaction is by far OHs weakest point, particularly the programmer is just silent
They basically don't consider the modding community at all
2 years ago
Anonymous
good. legends is half-baked garbage and played by a minority of people, i wouldn't want the devs listening to their inane bullshit like letting BBs use magic and other moronic shit like that.
2 years ago
Anonymous
It's not just legends, it's the modding community at large. The memory limit will continue to be a problem. And it's not just that, there are other suggestions that would improve compatibility or possibilities of mods. Like, in vanilla there's no way to save data between campaigns, so you can't really make modsettings that stay between campaigns or mods like a campaign summary. There's an external tool made by the community that allows it, but it's a bit jank. >i wouldn't want the devs listening to their inane bullshit like letting BBs use magic and other moronic shit like that.
I don't know where you got that from, they don't suggest such things. Legends has also removed a lot of the magic over time because it was OP and tone-breaking
2 years ago
Anonymous
Another example is the world size. You can't increase it without someone making some dll injection or some other magic shit, as the parameters are set in the .exe c++ code. So, if more mods come out that want to add new camp types and stuff like that, the map will be cramped af.
2 years ago
Anonymous
>The Legends modders have been trying to convince the devs to make an official patch and It seems they were at least acknowledged by them.
The community dude on the official discord transmits suggestions, but that doesn't actually mean anything
Terrible community interaction is by far OHs weakest point, particularly the programmer is just silent
They basically don't consider the modding community at all
considering that their stance is
modding is barely above piracy and they encrypted their files just to prevent any modding]
well
2 years ago
Anonymous
It's not just legends, it's the modding community at large. The memory limit will continue to be a problem. And it's not just that, there are other suggestions that would improve compatibility or possibilities of mods. Like, in vanilla there's no way to save data between campaigns, so you can't really make modsettings that stay between campaigns or mods like a campaign summary. There's an external tool made by the community that allows it, but it's a bit jank. >i wouldn't want the devs listening to their inane bullshit like letting BBs use magic and other moronic shit like that.
I don't know where you got that from, they don't suggest such things. Legends has also removed a lot of the magic over time because it was OP and tone-breaking
As a starsectorgay, you absolutely don't want to give too much power to modders. Feel free to come over and check out the shitshow that is starsector's modding scene.
2 years ago
Anonymous
You only say that because of trannies making their mods purposefully incompatible with each other, but that sort of stuff is easily preventable and isn't the issue with modding itself.
Just got it on sale, and I'm liking it 3 hours in, but I had a few questions. Does the game get to a point where you can reliably take on anything confidently, or are you always fighting for your life and don't get that much stronger as you progress? Also, it seems like certain conditional talents are kinda eh, and you want to go for the ones that are constant, such as Colossus. Is experimentation the best way to go with them? Finally, where is most of your power coming from as you progress? Items or levels?
The better you get, the faster you get at gaining items and levels, the easier it becomes to stay ahead of the enemies
While there's scaling to your party strength in some aspects of the game (contracts), there are still fights that you're not really supposed to take, you'll learn what's good to take over time
Talents are the names of the attribute stars, you mean perks. There are some that are eh, but most are at least conditionally useful based on the builds you go for. Some, like Colossus or Gifted and either Nimble or Battleforged are good on pretty much any bro though
More items than levels I'd say. The better weapons don't look like they have many more stats, but they do matter a lot. As you can get gear from enemies, you can 'skip' the cost and progress quickly that way. But levels also matter a lot
You outscale brigands and some others quite quickly if you know what you are doing, though thats a pretty big if when you're starting out. There's still a few factions and enemies that can give any company a good fight even much later
Try things out with perks yes
That last one depends on the brother
How do I into shrooms? I feel like I can never find a good opportunity. Common sense dictates that I should only shroommax my backline swordlancers, but for the easier battles it's not necessary, and for those that needed like 20+ chosen/unhold, nomad or orc camps I run the risk of getting surrounded and btfo. Should I just stop being a pussy? How do you gays use them?
The penalty is crippling but +25% melee dmg is immensely alluring. Damage stacks in a multiplicative way so its even better than it seems when you combine it with KF/Executioner/Huge-Drunk >I run the risk of getting surrounded and btfo.
How exactly? On a backliner at least who's got polearm mastery you can dance back and forth with the leftover AP (move 1 tile forward, swing, move 1 tile back). And if an enemy reaches your polearm bro he's probably getting surrounded himself
Nomads can shoot you. So can gunners i guess >How do you gays use them?
Huge/drunk backliners like a coward, though i think that theres some reasoning for making frontliners shroom up in certain situations if its a brother has enough mdef to just not give a damn (and if you're careful where you place him). Or if he has Dodge on top of decent defences since you usually get around 13ish mdef from the perk. Then its sort of like you're trading 1 perk point for a big boost to how hard he hits for the duration of the fight
You can get more defences but you can't easily get more base damage, but its not like you find many mushrooms during the course of a 1 crisis company anyhow
>How exactly?
I guess it's because I play 5-7 back-front. Enemies will envelope my shit by turn 2-3, which is not a bad thing - more contact surface and what not. >Then its sort of like you're trading 1 perk point for a big boost to how hard he hits
This is actually a good way to put it. Sometimes I forget most effects of BB are actually just a stats change. Maybe I'll try a nimble dodge zweihander with RA on each flank. With 90+ MA the shroom malus should reliably be negated by RA.
I give them to my anatomist mutant that reflects damage when he's hit
Does the bonus work on reflected damage?
if you have them to spare pop them on backliners in hard fights were you need the damage, thats the safest way to use them, just need to play with them mindfull of the minus def troughout the fight.
that aside shroomed orc chain+killing frenzy oneshots ancient guards, same with a bunch of other 2H named if they roll dmg(2Hhammers/2Haxes/2Hmaces/polehammers) and you convine it with killing frenzy, that on monolith(or library if you are short in dps for the first part of the fight) is one of the best uses for shrooms, you just need to pay special care to your roided dps
even if you dont have the weapons for oneshots its still good giving them to 3 or 4 frontline 2H for the dps increase on those 2 fights
>oneshot
Thanks anon. This is good info. Not sure about the monolith though, it's the perfect example of what I meant in the original post. It'd be the perfect fight to shroommaxx if it weren't for those homosexual homosavants. But I guess I should just stop being a pussy.
Captcha 2YOWO
shroomed 2H frontline on monolith usually get ignored by necros in favor of backliners, specially if you have throwers or any squishy nimble polearm, their big problem is getting focused by 2adjacent enemies+polearms, their best position tend to be at the edge of the south side clearing it from bottom to top or stacked in the middle of the formation were they can open a gap quickly by one taping
How do I into shrooms? I feel like I can never find a good opportunity. Common sense dictates that I should only shroommax my backline swordlancers, but for the easier battles it's not necessary, and for those that needed like 20+ chosen/unhold, nomad or orc camps I run the risk of getting surrounded and btfo. Should I just stop being a pussy? How do you gays use them?
if you have them to spare pop them on backliners in hard fights were you need the damage, thats the safest way to use them, just need to play with them mindfull of the minus def troughout the fight.
that aside shroomed orc chain+killing frenzy oneshots ancient guards, same with a bunch of other 2H named if they roll dmg(2Hhammers/2Haxes/2Hmaces/polehammers) and you convine it with killing frenzy, that on monolith(or library if you are short in dps for the first part of the fight) is one of the best uses for shrooms, you just need to pay special care to your roided dps
even if you dont have the weapons for oneshots its still good giving them to 3 or 4 frontline 2H for the dps increase on those 2 fights
I just take them whenever I encounter berserkers cause I like the mental image of two shroomed out morons of different races beating each other to death to be King Shroomtard
How different are the various scenarios? Like I see that Anatomists get mutations and stuff, Cultists have their whole bit, but does Peasant Milita have any kind of "questline" or anything?
No but everyone's modifiers are such that they end up feeling different in how they play, pm in particular is drastically dissimilar to other companies
Dogs are fricking excellent >As long as they don't die they get full HP after a battle >Fast as frick, retreating enemies will get run down >Don't need food >Can be deployed as a horde all at once if you want or used as a backup "oh shit I'm surrounded" tool >Relatively cheap, even with armor >If they die you don't lose Morale
I've been considering making DOG SQUAD where everyone is Crossbowmen with dogs and just shoot the frick out of anything that tries to get close then DOG.com them when they get within one turn of your guys.
That said, I wish there was more Accessory slot things. Maybe even something like "Horse, Lightly Armored Horse, Armored Charger". But then I feel like introducing mounted combat would require a ton of work.
To make balanced I mean. Taking your super heavy brick of a man and sending him charging in on a horse at full speed instead of clomping forward slowly or having Nomads with compound bows skirmishing on unarmored horses is going to completely change how combat works.
Yeah that'd be one solution. I think the best way to go about adding Cav would simply be to add a "Riding" skill that determines chances of getting dismounted, deflecting blows to your horse, etc. I don't think that's possible via modding though. >you will never Billhook some fancy Nobleman off his horse and PEASANTED.com him to death with a mob of farmers with daggers
Yeah I think that'd be a good way to do it. >Various kinds of horses, from beat up old nags to majestic purebred war chargers with frickloads of HP and nomadic long distance runners with low health but high stamina >Various armors from "Nomad bags", (low armor but adds an inventory slot), to "Oathtaker Horse Armor", (beefy as frick but a big Stamina hit too) >Horses have stamina separate from the rider, make Charge do more damage but cost more stamina with heavy armor on
I could see it being cool, but I feel like it'd make some encounters significantly harder and trivialize others if you have your own cavalry.
2 years ago
Anonymous
I could see it being cool, but I feel like it'd make some encounters significantly harder and trivialize others if you have your own cavalry.
You could make it hours (and dogs) have more requirements than they have now. Feeding them for one, as an expense, as well as having them be able to receive wounds na need to be healed afterward, as well as being outright expensive.
Horses should be an expensive investment you that needs to be taken care of in exchange for a powerful bonus during battles.
ignore armor roll works for oneshots with damage stacking but it needs to be in a high armor dmg wep, that maxroll 70dmg hp bypass is still gonna get reduced by 10% of remaining armor, a 200armor/65hp ancient guard is gonna get hit for 90-100armor damage, have 100-110 armor left and get the bypass damage reduced by 10-11, so 59-60 effective hp dmg
that is not counting bf, with just 350armor on head+body thats a 17% reduction in armor damage, so the attack would do 74-83 armor damage, leave the enemy with 117-126 reduce the bypass damage by 12-13 and leave you with 57-58 hp dmg
now compare it with a 2h orc flail, with just KF+shrooms, a non headhit that rolls 170dmg or a headhit that rolls 120dmg is guaranteed oneshot on an ancient guard
all of this not counting bonus hp dmg from headshot because steelbrow
That brother was a huge-drunk and otherwise entierly mediocre, point of the image was more to just show how high can you go since even with what is essentialy just a default noble sword in the base damage department hits for greatsword level base dmg
If we'd actually look at highest hp damage possible with max damage stacking then i guess its a toss between 2h axes, 1h axes (on head hit) and cleaver Decapitate since it gives you a hp damage multiplier based on lost hp% that's gonna be applied on top of all the other bullshit you're slathering on top. Maybe 3 headed flails can compete too
But on the topic of actual oneshots i wholeheartedly agree that berserk chain is what to go for nowadays. Mansplitter has good odds for honorguard too when KF is active, thats why that record holder for the mono speedrun (even though monolith speedruns are a meme) gave most who didn't have a named item a mansplitter to be able to get through both legionaries and honorguard at a fast pace
>How exactly?
I guess it's because I play 5-7 back-front. Enemies will envelope my shit by turn 2-3, which is not a bad thing - more contact surface and what not. >Then its sort of like you're trading 1 perk point for a big boost to how hard he hits
This is actually a good way to put it. Sometimes I forget most effects of BB are actually just a stats change. Maybe I'll try a nimble dodge zweihander with RA on each flank. With 90+ MA the shroom malus should reliably be negated by RA.
[...]
Does the bonus work on reflected damage?
[...] >oneshot
Thanks anon. This is good info. Not sure about the monolith though, it's the perfect example of what I meant in the original post. It'd be the perfect fight to shroommaxx if it weren't for those homosexual homosavants. But I guess I should just stop being a pussy.
Captcha 2YOWO
No i mean with 5 ap cost to swing you can move 1 tile, swing and fall back to your original spot. This isn't a good example of how to line up, its just illustrating that polearm bros dont need to be directly behind someone to make an attack
Warriors wont push you because it doesn't actually mean anything for them and Lindwurms cant try to bite or tail slap the backliner
I do that against lindwurms and trees natuarlly, but it never occurred to me to do that against humanoids. I guess because I'm always afraid of unholds flipping my shit or warriors bashing their way in I try to keep my backline tight right behind the indomitable-ing frontline. I imagine with footwork swordlancers you can kite much longer, assuming sufficient fatigue. Thanks anon I'll give it a shot.
Day 100 on beginner/beginner so far, my team has 5 spearmen, 4 archers, a sergeant, 2 bros on the flank with fat 2 handed weapons. It's working pretty well with greenskins invasion.
But I feel my spears are taking too much armor damage, and gobbs are fricking bullshit. Good thing my archers make it easier to shoot them down.
Any pointers?
Spearmen just don't deal enough damage in the later stages of the game
As do archers except against things like gobbos, instead you could be having throwing weapons dudes that deal insane damage
I love archers but they just don't carry their weight
Against spooky skeltals, thicc orc warriors and chosen and such they just suck dick
You'd think you'd use them to snipe important targets like necros, but due to how cover works the hitchance is abysmal and you're better off just pushing through, even with vanilla
Instead you could use that ratk for throwers that deal insane damage against every enemy with either javs or throwing axes
Throwing mastery and duelist turn throwers from okay to highest damage brothers in the game (barring some named orc duelist uberbro and such)
2 years ago
Anonymous
And if you get a bro that has both high ratk and decent matk, you can give him a close range melee weapon like a 2h mace to bonk units that push through your lines with, instead of wasting turns trying to footwork away and such
I kinda wish there was a Deployment phase like in Total War games, my formation always seems like it needs to be shuffled around too much on any map with a lot of different terrain/obstacles.
>Lure 5 Lindwurms into a Nomad Camp. >Watch as the Lindwurms completely destroy the nomads without having to move a single muscle. >Leave when everyone is dead.
Easiest contract of my life.
Wish you could pick multiple contracts at the same time.
I'm pretty pissed off. Was having a fun campaign until I abruptly got the Greenskins Invasion ending out of nowhere at day 112. Is this normal length for a BB campaign? I'm half inclined to start a new campaign with a different late game crisis if so. This campaign the first one I've finished, on Veteran and Ironman.
>give a homie with Sword Mastery and "Wound Easier" a Samshir >Barely nick an enemy with Gash and instawound them
On one hand being able to inflict two cutting wounds in one turn is nice on the other I feel like anything without armor would just die for the same amount of AP to a "better" setup since anything you'd want to wound will usually also have too much HP to effectively do so.
>anything you'd want to wound will usually also have too much HP to effectively do so
Shamshir Gash with CS and mastery wounds Unholds every single time dont think you even need to double grip to make it work. Now if you have a named shamshir you can try to Gash a Lindwurm but ive never done it
When it comes to armor with duelist you can Gash through sub 230 chosen and thus everyone else because barbs have so much hp
The point is usually to set up for other brothers who took Executioner to capitalize on the damage boost. Two handed hammers, two handed maces and i guess 2h flails all can injure even without CS but if you take it on them youre basically guaranteed to do it, hammers will also remove a ton of armor so if you have something like a 2h cleaver or a polearm user theyre gonna natrually appreciate that on top of Executioner damage buff
Thing is that cutting injuries are better since a lot of the bashing ones just reduce enemy fatigue
2hFlails though might see benefit because the bashing head injury list is >broken nose
Reduces fatigue recovery (so it doesnt do much) >Crushed windpipe
Greatly reduces fatigue recovery and halves the fat pool (so it might actually do something) >Concussion >Skull fracture
Obliterate all skills, -50% to almost everything, basically turning the target incapable of anything meaningful
I do say they "might" because if youre using a berserk chain on a brute or something like that and you whack someone in the face with KF active it'll already send most humanoids straight to hell instantly. But CS most likely guarantees that every time you hit head you roll out of those 4 for Concussion or Skull facture even with the more fatigue permissive and ergonomical human 2hflail, and it probably makes a difference against warriors
>Small number of zombies and one necromancer attack a town, ok ez >Militiamen charge in and start the attack before me, they outnumber them so it should be fine >By the time my squad walks the 2 turns to see the fight half the militia are dead and turned to zombies and now things have become rather dangerous
So the Axehammer is an axe and a hammer.
Does that mean it benefits from Axe and Hammer mastery both for 50% reduced fatigue use? Or does it only get the boost from one or the other? Same question applies to the Notched Blade too I suppose.
each skill has its weapon class and its only affected by its respective weapon mastery >axehammer
batter benefits from hammer mastery and split shield from axe mastery >notched blade
same as above, slash benefits from sword mastery and backstab from dagger mastery
If it'd stack in fatigue reduction then notched blade would be the best dagger for puncturespamming
It's because killing beasts is almost never worth it since there drop rate is shit
Scout exists to motivate you early on and this isnt true later (post day 15) where if you have any idea of how the fight goes you can wipe the floor with everything that isnt serpents or a triple skull nachzherer contract that rolls absurd high too early. In that case just run and cancel
Nachzehrers are mostly good for early resolve trophies along with the occasional antidote and lionheart potion.
Other than that they're not terribly profitable to hunt.
i still do unholds because at level(500 days in game full of 15+ bros and named gears) theyre easy to kill, and all of their drops fetch quite a nice price, i only need the furs from the white ones and 1-2 common leather drops if 1-2 of my dogs died, since i already crafted those large quivers(bolt+arrows, 6 each for 3 of my archer/xbow bros), but in general i still do beasthunting, since they still provide easy quest and xp for my reservebros. the loot and craftables/sellables are a bonus
Nachzehrers are mostly good for early resolve trophies along with the occasional antidote and lionheart potion.
Other than that they're not terribly profitable to hunt.
>Hire a lot of bros >Suddenly every other group in the game is better and quests are harder
How do I stop this scaling shit, it's worse than Oblivion
I hate games that punish players for doing well
You don't. Learning how to get ahead of the scaling is a fundamental part of this game. I'd try more aoe if you're suffering vs massed enemies.
Also, individual enemies only get a handful of buffs, generally linked to day rather than bro strength.
Just take 1 skull quests until your boys aren't a bunch of half-dressed morons. Problem solved. Alternatively, only buy new bros at a rate in which you are able to actually equip them and you won't have that problem.
How do I take on Goblins without being picked off by archers at their discretion? Even though I'm taking gobbo camps at night with kite shields, it's still far too inefficient as I'm doing it right now especially when they're on a hill. Is this one of those times where Pathfinder and Resilient are great perk picks?
I never do escort quests.
It's a pain in the ass because every single enemy seems to attack you despite the size of your party, and eventually, you just end up losing people for a meager amount of money.
The only time it's good is when you get a patrol near you to scare away all the enemies.
Its just inconsistent sometimes they chase you sometimes they dont
Likewise sometimes the contract spawned group gets lost (ran off by a stronger npc party) or dies
Be sure to use your carvan hands/conscripts do not let them survive the contract without losses since the payout is only determined by donkeys
No because then you cant wait to penalize yourself for ini on the concurrent turn in order to milk your shieldwall/indom activation for 2 enemy actions
Don't take relentless for the dodge value, take it for wait abuse
>lone wolf disadvantage is less roster size >game scales to your roster size though so it doesnt do anything
10/10 design
It scales up to your DEPLOYABLE roster size, not over. Lone wolf/gladiator penalty means that you have no effective reserve and that once you reach 12 people you need to fire the 12th in order to check out another potential recruit, which becomes immensely annoying later
Just treat your starting bros like you would treat the lone wolf. Starting bros also have unique background descriptions. Starting dialogue also gives you some character to work with. Merchant can be bold or cautious and has experience with people, Oathtaker wants gold first and treats religious customs lightly, Beast Hunter start references Witcher and main guy is a bit depressed and disillusioned with mankind.
Depends on how many people do you have and what the brigand comp is
Raiders themselves come with highly variable equipment where they can be barely better off than a thug or be a serious issue if theyve got a pike or a longaxe (but looting either early is a great boon), though you only start seeing those right away on expert i think. So you need to evaluate how dangerous each one of them is
If its thug majority which at that point on veteran it probably will be you can look for a rout by killing the weaker enemies first. This is a concept that remains useful with the big greenskins later on
It was on a caravan escort mission. 5 thugs double gripping swords and cleavers and 2 raiders with hooked blades. Lost some decent bros there.
Thinking of caravan contracts, 2 weeks or so later the convoy gets jumped by brigands again and then by orcs before the cart even gets to move.
Is this just a lmao get fricked moment or am i correct in my assessment that escort missions are more trouble than they are worth?
Deploy either behind or alongside the caravan hands (with them being the center) if you feel like the fight calls for it, that eases things up considerably
Yea you got fricked over there but like said elsewhere in the thread caravan contracts are just inconsistent, sometimes you get swarmed sometimes you see nothing at all
Say "i'll think about it" and take a look at the route
Its also not so bad if you end up having to abandon if you had a decent number of fights in a short period without any real losses
Caravan missions are a tossup whether they're free money while your men heal or four fights back to back that you have no time to repair or heal between. They're only worth doing if you're willing to savescum, run and fail contracts, or doing them lategame to force named items to spawn at the smith.
What other games are in this genre? I've played the frick out of this and Battletech (troonytech), these types of games scratch my tycoon itch (due to merc company simulator mechanics) and enjoyment of turn-based strategy. It's difficult to find more good games like this.
Iron brow is pretty good but so is nine lives. IF I can get a brother to at least 80HP then I may prefer to choose iron brow over colossal. Same with fatigue if I reach my desire fatigue without brawny.
Odd odd post since you're bunching together perks that serve different functions into "utility"
Steel brow is neatly summarized by
I always take iron brow on front liners because I don't like playing with random crits on
, head hits though rarer get a bonus to their hp damage which isnt a big deal if the attack doesnt have much armor ignore or some special mechanic tied to it (one handed axes), but when it hurts it really hurts badly. With brow getting hit in the face is always sort of beneficial since youre distributing the damage between body and head armor and there is no difference in hitpoints
Pathfinder saves fatigue and AP when moving through bad terrain so it either does almost nothing to you during a fight or it does a massive amount
FA is FA
9lives gets a bad rap but can be argued for
It was a 6v6. Only way I could feasibly win that fight was if I got super lucky and rushed every other nacho down for morale debuff.
Even then it didn't seem feasible without losing a dude or two.
Way to handle that is rushing down one nach, then have one or two of your guys standing next to the corpse spearwalling.
Nachzehrer AI prioritizes corpses.
Am I on good pace for Day 10? Most of the bros are level 3/4 on average. I'm trying to get better at gearing up quickly in the early game but I'm not sure where to go from here after taking out a few groups of Raiders.
>Am I on good pace for Day 10?
Yeah. I am not very good at BB, but you want to get full 12/12 squad first, then buy better armor for your frontliners (I recommend at least 150 durability to be safe that early on, but you could do with cheaper 130) and then start giving them two handed weapons, if they have solid melee attack stat. Maybe get few dogs. You should be fine fighting greenskins, beasts, nomads and barbarians as long as it's one or two skull contract and you have equipment advantage.
Lookin good though you have enough looted gear to equip at least 1 more person, and like 4 if you buy them hats and redistribute things around
Speaking of redistribution Alarik might wanna be somewhere not on the edge with that current mdef. Whats your plan for him?
After you get raider gear you can
1) Just fight whatever you come across to squeeze in a bunch of fights but DONT stick to only brigands. Basically every faction has something to offer even this early >barbarians
2h hammers and maces until you buy the actual good ones from store >goblins
spiked impalers and named items though you might need to go really far out to find them on some seeds and id not recommend it until at least day 20 >ancient dead
pikes and potential warscythes if you run into a few honorguard (which isnt common but ive seen it)
etc
2) Go to the south and battle nomads to squeeze more value out of them before the day 40 dodge value kicks in. This requires some finesse and good understanding of the fight
Double good if you can combine arena fights who give insane payout at this day with random nomad battles/contracts
3) Fight mercs
This is usually not a good option at this point. Mercenaries this early actually tend to come with fairly mediocre loot to the point its not worth the bother, but sometimes you will run into like 5 of them with a hedge knight. Consider that opportunity carefully. You have to win through rout so its risky, but the potential benefit is massive.
4) Turn to brigandry
Pick 1 noble house to bully and get gear upgrades through some of their supply caravans. This has repercussions in that you arent able to access the recruit pool of their towns until a noble or holy war (so until the game is basically over for the intents of actual difficulty)
If you're really advanced you can do the same with southerners for swordlances/handgonnes/assassin mail but its harder
NTA but enemies have certain stats boosts or perks that kick in after certain a day. Check wiki for details. But yeah nomads have some nice gear so you'd want to fight some early before when they all gain dodge.
>Am I on good pace for Day 10?
Yeah. I am not very good at BB, but you want to get full 12/12 squad first, then buy better armor for your frontliners (I recommend at least 150 durability to be safe that early on, but you could do with cheaper 130) and then start giving them two handed weapons, if they have solid melee attack stat. Maybe get few dogs. You should be fine fighting greenskins, beasts, nomads and barbarians as long as it's one or two skull contract and you have equipment advantage.
Thanks for the infos. I started another campaign to try practicing very early game saves and I think I've managed to hit a good pace. This one is on day 15.
I suppose the goal now is to maybe try and start searching for early weak camps for potential named items.
No, we don't do that here. We are honorable mercs. We only send adult cripples to their death as a distraction, burn down a village in revenge (they started it by saying mean words to my men) and rob graves like honorable sell swords.
None of those filthy, morally dubious, actions like hiring 16 year old with no other way besides begging on the streets.
There used to be an anon who was big into polearms and various very advanced tactics with formations and outpositioning the AI. At some point his hubris got the better of him and during a discussion regarding necrosavant champions (who dont exist, but "should they get nimble" was the topic) he said that nimble savants are something that you could handle on mass and had someone script him a fight against like 18-24 of them he could trigger at any point through the retinue screen
It didnt go as planned
>That brawler event that can give him a permanent broken knee
Why tho
There's a chance he wont get it. Its a strange event but the stat boost is not nothing
newbie question, but is double-grip really that strong that I should actually build Bros around it? It seems like I should either go Two-Hand or Sword and Board since the only one-handed thing I see viable is grenade/net thrower and both of those require me stocking up on potentially super expensive items.
Duelist
1h weapons are different category than 2h weapons since they have different skills
You don't want them to be throwing shit most of the time either btw
Mod idea- (general buff to Banner is the intention) >Banner equips in Shield/Offhand slot >If no other weapon is equipped, functions as current Banner
But >You can equip a 1h weapon too, in which case the Banner gives it's buff but is otherwise useless, (maybe give a +5 or so melee only defense buff at most), but doing so doesn't give Duelist/Double Grip >Maybe add a passive where kills with the Banner equipped give extra Resolve to allies
Secondary mod idea that popped in my head as I was naming my Bros >"Prefix" checkbox for "Title" in name field, so you can have Private Gunther or Sargent Gunter instead of Gunter, The Captain
You're basically looking at either the banner having a dagger or a mace if there is no double grip or duelist involved
>There used to be an anon who was big into polearms and
Sounds like my kind of 'tism. Can you give me a keyword or a hint so I can search for him in the archive?
effortposter has a few hits
He always wrote huge walls of text with zero capitalization and little punctuation, using peculiar language
Here for example
https://arch.b4k.co/vst/search/image/ddVb-SSp2p75JmHDZ_e2Zw/
effortposter has a few hits
He always wrote huge walls of text with zero capitalization and little punctuation, using peculiar language
Here for example
https://arch.b4k.co/vst/search/image/ddVb-SSp2p75JmHDZ_e2Zw/
I remember that c**t. I took his advice to heed but its like I've regressed and can't apply it now.
hope he comes around again i wonder what setup he used for the fatal savant fight and if it would have gone differently today
newbie from a fricking week ago, I think I have enough game knowledge now to try "good" builds. R8 my generalist Crossbowman build, (hybrid melee but staying back when possible) >T1 Perks- Fast Adapt, CS, Pathfinder, Recover >T2 Perks- Fast Hands, (I'd like to have Executioner to take advantage of CS but I can't really get rid of anything else for it, the main use of Wounding I've found is crippling enemies on turn 1 with a volley. I'll likely have Executioner Bros for that purpose.) >T3 Perks- Fast Hands >T4 Perks- Crossbow Mastery and one other one, depending on what seems cool for a Bro but likely going with Hammers or Maces as general use ones >T5 Perks- Footwork >T6 Perks- Nimble >T7 Perks- Duelist, (As I plan to focus more on Crossbows I could likely swap this for another perk, and definitely will on any Bros that get 2 handed weapons)
Loadout is gonna be >Typical Nimble armor >Heavy Crossbow >Whatever melee weapon that Bro is gonna spec in >Throwing Axes, just in case of Skeletons, maybe Grenades/Nets instead if I have extras to spare and it seems better for the enemy type
if you wanna hybridize with crossbow go polearm not duelist
newbie question, but is double-grip really that strong that I should actually build Bros around it? It seems like I should either go Two-Hand or Sword and Board since the only one-handed thing I see viable is grenade/net thrower and both of those require me stocking up on potentially super expensive items.
Nets aren't terribly expensive, it's just tedious to stock up on them.
Double grip is good, 1h weapons with duelist can do more single target damage than 2h weapons, they're just fat heavy with no aoe. Any kind of shield build isn't going to do enough damage, but the purpose of shield bros is more for tanking anyway.
Mod idea- (general buff to Banner is the intention) >Banner equips in Shield/Offhand slot >If no other weapon is equipped, functions as current Banner
But >You can equip a 1h weapon too, in which case the Banner gives it's buff but is otherwise useless, (maybe give a +5 or so melee only defense buff at most), but doing so doesn't give Duelist/Double Grip >Maybe add a passive where kills with the Banner equipped give extra Resolve to allies
Secondary mod idea that popped in my head as I was naming my Bros >"Prefix" checkbox for "Title" in name field, so you can have Private Gunther or Sargent Gunter instead of Gunter, The Captain
>he didnt give his bros titles only after they reached lvl11 and proven themselves
jokes aside a prefix option would still be appreciated. the other one im not so sure however, the banner is depicted as fairly long with 2 tile range and obviously quite unwieldy. holding the thing with your dominant hand alone would probably be a challenge already, much less parrying blows using your off hand with it.
How are you supposed to deal with Orc charges when you're at the point where most of your bros aren't using shields anymore. Just abuse wait and tank it?
Legends has an in-built version of the Tryout mod, because unlike vanilla Legend has Dynamic Perk Trees that change depending on a character's Background and Traits, so knowing these is essential to know if a character can fulfill certain roles or not because not all Bros have the same Perks and their potential builds vary wildly depending on these, not to mention Talent stars, and the fact that Legends has overall stronger enemies requiring more Capable Bros.
Tryout in Legends allows you to see which Talents and Traits a Bro has before recruiting, but also gives you hints as to which Perk Tree Branches are available to a randomly generated Bro which you'd need to recruit to know about otherwise.
Essentially, variations between Bros and their viability are far more extensive than in vanilla, so a feature like Tryout is necessary as a QoL feature to about unnecessary waste and busywork in looking for functional Bros.
That doesn't answer my question for vanilla tho
I haven't played enough to consider legends yet
Some will argue Tryout is simply not needed for vanilla because you simply don't need to take into account randomized perks for your Bros, so all Bros could potentially be useful in any role, just that some Bros are more useful than others.
There's already a variety of Tryout forks that attempt different versions of the same idea but with different approaches (Reveal only Traits, Reveal only Talents, Reveal amount of Talent Stars but not where they are allocated, use vague text to describe a Bro, make tryout pricier, etc).
>Tryout Talents Alternative
https://www.nexusmods.com/battlebrothers/mods/75 >Extensive Tryout
https://www.nexusmods.com/battlebrothers/mods/227 >Balanced Tryout Mod
https://www.nexusmods.com/battlebrothers/mods/388 >Clever Recruiter (Tryout and Smart Recruiter Successor)
https://www.nexusmods.com/battlebrothers/mods/549
newbie from a fricking week ago, I think I have enough game knowledge now to try "good" builds. R8 my generalist Crossbowman build, (hybrid melee but staying back when possible) >T1 Perks- Fast Adapt, CS, Pathfinder, Recover >T2 Perks- Fast Hands, (I'd like to have Executioner to take advantage of CS but I can't really get rid of anything else for it, the main use of Wounding I've found is crippling enemies on turn 1 with a volley. I'll likely have Executioner Bros for that purpose.) >T3 Perks- Fast Hands >T4 Perks- Crossbow Mastery and one other one, depending on what seems cool for a Bro but likely going with Hammers or Maces as general use ones >T5 Perks- Footwork >T6 Perks- Nimble >T7 Perks- Duelist, (As I plan to focus more on Crossbows I could likely swap this for another perk, and definitely will on any Bros that get 2 handed weapons)
Loadout is gonna be >Typical Nimble armor >Heavy Crossbow >Whatever melee weapon that Bro is gonna spec in >Throwing Axes, just in case of Skeletons, maybe Grenades/Nets instead if I have extras to spare and it seems better for the enemy type
>crossbow >duelist
Here's the thing.
Duelist works with throwing weapons, so javs or pilums absolutely shitrekt armored enemies 3 tiles or closer. You can two-shot chosen with headhunter with the heavy javs. So I'd want a throwing mastery/double grip hybrid. Quickhands is a must ofc. This is actually easier to build because you only need avg matk/ratk, 80/60 with fast adapt is good enough to hit stuff reliably, the rest of your points can go into mdef/hp/fat/res whatever is needed.
But crossbow already have good armor piercing with mastery and duelist doesn't work with it. For crossbows you'd need higher ratk (at least 80, 90 is good), so you need good hybrid bg like raiders or sellswords but you'd still have to sacrifice a few points in mdef. Instead you'd want a polearm or weapon/shield as hybrid because they're more likely to get hit if caught in melee.
I do it, currently the peasant militia broletariat rising up against their oppressors since the village I started in has their nobles be listed as massive dicks, and the neighboring noble house is "muh justice muh honor" so I've been helping them out and robbing the other noble house. The fact they both hate each other in the little faction blurb works out too.
The goal is to eventually build my mod bro-fort way far away from civilization and make my own damn country, since you can build multiple forts.
one of my starter bros rolled the title Knightslayer, so he’s naturally been the leader. Made quite a bit of early cash, was going north to start trying raids when Vikings attacked. The Last Borns fearless leader and bannerman broke at the end of the battle, being chased down by a Viking mongrel. A panicked (and newly joined) crossbowmen attempted to kill the dog, only to tragically cut down his beloved leader instead.
I don't "get" handgonnes, do they suck or are they good? I'm trying one out in my squad, but it feels really underwhelming. However it's important to note, I'm fighting Ancient Dead and I feel like they're probably resistant to it's damage since I assume it deals pierce damage, so it may be better against meaty people.
its more about overwhelm and fear and less about the damage. Though i used to run a overwhelm, crippling strikes, and executioner but overwhelm was the main reason.
I've got a day 400 save with stronghold that's still going strong. That said, when you're using it to store stuff, it can cause slowdowns when accessing the stronghold. Also, I wouldn't build more than one or two strongholds. They seem to be effectively fully fledged towns, so adding too many is likely to cause corruption.
>newbie, trying Peasant Militia
Currently I only have 8 Bros since I'm trying to get everyone geared up before spending money on more recruits, but should I be doing the opposite and getting as many bros as possible asap?
Hire as many as you can equip if you are new
PM wants to get to 16 asap because the scaling accounts for 14, the 2 you get beyond that are "free" in a sense
I played this game a while years ago on veteran/veteran ironman autistically playing only the hardest origin because I like the concept of the avatar though the small endgame roster sounds like aids (it's already annoying me while I search for recruits in current game)
Came back to the game 3 days ago and now doing the same on expert/expert(/low) ironman because why not
I've lost six times so far, five times to my lone wolf dying early and once to getting outscaled by map encounters around day 130 and retiring
Doing well now just reached day 100 with 9 bros instead of the usual 3-4 (lowered my standards and tried to come up with less rigid/demanding builds) though all but 2 are still too low level to do anything but try their hardest not to get oneshotted
Never even had a crisis happen before afaik, nothing at day 130 last run
my high init guy has it but im still scared to press wait for some reason.
sex sex sex
>Start building up some crowns
>Hookers everywhere
>always beat up and rob the sellprostitutes in the event when they turn up
shame you cant kill the leader since its implied her girls arent even there by free will
rng rng rng
At what point do you guys start busting camps and what does your equipment look like?
if PM, day 7, thug-raider equipments, minimum frontline armor 80, shield, spear and net for all frontline, polearm for backlines
else, if you're ahead of the curve -level 5 by day 20 - raider gear, level 7 by day 40 - mercenary/noble gear
else, day 80, established core company with 3-4 prospects, southern or undead crisis.
As early as you can, by whatever means you can, very early undead camps can be cleared by one brother going back in with a sling kiting wedingers and fleeing, you can also raid a few peasants and caravan if your strong enough to turn one city hostile not even the whole side bait there police forces into a camp flee before they finish it off and go back for the spoils later, why do this? An early named item is the strongest accelerant you can make to your band giving incredible defense or the ability to oneshot early enemies letting you take far more contracts and fights early.
Its not as important as the other anon makes it out to be, the game is more lenient on you as long as some actual progress is being made. Really bothering to snowball is a thing to think of when you have a lot of experience so dont be affraid that you'll fall behind if you have no named items by day 40
Dont think that any set date or equipment checklist is actually useable for every player, i begin really early (some companies can go for a camp day 2-3) but ive been playing bb for ages
Its a big "it depends" - on seed, origin and what camps you actually come across. Pm and oathtakers come to mind first former because of lol 12 starting people and latter because of phenomenal frontliner oathtaker + banner (so you get a free pike day 0) + shieldwall oath that makes any bozo with one capable of staggering enemies as well as walling indefinetly
Theres still talk about what it does with dodge instead of Wait abuse
Semi related, did you try playing around with dodgeforged yet?
Tanks polearms whips guns overwhelm
>did you try playing around with dodgeforged yet?
nah I've been sick, working or out of town the entire time since the DLC dropped and supposedly made it viable ay
what is the thing in that image
thats a warhammer 40k dreadnaught with a puff of cotton swab painted to look like smoke
I sort of guessed it was a dread but wasnt sure whose due to the colours, is it an iron warriors one?
looks like Iron Hands to me squire
Havent been able to play enough myself over the past few months either, got to do a few runs with Oathtakers but not any Anatomists. Maybe its less that it made it viable and more that it hinted at the build being possible due to combination of some possible oathbro starting gear and their stats, other backgrounds can do it too in the right circumstance
Heavy oathtaker armor on the right is 300/300, but the helm is 18 penalty instead of 20 and the armor is 34 instead of 38 so the weight difference is very slight
Brawny cuts down the helm to 13 and the armor to 24 for a total of 37. Hyena pelt makes that 22 for the sake of reducing initiative and thats still somewhat easy to overcome
Question is what weapon to use. If you do qatal then basically anyone can pull this build off with a good starting roll but if you want to do a twohander then you might need some stars and more investment on levelups if the goal is to still outspeed most enemies since the lightest nomad is weighted down to like 108 ini
I dont think this builds makes Nimble dodge less attractive since with them the investment on initiative through leveling is like 1-3 with pelt and you're set whilst with BF you're gonna need to put in more, and the armor attachment being locked into hyena hurts a lot more on forged than on nimble
whaddya mean confounded
people seem pretty settled between liking it and not liking it, I don't see a lot of "well I was camp x but now I'm camp y" posts
I personally like it, but I lean more into dodge and ini builds than the average person
i made a save before taking a lindwurm contract because ive never fought them before. seems like i need some specialist bros to avoid casualties vs them? i lost my overwhelm archer earlier who i think might be useful vs lindwurms.
You want a tank and polearms for the safest possible fight.
It's just a huge pain in the ass and not really worth it especially late game where you can encounter 8 lindwurms.
So it seems a lot of nerds like this game, but it seems daunting. Is there a good guide to this game?
its best if you play it for a while without guide imho.
just dont play on expert until you are an actual expert at the game.
>Poorly explained game is poorly explained, more news at 11
post your fav useless xp thief
>have an incredibly cinematic battle in a swamp ambush with a handful of shield guys desperately holding off the horde while the juiced up potion soldier duels the warlord
>incredibly lucky projectiles back and forth taking people out on either side
>day 1 indebted in gladiator gear holding off three guys on his own for three turns
>my absolute best soldier ends up with a broken knee and my archer with a missing nose
>save scum it and do it without losses
>feel empty because the new battle was boring and straight forward
I was hoping to do all the lategame dungeons for the first time with this crew but if I do the save with the guy uncrippled I'll feel guilty and if I do the save with him crippled I'll also regret it so maybe it's time to start over again
How much of a nightmare is it to find the fountain of youth?
It's one bro. Replace him and move on
its over you said it yourself.
Its somewhere not in the snow and not in the desert, it can be anywhere similarly to the goose
Usually not too hard to find if you just wander around the wild enough, so dont ive up on the man
I actually found the goose in the desert for the first time just a few days ago
now you know why people say dont savescum, its not about cheating the game, its about cheating yourself, takes away the thrill of venturing into the unknown, the risk of every battle and what's at stake, the desperation of surviving the battle and making hard decisions, trusting in your best man to carry the weak flank and save the entire company at risk of him getting mauled or risk the collapse by sending a weak guy in and keep the best man somewhere safe to ensure the core company's survival, and building back the company if your strategy doesnt pan out, its the return to glory that makes for a good story to be told through the ages, not a perfect fairy tale.
>fountain of youth
dont count on it, if you find it, you find it, otherwise deal with what you got
im doing massed archers and its pretty fun. ive fought orcs a few times its not too bad if i just bring a few hammers for the warriors. goblins get massacred tho
>90% chance to hit
>missmissmissmissmiss
>vampire teleports behind you and oneshots everyone
I love this game
wooden mallet is so good vs orcs, it just looks like a shitty starter weapon. this battle vs orcs and raiders is pretty fun so far
>2 out of 3 berserkers seemingly built up rage stacks or are in a position to do so
oh god oh frick
i only lost the head of my best indebted to the axezerker! the archers + mallet man did a lot of heavy lifting vs the berzerkers
well done, guess they didnt get too juiced up
I'm up to 4 permanent injuries
Should I try for more?
i hate maimed foot too much even to keep people with it for the meme
He's up to 5 now
Brain Damage, Maimed Foot, Missing Eye, Missing Nose, Missing Finger
He's gonna collect them all
what map seeds do you guys typically run on? just random and go with it or do you farm a good one? copy seeds from steam forums? is it more fun to just grab the best seeds you can find or go random every time?
i random every time
Always random
Sometimes i got random sometimes im a bit picky so ill reset once or twice
I only use the seed farm if i want to do lone wolf with some funny traits since how often do you find a huge drunk brother
I random but I reset a few times until I see that the south is acessible at all, whether it be from a road loop or a port. I don't want to have to do a 4 day round trip every time I want to do the arena.
Does this trigger only on each action or is it every attack that doesn't it?
Ex. If you use swing on 3 enemies and miss all 3 do you get a 30% buff on your next chance to hit or is it only 10% because you only used one action?
if you fire a handgonne with FA, each misses will grant you +10 to hit, up to 10, so it goes
>miss +10
>miss +0
>hit reset
>miss +10
>hit reset
>hit reset
same goes for swing and shatter
Thats pretty frickin good, knew there was something weird going on with FA and handgonnes but not the details. Needs to be considered against backstabber depending on where the man will be standing for greatsword/swordlance
Headhunter nowadays seems to last you throughout the full aoe if you have a stack prepped, but thats actually really impractical to put to good use at first glance
Greatsword does have a small bonus to hit head so thats something
2hhammer can probably put this to best use if you randomly get a stack but thats a big if
Makes the 2hflail round swing less atrocious though you'd still probably not wanna do it often
Depends on the person since some love playin till day God knows what but yeah i agree
Particularly bad when you've blasted through all the gear progression and are not just rolling on named items
>am I just autistic
We are in the bb thread
Replacing your farmers with high tier recruits feels so soulless
They get to retire and get their own farm instead of dying horribly to some undead abomination.
There should be a retiree tab similar to the obituary
fricking love this image
It's really a quite good picture
we need more fanart
big truth
You do train a cripple into a killing machine... right?
I am doing the holy war for the first time jesus christ these contracts are nothing like the greenskin invasion ones this is so much harder
I reloaded to before it started and bought my own cannons and now every fight is cannon spam back and forth that is extremely unfun even though I'm winning now
axe, machete and whips, bring bows, guns and fire pots to filter gunners, engineers and lancers, net+poison for assassins and officers
My anatomist run has been complicated by my refusal to let them wear anything but black coats or change their starting hats. Getting assassin robes is tricky.
thanks for the feedback, seems like random is the way to go. i'll stick to it then. get a lot of wipes every time before i get to a good run tho lol
Continuing to play after the first crisis has made it feel less immersive and more gamey. Does anyone else get this feeling or am I just autistic?
>or am i just autistic?
bro that's the opposite of autism
cant really relate, crisis feel like flavor contracts more than a challenge, the fun part about the game is the actual game, text is cool flavor but at some point after 1k+ hours most text just becomes skip
I had nearly one battle a day up through the end of the first crisis but this holy war has absolutely fricked my momentum. Southern armies are a nightmare. I should have ignored it.
Why do contracts to fight multiple southern armies with 40 people total pay less than 2k when every walk in the park hunt greenskin quest paid twice that?
humanity fears the orc bulls
Start a run and bully 1 city state until you figure them out
I can beat their smaller armies now but I don't know if any amount of figuring out would make fighting 24 guys backed up by mortars for 1750 crowns worth it. Their loot is kind of lackluster too.
You did oneshot a Chosen with a berserk chain since OFaF release...right anon?
The possibility of getting a punctured lung or weakened heart is too high. Just let your bro retire.
Just realized that named handgonnes are in theory the easiest weapons to force spawn in shop since every southern city state has an alchemist attached
gambling: the game
more like mash f9: the game
that joke doesnt even work since bb has no quicksave quickload
also seethe
You guys fricking suck. Cope and seethe.
If you like TBS, you should like this. Don't cheat and savescum and ruin the experience for yourself and you'll gradually figure out interesting strategies. Who you start with makes a massive difference as well. Perhaps start lone wolf/barbarians/gladiators, some of the easiest backgrounds imo
>cope seethe cope seethe cope seethe
get a dictionary, illiterate, parroting, adhd zoomer fricks
fr fr no cap bros
dicktionaries are fricking lit omegalul kekw
>only managed 14 battles in 28 days of the holy war
>ended with less money than I started
>lost a great brother
I should haves stayed in the wilderness. I'm worried I'll be too far behind the camp scaling now.
>I'm worried I'll be too far behind the camp scaling now.
lol what
Post the company and day
bro you'll never be behind camp scaling unless you're specifically seeking out toptier camps, i can't toss a pebble without it hitting 2-3 trash camps along the way
how does camp scaling work?
Camps have a resource value that depends on the type and is used to spawn units. For example: Small barbarian camp has 75 resources, big one has 325
A bandit thug costs 9 resources, a bandit leader 25.
This camp resource value is multiplied by two factors
First is a day multiplier, 1.0 + 0.0075 per day with a max of 3.0
Second is combat difficulty, 0.85/1.0/1.15
Third is
there is no third
Also there is no distance scaling for camps, but higher tier camps need to be further away from civilisation ie settlements to spawn, and there's also a max distance to civ setting that increases with stronger camps, so the further away the higher the likelihood of higher tier camps
So company strenght does not actually matter at all? Why does it feel like PM sees bigger camps than others?
At what day does the scaling max out?
267
>So company strenght does not actually matter at all? Why does it feel like PM sees bigger camps than others?
It does not, and confirmation bias I suppose
As anon said, 266 or 267, depending on how it's rounded. 2.0 added multiplier max, 0.0075 per day, 2 / 0.0075 = 266.6
why does my HUD/buttons occasionally disappears in battles? Like it's still "there" but it doesn't show up after a turn sometimes
never heard of that before
>why does my HUD/buttons occasionally disappears in battles
15 days late, but it's a bug tied to UI scaling. Opening the inventory when it occurs will make it reappear.
nerf throwers NOW
At what point is the bow more accurate than the crossbow or throwing weapons? 5 tiles and beyond? Are bows meant to pick off priority targets or am I just overcomplicating things?
I may be doing it wrong but that's what I use my bows for.
>Bow
>Bullseye
>Laughing at the necro hiding behind his fallen hero
i get fast adaption and then i spam arrows at stuff i wanna weaken. with high ground and mastery you have massive range
Hey guys, I haven't played in a while but wanted to brush up on the basics, so I started a new game on E/E/L. Haven't installed any QoL mods because I wanted to get the perspective of someone who just installed the game for the first time. I made a little chain of posts here in the &tactical general in /vg/ about it
Wanted to ask the pros here, am I giving good advice to newbies? How would you review that first battle?
jesus do people really play at normal combat speed?
your archer boy was really lucky the dagger got the lucky stab>morale break, if he folded the archer would have died, you could have the axe move up and gank the thug, though that would have left the bottom flank by his lonesome waiting for xbow and archer to finish off pickaxe and reposition before he dies, anyway, 7 vs 7 thugs is okay, you shouls have moved archer clothes and hats to frontline so they live for 1-2 more hits and durvive a random headshot. small scale battles between shitters often dont have any terrain manipulation tactics worth doing beyond taking the high ground so no comment
>do people really play at normal combat speed?
Unless it's bugged, this was in Fast speed anon. As for the archer clothes, I didn't want to give my good shit to the fodder on the shields, as I didn't care if they died or not, just that they soaked up a couple hits. Though I guess things could have gone south real fast if the flail guy had gotten shield dude on the head immediately. I was just being stingy because I didn't have much gear and I didn't want to squander it on dudes who were likely going to die, I guess.
Any comments on the other tips I gave regarding beginning setup?
you dont understand, protecting your fodder IS protecting the good shit, the wheat and the chaff all blends together when they're on the ground. you ever hunted poachers down after thugs rout? it's like that, but now you're on the receiving side. at 7(5f/2b) it's not like you're plentiful on meatshields either, you're running a barebone company, barely enough to keep a flank intact, which means you have to concentrate resources where it counts
other than that, invest in armor whenever you can, the a good cheap armor set for an upstart company is red leather (~200 in cities, less if used), always keep around 2k on hands, if you're moving through a castle, look for deals on used high tier weapons like military cleavers and billhook, buy swordlances if you see them available in the south, do not buy helmets, loot them off bandits.
armor hands-me-down order goes: prospect front at front > fodder front > prospect front at back > prospect backliner > bannerman > archer, archers can only don -0 vision helmets, while xbows can don -1s, so take care.
Good points as well, thank you.
Just read through your guide. It's ok, but you should have focused more on overmatching on your fights, through numbers/stats/equipment. The other anon was right regarding early game bros. You want them alive and healthy as long as possible so you can occupy an extra hex, contribute attacks, give adjacency bonuses, force enemy to waste attacks on them, and so on.
Noted, thanks anon. I'll clarify that.
>Buy Spears+Shields on everyone.
>Spearwall to keep fights manageable. Low-tier enemies will kill themselves on your spears
>Literally shittiest spear you can buy
>If a recruit is worth keeping longterm, give them a polearm/whip and put them in back
>Upgrade to Pike is inexpensive and worth for a strong bro. Check general stores for cheap Billhooks. Finding an early ~40% billhook is basically cheating early game.
>2H weapons are strong, but you will die easily without heavy armor. If you miss at the wrong time you will die
>Buy Armor>Weapons generally
>Equip a shiv/dagger on every bro in their belt. 0 fatigue to carry, and you can puncture guys with good armor to kill without damaging armor. This is actually very huge, getting heavy armor is how you actually progress.
>Don't do "Escort Caravan" contracts if you are playing ironman.
>Beasts are not worth killing in terms of $$. They are generally quite dangerous relative to the loot until lategame.
>Archers will die to Orcs without Footwork
>Archers will die to Goblins without pumping RDef
>Archers are the best damage dealers against un/lightly armored foes. They suck ass until lvl ~8 or so though, they are investments.
>Pay attention to how much shit sells for. Round Shield is a good baseline. Selling R. Shield for ~17 is average, good to wait until you get 19+, fortresses with beneficial events buy for 22+, like 40% more.
>Enemies will likely target hounds first. Having hounds is useful as fodder to give bros a few more turns to live. Do not try this against Berserkers.
Perks:
>Rotation on everyone. Footwork on archers.
>Colossus is legitimately good.
>Heavy armor is simply better. Light armor is more for archers or for an early game bro.
>Rotation on everyone
>Buy Spears+Shields on everyone
so we're not doing any damage huh. more chances for bros to get rekt if the enemies take longer to DPS down. Shields should be reserved only for a few bros, having them on everyone is the most pants on head moronic advice I've seen
Bros have shit hitrates early on anyways. Spears are going to do bette on your 45 MAtt beggar than the shit t4 axes you will find, and spearwall is actually useful. Polearms are for your dps
To clarify, I do mean early on. If you find a good T2/T1 weapon obviously use that, I just mean early game cheap spears are better than cheap axes, and your money should be going towards Billhooks and armor. Lategame, even midgame spears suck yes.
>Lategame, even midgame spears suck yes.
For the sake of dealing damage sure but spearwall is still immensly useful for controling the tempo of the battle because it makes the enemy go where you want him to
armor is simply better. Light armor is more for archers or for an early game bro.
New people dont know what good armor is they'd probably think chosen loot is acceptable to wear on bf unless youre wearing it for fashion
More likely theyre also gonna go bf with dirty brigand mail when nimble would do them better
>check out the Battle Brothers Steam page today thinking how maybe when it will get on sale I might buy it
>Literally a few hours the game goes on sale
I guess that's a sign. Gonna check out what is it about this game.
This game looks interesting. I just have two questions.
>Are Crossbowmen good? Can I make a mostly Crossbow squad and be effective?
Lately I've had my opinion on Crossbows go from "Eh it ok" to "Crossbows=based".
And
>Can I be/recruit Skeletons
Skeletons are based, that's really all there is to it.
>Are Crossbowmen good?
Yes.
>Can I make a mostly Crossbow squad and be effective?
Only in beginner difficulty. Generally you don't want more than 1/3 of your bros to be full time ranged.
>Can I be/recruit Skeletons
No.
>Full time ranged
Well I assume that's simply not viable for a full team, since I assume you simply can't kill everything before it reaches your dudes. I'd like everyone to have at least some kind of ranged attack if possible, but as a certified D&Dgay(tm) I understand the value of action economy and how it's usually better to close into melee to tie up enemies/melee usually has extra attacks/I assume melee is more accurate than ranged/etc
I just think crossbowmen are "cool", but I see no reason a crossbowman wouldn't pull out a warpick and start bashing heads when it comes down to it.
>No skelebros
Eh, a shame but not a dealbreaker. The game is on sale so I'll give it a go, gonna try to go in as blind as possible.
Crossbow/polearm hybrids are common but they are situational. It's hard when you are trying to pump two different attack stats. Something is going to lack
As
said they exist as hybrids and are hard to build. But another problem with crossbow is that they are slow to reload. Although they get better accuracy the closer the enemy is(as long as they aren't adjacent).
Also don't forget to post your newb adventures, they are always fun to read.
OK Crossbow homie here
I have acquired the game, gonna do the "beginner start". Rather than going for a gimmick like "crossbow squad" I'm gonna try for a balanced army to learn the mechanics. Gonna try to go in mostly blind, but is there anything important a newbie would really need to know?
Use daggers to get better armor. Buy knives for every bro you have in your roster accordingly.
Do daggers increase chance of dropping armor/not destroying enemy armor or something? In either case I ended up giving two of my bros daggers since they seemed the best choice of what was available in the starting store.
Yeah, I'm going to try my best to not Savescum. Thus far I have done so once in the battle against the tutorial guy just because I got some bros killed by my lack of game knowledge, but now that I have a better idea how movement/placement works the battle went smoothly with only a few injuries.
One of the guys I hired is a Houndmaster and the armored dog I bought for him has more than paid for itself just by being a distraction/meat shield. It also seems to not need healing after battle?
>Do daggers increase chance of dropping armor/not destroying enemy armor or something?
Daggers have an attack called "puncture" which does direct HP damage. It isn't practical for normal combat but if you surround a knight you can essentially kill them without damaging the armor. Armor has a chance to drop proportional to how damage it is, so if you kill them without damaging the armor you are almost guaranteed to get it.
Ah got it, I assumed it may have been something like that.
Currently I'm wandering around looking for a hostile camp to destroy, but haven't seen shit. Guess I'm going to go see if I can pay someone for info at the local city's tavern, maybe that reveals a camp on the map.
I assume I can get some kind of Doctor follower, because having to wait up to 5 days for my guys to recover from injuries seems incredibly inefficient but some injuries really don't seem like I'd want to put them in combat with.
This. I wasn't saying savescumming was bad just don't get discouraged by a death. Wiping 2/3 of your men and losing half your decent armor at day 30 is a different story. Just some bros are meant to die regardless
Yeah I've only savescummed if my starter Bros died since I like them from a narrative standpoint, as of now I've only had 2 actual deaths and one deserter (who got his face ripped off right before and deserted right before we got paid lol)
Thus far on my adventure, I have two Bloodthirsty lads that have been big for killing Zombies, a Houndsmaster I gave a hunting bow to, and my starting Crossbro who I also gave a hound to, (having a pocket bodyguard for my flankers has been nice), and some other basic dudes.
It seems like ranged combat isn't as useful without a lot of skill points in it, since even at 50 skill my archer isn't very accurate and I can't get the skill to let me Disengage yet. But I feel like as my Ranged skill increases it'll become significantly better.
Hounds seem to be 100% good, no downside except the pricetag at all. I almost feel like I should change my theme to Houndsmen and give everyone one.
My Crossbowman has both the "injure enemies easier" and "does bonus damage to injured enemies" traits, seemed like a no-brainer. (Plus the miss=better accuracy one)
Hounds are extremely good for the price if you know when and how to use them. You can punch well above your weight due to the surround bonus and wasted enemy turns just by having 3-4 hounds. Its like having an extra bro without the heartbreak. Just don't use them against berserkers and necrosavants.
>release dog two tiles away from a near dead enemy
>it makes a beeline for the biggest and baddest enemy out there
Bros dying isn't the end of the world and just experiment. Try to remember when you make a moronic mistake what it was that you did that turned out to be so dumb. Report back findings so that we can laugh together. Remember it's a game and git gud
Last thing - enjoy the flavor text for the first time. It's actually pretty decent. Not deep, but still good
You shouldn't be afraid of savescumming when you're learning the game. A playthrough can take dozens of hours. If you have to restart every time you get blindsided by a new enemy or new fight you're going to take forever to learn the game.
always wear helmets
ignore the gays who say you have to play on higher difficulty, it's true that helps build tempo but you're better off learning basic mechanics and resource management before you worry about that
prepare to get your shit pushed in by most things the first few times you vs em, you'll figure it out (especially if you alt-f4 and retry the same battle)
height advantage and surrounds are the most consistently abusable advantages you have - get high and mob em
question
could you actually mod a tower shield that reduce your movement(increase AP and FAT cost) but greatly increase RD and is possible to use with X Bow?
Crossbows are very good. Starter light crossbow that the default origin gets is very piddy so dont base your opinion on that
Backline hybrids (bow or crossbow+polearm or some other reach weapon) can make for really flexible brothers though they can be tricky for a complete beginner
Being a ranged sidearm is what throwing weapons are supposed to do but they got powercreeped to high hell over the years but thats another story
>situational
I cant think of a more universally useful brother to fill a roster slot, there's no fight in which another man with polearm mastery is bad
>hard to build
Figuring out when to hybridize and when to go pure ranged might be an issue until you figure it out but candidates arent really that hard to find even on PM with their recruitment limit
The ways in a backliner hybrid "lacks" in comparison to a pure polearm or a pure ranged bro is less free perks. Pure polearms can be tweaked to do several things based on your liking and brother whilst pure ranged does better in shootouts vs goblins/nomads and at being a gunner since they dont hybridize
>take contract to assist in siege
>show up and see allied armies
>no allies in battle with 20 man waves back to back
Did I do something wrong or should I not be taking siege contracts?
You are supposed to hold the siege on your own against multiple waves till the army reinforcement arrives
It's pretty hard if you don't come prepared.
Wait until you see the undead siege contract where your allies exist only to frick you over
I did my first one of those the other day
The fricking Necrosavants had a field day
What QoL mods do you guys recommend that still work? Do you run anything else besides those? (Stuff that is a bit beyond QoL)
A lot of them have been rewritten recently and some released seperate but
>Some form of speedup mod
Preferably one that isnt bugged
>Settlment situation tooltip
Nouse over a settlment situation in the town screen and see what exactly it does to the local prices and recruitment
>Number range (forgot actual name)
Some few many was bad design in homm and its bad design here, it just shows you what the word actually means in brackets next to the number so it goes from "A few brigand marksmen" to "A few brigand marksmen (1-4)"
>Quickhands icons
Adds icons and hotkeys for the things in your bag so you dont need to open up the inventory whenever you wanna switch something
>>(Stuff that is a bit beyond QoL)
Dont use tryout mods they make the game worse
>Preferably one that isnt bugged
Which one do you recommend?
You have Faster, Quicker and a rewrite of Quicker that uses some recent plugin that allows for better coding or something
Faster was the first but is also the buggiest, its usually not a problem but id still not use it
Quicker was made using alternative methods and the bugs are now just visual, except for something with the world map and event frequency
The rewrite of Quicker i did not get to try but apperently it is the cleanest version of a speedup mod according to the page on the nexus
you can also use cheat engine speed hack
>auto pause
autopause when not moving on the worldmap and after an enemy party enters range of vision for the first time
https://www.nexusmods.com/battlebrothers/mods/55
https://www.nexusmods.com/battlebrothers/mods/54
>autopilot
bags hotkeys and wait all option among other things
https://www.nexusmods.com/battlebrothers/mods/62
>faster
x4 x8 speed and faster combat speed, there are other mods to choose from that do the same
https://www.nexusmods.com/battlebrothers/mods/48
>weapon numeric values
puts the actual dmg number values of weapons at the side of the %
https://www.nexusmods.com/battlebrothers/mods/559
>settlement situation tooltip
https://www.nexusmods.com/battlebrothers/mods/100
>colored rumors
makes named rumors use red text and location rumors blue text
https://www.nexusmods.com/battlebrothers/mods/373
>show enemy stats
usefull for seeing current hp of enemies, if you are new it can also help you learn durability value of enemy armor
https://www.nexusmods.com/battlebrothers/mods/98
>settlement prices
shows sell/buy values, down to preference if you dont like carryng a signet ring all the time to check prices
https://www.nexusmods.com/battlebrothers/mods/311
https://www.nexusmods.com/battlebrothers/mods/479
Check 'Mods Requiring this File', under Requirements, and pick most of them.
>tryout
Complety new to the game. What's the consensus on the dlcs? With ones are worth considering getting? Beasts & Exploration, Warriors of the North or Blazing Deserts?
All of the main ones are worth getting, specially at a discount. You'll be shooting yourself in the leg if you don't.
Just don't get the Supporter DLCs, those are just some banners for people that wanted to throw evern more money at the devs
BATTLE
BROTHERS
WEBSITE
>game had named round metal shields (sipars) before it had blazing deserts
>game has named pavises but no normal onea
italic dlc? probably not but eh
They're working on their next game, I'd be surprised if we got another big dlc
if the new game fails they might fall back to BB, but thats at least 4 more years down the line
not that im hoping for it to fail, hopefully its good, but BB is one of a kind, making a masterpiece 2 times in a row is something unlikely, i get the feeling the new game will not live up to the expectation, the fact that they are hiring 3d artists gives me even more doubts
>A Pavise you deploy for like 4 ap instead of Shieldwall then can shoot Crossbows from behind, (with a good Ranged Defense boost), but gives less defense in melee than a regular shield when deployed
I'd like to see it. Though it'd have some wonky interaction with crossbows being two-handed unless they specifically made it so you can equip it with a Crossbow.
>Pavise as an Accessory slot
>Cannot use with a standard Shield equipped
>4ap to deploy, makes a piece of Cover in a tile you select within one space
>The Pavise acts as a solid wall for movement but doesn't take much melee damage to knock over/break so against melee attackers it'd be just a small hurdle to break through, (maybe add a context sensitive "Kick Over Pavise" for 2 AP skill, like how webbed allies have a context "remove web" skill that pops up)
I feel like the game needs more Accessory slot items in general.
Is the bounty hunter a trap option? They only seem to make goblins more annoying
>They
That aside, no since there's other enemies who become common later on that can turn into champions
>Chosen
>Warriors
>Fallen Heroes
>Honorguard who are harder to find unless theres an ongoing undead crisis
Since the first 2 start to roam in smaller parties at some point, you can run into like 6 Chosen + champion outside of a camp which is basically a free named item
As for the rarer enemy types like hedge knights and necromancers you're still very unlikely to see some even with bounty hunter, but the odds are a lot better
Theres also a penalty to champ spawn chance before something like day 80 or 90, a -1% so the player cant get unlucky and get shat on by a champion skirmisher day 5. If you hire him before that its like the restriction is lifted quicker in a sense
3 skull contracts also up the spawnchance by 5%, combine for best results but never count on it
I've seen a lot of good things about Battle Brothers on this board, so I intend to purchase the game. Should I buy only the base game to start, or would you recommend getting the DLCs as well while they are on sale? Thanks in advance.
DLCs
lost some good men this fight(well a good man and some fodder), but I picked up the greatsword from the brigand leader, so it even out
>bannerman in the nude
what in the frick
there are only 2 moods after a sacrifice
he got some clothes
whatsup with the banerman?
i play on veteran and let my best hunter keep his green hat
Based
No theyre still not good, a basic knife is better than even brawler fists in every way and it doesnt have a penalty to hit
Is it actually worth it to leave Brawlers unarmed or nah? I've been just treating it as an emergency backup weapon and haven't even had to slug anyone in the jaw yet.
running fingers are purely for flexing on the enemy, I once managed to punch a barb king and orc warrior to death after ripping them apart normally
only in legends and even then only when you build for it
it's very satisfying to just bruce lee some motherfrickers up though
The noble war makes me feel bad. All these guys were my friends all game.
newbie reporting in.
Nets seem incredibly useful, but replacing them sucks. Is there any way to recover them after battle or am I just gonna have to stock up on as many as I can before a battle?
Also I have a Peasant with a hook poleaxe, that thing has already been a major boon since I can just pull some poor dumb bastard into the Frick Zone™ and stab his ass to death from all sides.
You can craft nets also apart from buying them. But no, you don't get them back because they're torn by the enemy when they free themselves
How many nets you can buy sort of depends on seed but even with a lot of port towns youre not really able to spam them every fight, which is good considering how strong they are. Alchemist retinue can make you end up with more than you started with when crafting reinforced ones since he has a chance to not consume materials but thats not a real strategy just something to know
Also its nice to see someone else appreciating hook
>wolf mantle is pure benefit with no downside
>have several sitting in my inventory because they don't look good with my armor
So if I have a ton of Bros, (ie Peasant Militia), should I deliberately keep a bunch of them in Reserve so I can get some of them to higher levels ASAP or should I try to keep everyone around the same level?
Seems to me like rushing some high level Bros would be a significant force multiplier.
if you can, yes but be aware that fighting a 10 vs 12 in PM is very different from a 16 vs 12 or normal 10 vs 12, PM benefits from drill sarge, so go nuts, get a broken knees or something and retire the guy so you get +20xp for your bros, which helps a lot
You should do that in general for easy fights but dont overdo it
>savescum after a company wipe
>feel fine
>savescum after a victory with permanent injury on my favorite guy
>feel guilt when I win
Wonder why that is
Recovering from a wipe is acceptable
Redoing an entire battle just because one guy got hurt is just greedy
>orc siege
>get to control the militia
>undead siege
>militia throws themselves into the chokepoints, die, and come back as zombies or worse yet feed the cannibal things
>four fricking waves for a payout less than the average marauding greenskins contract
What the frick this is the least fun contract I've ever done
Just installed BB on my shitty ass work laptop for my work trip and holy shit it runs slow, the game's quite a bit more demanding than I thought. Someone please recommend me some games like this and Dead Cells so I can tide my melee autism over this next 3 weeks.
There is literaly nothing thats actually like bb out there
Try Slay the Spire if you havent
The closest thing to Battle Brother's mercenary company gameplay is probably Mount&Blade. If you want something TBS, you might want to try Wartales, but I don't think it's on the same level as BB.
Oh, I guess there's also Starsector, but it's not exactly a melee-focused game unless you exclusively fight space battles by ramming your ship into the enemy ships or use modded Kingdom of Terra ships.
Starsector is kind of not good
a bit of an understatement
Wartales is good but lacks the brutality of Battle Brothers.
open x com with mods like x piratez
newbie reporting in
Is Headhunter good for a Crossbowman? Seems to me like chaining headshots would be nice, but as of now it seems like my Crossbowman already fricks things up bad enough with Wounds that it may be a wasted point. (He has the "Wound easier" and "Bonus damage to Wounded" things).
Also it finally dawned on me how good Spearwall is, it literally saved my life from a pile of zombies that would have fricked my squad of wimps and cripples up. Two guys with Spearwall and one guy with a Pike I got off some bandits basically killed off 12 Zombies by themselves while my other 2 guys just stood around conserving stamina and my Crossbowman plonked away at them.
And speaking of Undead, it seems like they don't take wounds at all. Should I consider not going all in on Wounding if there's enemy types that will just ignore them?
>Is Headhunter good for a Crossbowman? Seems to me like chaining headshots would be nice
it is good, I tend to pick it up on them if I'm not having to compensate for poor stats but sometimes they'll just get unlucky and not headshot anything for 3-4 battles anyway, so YMMV
>Also it finally dawned on me how good Spearwall is, it literally saved my life from a pile of zombies
yeah I love spearwalling zeds, it's not as good as it used to be since there was an AI change and they don't just pile towards the closest enemy now, they will sometimes manouevre a little or go for a weaker further away target, but they're still the best use case for it
most other enemies will avoid it if possible unless your hit chance is low, orcs will even just jump through it, but it's very useful for area denial even so and I usually have 2-3 spears even into lategame just for area denial against human enemies
>And speaking of Undead, it seems like they don't take wounds at all.
correct
>Should I consider not going all in on Wounding if there's enemy types that will just ignore them?
or you could just not fight undead unless you really have to, kek
this is the thing is like, yeah a lot of strategies drop off against certain enemy types but once your party is humming along you can pretty much pick your fights instead of having to take whatever shows up. for a lot of people that means picking the hardest fights they can to keep the momentum going and keep improving, but for me that generally takes the form of picking on nobles and weidergangers cause those are the fights that are the most fun to me.
Headhunter is good on anyone with high armor ignore, you also benefit from increased chance to hit head but crossbows dont have that normally. 75% armor ignore headshot are still very alluring
CS-Executioner is a bit tricky but you dont need an "optimal perk spread" in order to do well
You owe it to yourself to go two handed flails with HH nowadays at least once or twice to see if its something for you, imo the changes seriously made flailbros from being good only against certain factions unless you find a named one into a guy who is worth bringing into almost anything. Its less consistent in damage than a two handed mace or hammer but when it works it can put them to shame
Nah, beginner doesnt change anything when it comes to enemy hp
Throwing weapons do restock from ammo
never tried headhunter. my favorites are colossus and pathfinder, kinda hard to go wrong with them. the times ive tried crippling strikes i havent ended up noticing much of a difference, maybe it improves some of the weapons i dont really use much?
Yeah I should add I'm on Beginner, so maybe it's easier to wound people in general. But Pathfinder really does feel mandatory, especially since I started the game in the north where there's all this fricking snow. That and Recover, though that seems like it'd probably be most useful if I had some bros with Rotate to let my frontline bros take a breather. As of now I only have it on my skirmisher since he's usually far enough back I don't have to worry about him getting jumped too bad.
Speaking of which, I'm going to try to give him some kind of throwing weapon since he's usually close enough he can hit with them. Do they restock with Ammunition? Because I have a stack of "1/5 Javelins", however I thought that the stack should have refilled from ammo stores.
How is that Stronghold mod? Looking over the Google docs for it the thing seems to be exactly what I'd want for my PM and Cultist games, but I don't know how buggy it might be. It looks to be cool enough I'm gonna give it a try I think, but I'm unsure if I want to try it on existing saves if it might frick it up.
I got to my first grand battle between noble houses, but my side got dumpstered and now I'm left with 3 people, 8 injuries and 600 coins
No point in trying to recover from losses like these, right?
Guess It's time to start another company but day 97 is my new record
how's the game without any dlcs?
Pretty barebones. BD and WoTN both add distinct human factions for variety, while B&E fills out the map. Base game just feels unfinished in comparison. All that you can really do is the basic bandit, orc, undead grind.
right, i bought the base game and creamed the dlcs
what's a fun good start that's not for complete noobs?
B-but you are a complete noob
Whatever, do Band of Poachers I guess
>very first game with the tutorial band
>savescumming everywhere constantly
>around day 30 finally get a contract to destroy a raider camp which I realize I can't possibly win when I actually start the battle
>quit game
It's fun for the first few hours but it feels a bit too unfair even on beginner to be honest
The difficulty hurdle before you start enjoying the game is massive and the mechanics for actually doing well enough at the game to beat the scaling are poorly explained. It's really fun if you learn and stick with it though.
You sure you aren't just bad at video games?
everywhere constantly
Why
fight to the death Black person it's how you learn how far you can push your boys
Learn to take your Ls. Retreat if you find a fight too hard to win.
If a camp is to difficult to beat, try luring a party of a different third faction close to it and then engage in combat with the camp (Like attracting Orcs or undead to a human bandit camp). The fight will become a 1 on 1 on 1, and you can pick off the stragglers once your two enemies are done beating each other to death.
Personally, I find that increasing the rate at which equipment sells through modding makes a much more enjoyable game, where you can actually afford to get good equipment for your Bros in the early game.
Trader origin exists for a reason
People should try before they buy through gog-games.com since whilst i love battle brothers to death its really divisive
t. arch bb shill from the indie days
>kill 5 different monsters who drop 4 ingredients each to go to a taxidemist to get a single one use item
Crafting just doesn't seem worth the inventory space or trouble outside of certain armor attachments.
>crafting items are worth thousands of gold
>can never sell them for more than 10% of their price
>crafting items are worth thousands of gold
>can never sell them for more than 10% of their price
>trading goods sell for more, specially when there's an event going
Not even Legends fixes that.
I think anatomists spoiled me. Not sure which company to do next, I can't imagine any of them being as fun. Maybe peasant militia will be different enough?
cultists
Cultists seems like it has the same promise of anatomists where you get one very powerful guy at the end game
I've played oathtakers and I agree they were incredible. in total I've played standard, oathtakers, lone wolf, and anatomists.
Cultists is more that you need to fiddle around with 2 random events (conversion and sacrifice) but once you gain enough stacks of rank you can create some disgustingly op brothers
Really all origins have something to offer, even manhunters who are just hard as hell
PM is very different from everyone else even though it might not seem as much
Oathtakers are incredible
how is legends nowadays? i remember waiting for it like 3 years ago and its still in beta
It's gonna continue to be in beta for a long while.
Currently, I think the Legends modders are talking with BB devs about increasing the memory limit for the game to allow for more modding changes and preventing Low Memory bugs.
might as well ask them for the art assets while they're at it lmao
BB devs dont play nice with modders, while legendgays keep on adding more and more bloat to the mod
>wonder why I never got an arena tournament in 400 days
>look them up
>they require you to be on a southern road for the event
>my southern roads are so bad that the auto pathing makes you cut across the desert instead so I've never been on them much
Why is the road generation so fricked in the south?
That event isnt a requierment for there to be a tourney, it just forces one. Otherwise its a random settlment situation
it's fricked, bros. I just spent the rest of the free cash I had left this month on this game. It better be worth all the ramen that I'll have to eat till the end of the month.
Refund and pirate until youre better off
>start as barbarians
>raid a caravan
>get some grain and berries
Why do caravans have such shit loot? Bandits carry more gold than this.
They dont, it just depends on what sort of goods they produce
If it was a caravan from a place that made a trade good you'd get that or if it had an attached workshop you'd get tools
I can't figure out how to beat those armored unhold barbarian camps
easy economy and high gold start lets you buy armor on day 1. if you need to mod the game to get enough money then you probably dont have any idea how to play the economy game.
>then you probably dont have any idea how to play the economy game
Yes, I don't.
I wanna see more tight, corridor maps, and lairs with different levels of depth and difficulty.
Currently, the only maps with lots of obstacles and varied terrain are forests where the location of the random trees and your party is crucial when positioning, since most fights are on extensively open terrain.
>Fights in villages and towns. Long corridors are scattered with obstacles and walls of different types to change how you approach encounters.
>Caves and dungeons where you can clear the first level and finish the fight or delve deeper into the next level for better rewards and harsher encounters.
I'm surprised and dissapointed the legendary locations at least don't have fixed maps
I don't understand why we never got things like pic related.
Big obstacles like structures and impassable but still visible terrain like crags and rivers and such.
And something like this for dungeons (a bit more open space maybe, since otherwise it'd drag down the gameplay.
Whoops, no pic.
I miss lots of things from Mount and Blade when playing Battle Brothers (the ambition where you get 50k crowns and it says you can afford a keep but you don't want one is taunting me) but the combat in Mount and Blade is shit I can't go back
There's a Mod to build your own Fort and eventually town, but idk if it's up to date/not buggy as shit/etc.
The last update of Stronghold was 2 days ago, so it's up-to-date, although not sure about stability.
Should work mostly fine
There's some incompatibility with M&B Pause mod that breaks the initial fight
There's some minor bugs/issues like crown creation rollover and the food attachment not working properly
Because it's boring
>park two bros with shields on choke
>park 4 bros with 2-tile weapons behind
>maybe have some ranged dudes and some backup shieldbros with rotatet
>poke until done
>make river/chasm squares instakill so displacement effects are dangerous
>add more ranged attacks e.g siege engines in settlement fights
>>make river/chasm squares instakill so displacement effects are dangerous
That doesn't really solve anything. If you have ranged superiority, you wait just behind the choke. If you don't, you do... what? run your 2 bros against their choke, pray to the gilder they don't get tossed down, and then stand there poking until it's over. Shieldbash? Can't displace into occupied spots, which they will be as they're all gathered behind the choke.
>>add more ranged attacks e.g siege engines in settlement fights
The game has way too aggressive zone of control for such things. You'd get bogged down and shot to shit.
The game just isn't designed for such layouts. It lacks mobility and displacement options, so you'd first have to change half the tactical combat to accommodate this.
"Village" and "City" maps with up to 10 levels of Elevation would be really cool.
>Archers on top of buildings or rampart walls
>Tight alleys for Skirmishers to run through
>Shieldwall on the main street
>Maps where a City is being attacked have a massive wall with a few breaches in it and ladders to let people climb, getting knocked off the wall is near-lethal
It'd be cool, but idk if the system can even handle bigger height differences than what's already in game.
>It'd be cool, but idk if the system can even handle bigger height differences than what's already in game.
It's already nauseating trying to fight in the mountains against goblins with the screen flipping back and forth and the elevation changes turning half the map black
Nothing that some QoL changes couldn't fix.
>Focusing on a lower layer does not hide the upper layers.
>Free camera not attached to whatever is moving on the screen.
raiding castles, dining halls with a big frick table along the middles, fighting in bars, in town squares with a fountain/clock at the center and stalls around it, variable insertion location, have your bros set up ambushes, so much potential, hope modders are up to snuff
Yep. The game's potential for interesting scenarios is incredibly underutilized.
A lot of contracts or random events could happen inside towns in 'building' maps, and yet all we have is to Bring X thing here, Escort Y person there, and Get rid of Z before the time limit, all in open field locations with little obstacles and different kinds of terrains.
Maybe the AI can't hack it in complicated environments. It's already pretty easy to game in an open field.
orc ai really struggle with swamps
damn the kraken fricking sucks
>There are people that play without a single QoL mod to improve their game experience even without changing core gameplay features or values.
Take the MSUpill.
Are Whips the only one-handed weapon with Reach? The Wiki doesn't include weapon ranges.
I'd like to give my Rotation lads for the Shieldwall something they can poke with when in the backline, but that quick swap perk doesn't include shields and I'd rather not have to spec into melee and ranged for Javelins.
Or should I just keep them at full stamina so when they Rotate they're at max stam?
t. newbie
I'm going to try at least one full campaign before doing even QoL mods but I fully plan to try that Stronghold one out.
Shields on the backline is excessive
Yeah but I mean specifically to Rotate them with the frontline guys who are exhausted so they can Recover. Maybe it gets better as your doods rank up, but as of now my Shieldwall doesn't last long until everyone in it is exhausted.
Though, now that I think about it, I could just make them Ranged-spec with Javelins and just Shieldwall for a turn until the frontline guys are recovered then swap back again.
You're spending 50 stamina rotating back and forth to recover less than that on the shieldwall guys. You'd help the frontline more by killing the attackers faster. Javelins are great but there is no need to rotate them in when you could be throwing another javelin for that AP and stamina.
Ah, I haven't actually checked the stamina use of Rotate yet but yeah 50 is a bit too much. Probably better off just making my backline Pikemen then.
Yeah whips are the only 1h that can go over multiple tiles but you really badly want mastery for them because it greatly ups the bleed and makes Disarm more useable
Roate is 25 but 50 if you swap yourself twice
Rotation on backliners makes sense if youre going (bladed) pike or billhook and crossspeccing into cleaver mastery for the whip because non swordlance polearms are very fatigue light and you can give the guy a 2h cleaver in bag in case of close quarters. It opens up some options that go beyond filling in for the frontline when someone's wounded, rotate has a few non obvious uses
is there a mod that stops bandits from fleeing from every single caravan you guard? there's no point in getting paid per head if they just run away from the caravan
thats not really qol just ask to be paid when you arrive
it's called have flankers lock them down and have ranged units pick out the stragglers, if you're so confident you can spend the bare minimum effort to kill the main force
Not in battle, I mean in the overworld.
>Cheats
And the game rewards me for it.
>too heavy for nimble
>not heavy enough for battleforged
What is the point of the 200 range armor?
>too heavy for nimble
'Tis a reminder that you don't have to go for perfect 40% nimble. Nothing wrong with trading a bit of percentage for some extra armor. Named armor in the 200 range can get LPR or wurmscale for either pure nimble or nimbleforged. Otherwise use them just use them early as stepping stones for your forged bros.
for early game uses, and brow nimble if you're too israelite to sell it once you outgrow the armor
Affordable and spawn in village armorsmiths
Apply +40 attachment and keep around as reserve gear later when you outgrow it, 210 might not really be bf worthy but 250 sort of is
If you mean named armor like the other anon said just put it on nimble people. Yes you lose some % but youre wearing like 100 more durability on the body which more than makes up for that
Their design is confused because the blogs way back when said that theyre supposed to be early game gear due to not consuming ammo/not needing a quiver, but the truth is that ammo managment is such a non factor that youre better off using anything else
The daze on head is interesting but the weapon itself has no bonus to headshot chance (the devs should really give them some+small bonus to armor ignore on headshot like the 2h flails do now)
So the answer is uhhh...
Some anons had fun with trying them out many threads ago and if anything theyre better now than before due to the headhunter buff. They do get a damage boost from throwing mastery, and you can just make the guy a standard thrower if you find them to be not to your liking
Ill do something with this mod when i can play again just you wait
Are Slings actually worth using?
>Combat Simulator
https://www.nexusmods.com/battlebrothers/mods/564
>infinitely respawning enemies and fear spam with infinite range
Is the lore keeper worth doing? This feels like a stat check more than anything else. Even with lionheart potions I don't think my team has enough resolve.
if anything is the most managable location, all the other ones are just defeat a frickton of enemies, there is a strat to it not just go in and kill everything,
>lots of walking on sand, if someone doesnt have pathfinder its gonna need a secondwind pot
>preferable have 2 range(throwers preferable) and no tanks
>send the 2 range as soon as the fight starts hugging each side of the map to look for phylacteries
>kill all the ancient guards
>leave librarian at 1 hit
>leave one guy that has at least 1 piece of Ijirok armor with the librarian, send every other brothers to look for the 10 phylacteries
>once you find them, have all 10 phylacteries be in attack range of one brother
>there is always 4/5 phylacteries in unreachable high ground so you need at least 2 people with throwing axes(phylacteries have 50% piercing resist)
>kill all phylacteries+librarian in 1-2 turns
>kill all the skulls and the other shit thats left
congrats you just unlocked the best shield in the game
>congrats you just unlocked the best shield in the game
be still my beating heart
idk anon being unbreakable and dazing everyone who attacks you is p good
mate I already dazzle those who look at me
best shield on any tank and not particularly hard to get
specially good on monolith lone wolf tank when you are surrounded on all 6 sides+9polearms on the second row and need to hold it for up to 20turns
>His bros can't keep it up for 20 turns already
Might want to contact the apothecary anon
i dont have any brother that can hold 15+ enemies single handedly for 20 turns unless i build specifically for it, and thats what gilder's embrace is good for
I was making a dick joke you goober
best mods?
>CS on 2h macebro
>Executioner on Qatal duelist
why didnt i think of this sooner
Wanted to share this bro I got in an old playthrough. Best shepherd I've ever seen.
Did he have headhunter
Yes
wonderful
I just played an autochess game for the first time after 600hr of BB, it was horrible, do people unironically enjoy this?
just let the zoomies enjoy their "strategy", better that than them getting mass filtered by games like bb then crying to the devs to dumb those down
pure mp autobattlers are hella gay but i think they have a lot of potential in a singleplayer/"roguelite" setting since you can fatten them up with additional mechanics to make the decision making/evaluation more interesting
i remember when it first came out for dota 2
dont get what people enjoy about it
>start a new game
>remember what its like to have a 50% hit chance on everyone
I think I need to wait a few months for this
get the swords, dogs and backstabber, avoid the shitiest recruits
Just use surround bonuses n spears n pitchforks n swords
how big is the reputation hit for abandoning a contract, bro? I got into caravan expecting a cakewalk but sandBlack folk are too strong.
One settlement takes a hit. Go elsewhere till they get their panties out of a bunch. Living is better than maintaining every settlements attitude
>Crossbro with Flail offhand and HH/Footwork
>Bonk enemy in the head with Flail skill
>Footwork back
>Shoot with Crossbow
Is this a guaranteed Crossbow crit? Or does Lash not count for HH?
Lash counts for HH and the stack persists when switching weapons, so one headed flail users can save fatigue by going Lash -> normal attack if they have HH though youd normally either use the three headed or two handed flails depending on situation
A build like this was popular before the 2h flail buff where you'd Lash and then quickhand into a one handed axe since Chop does bonus damage to hp on a head hit if the enemy doesnt have brow (200% multiplier instead of 150%)
Nice, I was thinking specifically for Crossbros just because now that I finally have actual armor I don't have to be as worried about my ranged bros crumpling like a paper bag if an enemy gets in melee range so I've been looking more into what to give them. But since Crossbows can be shit but not reloaded in melee I could literally point blank headshot someone with one too I guess.
I also should add, my bro with wound easier/more damage to Wounded/Sword Mastery and a sword with Gash is a monster against unarmored enemies. I just with grenades of any flavor weren't so expensive and available in the north so I don't have to go on a fricking road trip to restock.
Give it to me straight bros.
Is the handgonne any good?
With two handgonnes, quickhands, fearsome and overwhelm, yes.
yes
Its one of those things you need to form your own opinion on but imo yes though i dont run them every company because you sort of want to have at least 2 gunners for the sake of converging firing arcs, they get better the more of them there are
Handgonnes are similarly to daggers poised to abuse the absolute hell out of some perks (overwhelm, fearsome, fast adaptation) so dont make a real gunner without at least those first 2
excels at line battles and unconventional terrain allow for some bullshit shots to kill targets where others cant, but dont bring them to chosen/orc warrior/unhold fights, can't concentrate damage and is especially shit at ganking single targets since the shots go all over the place onto your bros, if you do build gunners, do so in pairs and put a powder bag and an axe bundle for niche applications
They're an autowin vs noble houses
>all 12 of the shit tier starting peasants have their own custom background and half of them just got married or had a kid or want to start a farm
this is bleak
eventually you stop caring
I can't believe I fell for reddits advice and took rotation instead of footwork on my gunners
newbie here, I came across 4 Tree homies and holy frick I could barely hurt the things. I had to retreat, luckily some other Merc company was there too and got slaughtered so my guys actually got away.
Trees are weak to axes
>try again vs 2 instead of 4
>Win, with this as the result
Yeah I think I'm turning in the job with 2 kills.
>Half my fricking Company is now crippled
It occurred to me that's probably the case AFTER I had managed to surround and stab one to death over a long ass time. I might try to get some axes and try for round 2.
Not necessarily axes. Anything capable of breaking shield will do. 2handed swords, maces, cleavers etc. 1-handed axes with mastery or long axes are just the most efficient. Firelances have a damage bonus against trees too, funnily enough.
>FOUR (4) Schrats
Yeah frick that, those guys are ass
>schrats
>pikes
>no axes in sight
should have quit the contract or fought with the mercs
There are no Southern-Themed npc Mercenary companies, are there?
There arent, big shame
Wish they did another pass over npc mercs and diversified them in general, theyre already haphazard due to how wide the list of gear they can come with is but if they represented certain company builds itd be so much nicer and i dont think itd be much work
>default
Still the most common
Remove bardiche and nomad helmet from loot list and replace them with something else
Make attached elites more common as the scaling progresses so a company can have 2 or 3 of them later to keep fights interesting
Possibly add a bannerbro type of unit, just recycle the noble house one and make him nimble
>southerners/crownlings
Nimble and using the southern armors that are currently pretty much player only+some nomad and all sort of southern weapons, can have an attached assassin or nomad elites instead of the northern sellsword ones
>bounty hunters
Contract fork only bounty hunters in overworld groups since theyre a cool fight and you almost never see them
>cultists
Same as above + gets some sort of heavier BF troop using fallen hero armor for aesthetics (that one decayed fullhelm with the cultist hood over it) that Adrenalines
Rare
>Northerners
Uses the nordic equipment added by WotN that's currently pretty much shop only (except for the steppe fullhelm), replace Overwhelm with something else. Maybe 9 lives since its good against barbarians and its presumed a northern only company would be doing a lot of fighting against them
>Mixed
Uses bits from various company types, can have all elites attached, higher rate of elites spawn
Speaking of you could make more of those too
>Wildman who's an ork weapon duelist with big hp and very light armor (often no hat), drops 2 or 3 guaranteed berserker mushrooms on death
>Master Arbelaster (remove the crossbow from the master archer), uses either spiked impaler or arbelest, HH
>Headtaker who's BF and who's either an axe duelist or 2h flail user with HH
>Rondel daggerbro?
Of course none of this will ever happen...
>nomad
*Steppe
armour should have layers of durability with associated materials and what it covers - a 120 mailshirt has 65 gambeson everywhere and 55 chainmail covering torso.
Attacks randomly hit a random part of the body and thus materials.
Heavier armors get more comprehensive protection - CoP gets plate everywhere but legs and chain+gambe below.
Can introduce lighter heavy armors - sellsword armor has majority chainmail and leather.
Or cheaper heavier armor - lamellar harness has chainmail and plate coverage at the cost of gambeson, barb armour offers early plate and fur coverage at cost of chainmail and weight. ancient armor have scales and worn over new gambe for cheap scale armor.
Material layers get damaged and take a durability hit on the field depending on damage severity - plates and scales are nearly immune to normal weapons but fold against mace and hammer, can get bent for a durability hit or break entirely, only allowing for proper repair at an armorsmith, scales are brittle and can only break in groups or individually, but leave other scales intact, cloth, leather and gambeson gets torn and can be sewed back or replaced entirely, chain repairs uniformly, these can be repaired normally.
armorsmiths can completely repair armor, but each repair permanently degrades performance on monolithic materials (plates, scales and leather) unless replaced at a cost, named armor dont get permanent dura hits.
this encourages using armorsmith and looting heavy and mid tier armor even if you have heavy armor already to keep in reserve and introduce logics to gameplay.
weapon types each has a type of mat it is strong against and coresponding damage multipliers, hammer strong against plate and chain but shit against soft armor, swords, spears get filtered by plates...
2h weapons bypass most of these mechanic by sheer weight but are heavy (150% current weight, 20fat swings) and leave users exposed.
nice wall of text, but
>permanently degrades
means it's automatically a shit idea.
doesnt matter when you can just loot and buy new ones, what are you going to use your 100k crown stockpile on?
also more opportunities for 2nd hand high tier armor in shops and markets for bargain seekers.
monolithic materials can be replaced entirely for new if you're too israelite.
so you're saying us macechads will finally reign supreme over hammerkeks now,
sounds like unnecessary complexity for a game that alredy has a simpler system that works fine
t. nogames
I hope their next game will be Battle Brother 2 but with Warhammer fantasy license.
What do we think of layered armor
Cool idea that screws with the visual clarity and most legends companies tend to start looking ugly as all hell when the player stops caring about fashion and starts matching armor for max durability leading to farmers hats over fullhelms
Billhook isnt piercing so yea they chop through skeletons just fine
newbie report
Oh frick skeletons.
>Undead apocalypse
>Most of my guys use Pierce
The one guy with a Lucerne has been single handedly saving my Shieldwall by crushing those skeleton shits and smashing their armor up. The crossbowmen are still able to make themselves useful, especially against zombies and "not-ghouls", but they very often end up having to fight skellies in melee. I suppose I should invest in some throwing axes for them? Luckily they all have 50~60 melee skill.
I may try to get some Billhooks and see if they deal something besides Pierce, but the push of the pikes has been useful.
You've learned a lesson. Diversity
Keep some clubs in your bag for skeletons. A mace without mastery is still better than a sword with mastery if you're fighting ancient undead.
Best way to deal with gobbos? And to deal with greenskin invasion in general?
I keep getting ambushed and shit is getting tedious at this point.
>Have shielded enemy surrounded on 3 sides
>Bowman still can't hit him even if he's standing behind the direction it should be facing
I suppose ranged is already strong enough that it would make it OP to let it ignore shields like that, but I feel like there's just not much reason to flank with bowmen when you can just not bother and be fine.
Also I wish there was a final DLC to add indoor areas like caves/dungeons/castles/inside of towns
Make a Perk that allows ranged weapons to benefit from surround bonus, (doesn't stack with Backstabber), ez.
You're still risking shooting your own lads in the back so I think it'd be fine.
>greenskin invasion
Kill young to fish for morale drops
Shoot berserkers and dont let them engage
Have enough anti armor for warriors/warlord
>Best way to deal with gobbos?
Run up to them and beat them to death, they crumple once you reach them
This would make throwing weapons on the backline insanely broken
Good point, maybe make it Crossbow only or something then.
gobbos get destroyed by fast adaption archers
>Need to restart the game every 20 minutes because the amount of Mods I'm using makes it constantly run out of memory and the settlements bug out, making it impossible to enter.
Such is life in nameless generic dark fantasy land.
post mod list
The game has a 2GB memory cap, so it quickly runs out of memory when it has to keep loaded a lot of entities and sprites, this develops into save file corruption the longer the issues persist.
I like it. Allows you to most closely customize your bros appearance and armor, making mercenary companies that actually look different from each other with every playthrough. Visual clarity isn't an issue because you can memorize what Bro is wearing, NPCs have a set of defined equipment they can wear, and you can always look at their names to see what you should look out for (their Perks).
The biggest issue of Legends' layer system is the memory problem I posted above.
>The game has a 2GB memory cap
aren't there one million unlimiters out there?
I think there's a 4GB patch for the GoG .exe but it doesn't work for the Steam version.
The Legends modders have been trying to convince the devs to make an official patch and It seems they were at least acknowledged by them.
>The Legends modders have been trying to convince the devs to make an official patch and It seems they were at least acknowledged by them.
The community dude on the official discord transmits suggestions, but that doesn't actually mean anything
Terrible community interaction is by far OHs weakest point, particularly the programmer is just silent
They basically don't consider the modding community at all
good. legends is half-baked garbage and played by a minority of people, i wouldn't want the devs listening to their inane bullshit like letting BBs use magic and other moronic shit like that.
It's not just legends, it's the modding community at large. The memory limit will continue to be a problem. And it's not just that, there are other suggestions that would improve compatibility or possibilities of mods. Like, in vanilla there's no way to save data between campaigns, so you can't really make modsettings that stay between campaigns or mods like a campaign summary. There's an external tool made by the community that allows it, but it's a bit jank.
>i wouldn't want the devs listening to their inane bullshit like letting BBs use magic and other moronic shit like that.
I don't know where you got that from, they don't suggest such things. Legends has also removed a lot of the magic over time because it was OP and tone-breaking
Another example is the world size. You can't increase it without someone making some dll injection or some other magic shit, as the parameters are set in the .exe c++ code. So, if more mods come out that want to add new camp types and stuff like that, the map will be cramped af.
considering that their stance is
modding is barely above piracy and they encrypted their files just to prevent any modding]
well
As a starsectorgay, you absolutely don't want to give too much power to modders. Feel free to come over and check out the shitshow that is starsector's modding scene.
You only say that because of trannies making their mods purposefully incompatible with each other, but that sort of stuff is easily preventable and isn't the issue with modding itself.
>highly modded bb
Anon what
>zero mods ever
Who is the real autist? both?
Just got it on sale, and I'm liking it 3 hours in, but I had a few questions. Does the game get to a point where you can reliably take on anything confidently, or are you always fighting for your life and don't get that much stronger as you progress? Also, it seems like certain conditional talents are kinda eh, and you want to go for the ones that are constant, such as Colossus. Is experimentation the best way to go with them? Finally, where is most of your power coming from as you progress? Items or levels?
The better you get, the faster you get at gaining items and levels, the easier it becomes to stay ahead of the enemies
While there's scaling to your party strength in some aspects of the game (contracts), there are still fights that you're not really supposed to take, you'll learn what's good to take over time
Talents are the names of the attribute stars, you mean perks. There are some that are eh, but most are at least conditionally useful based on the builds you go for. Some, like Colossus or Gifted and either Nimble or Battleforged are good on pretty much any bro though
More items than levels I'd say. The better weapons don't look like they have many more stats, but they do matter a lot. As you can get gear from enemies, you can 'skip' the cost and progress quickly that way. But levels also matter a lot
You outscale brigands and some others quite quickly if you know what you are doing, though thats a pretty big if when you're starting out. There's still a few factions and enemies that can give any company a good fight even much later
Try things out with perks yes
That last one depends on the brother
The penalty is crippling but +25% melee dmg is immensely alluring. Damage stacks in a multiplicative way so its even better than it seems when you combine it with KF/Executioner/Huge-Drunk
>I run the risk of getting surrounded and btfo.
How exactly? On a backliner at least who's got polearm mastery you can dance back and forth with the leftover AP (move 1 tile forward, swing, move 1 tile back). And if an enemy reaches your polearm bro he's probably getting surrounded himself
Nomads can shoot you. So can gunners i guess
>How do you gays use them?
Huge/drunk backliners like a coward, though i think that theres some reasoning for making frontliners shroom up in certain situations if its a brother has enough mdef to just not give a damn (and if you're careful where you place him). Or if he has Dodge on top of decent defences since you usually get around 13ish mdef from the perk. Then its sort of like you're trading 1 perk point for a big boost to how hard he hits for the duration of the fight
You can get more defences but you can't easily get more base damage, but its not like you find many mushrooms during the course of a 1 crisis company anyhow
>How exactly?
I guess it's because I play 5-7 back-front. Enemies will envelope my shit by turn 2-3, which is not a bad thing - more contact surface and what not.
>Then its sort of like you're trading 1 perk point for a big boost to how hard he hits
This is actually a good way to put it. Sometimes I forget most effects of BB are actually just a stats change. Maybe I'll try a nimble dodge zweihander with RA on each flank. With 90+ MA the shroom malus should reliably be negated by RA.
Does the bonus work on reflected damage?
>oneshot
Thanks anon. This is good info. Not sure about the monolith though, it's the perfect example of what I meant in the original post. It'd be the perfect fight to shroommaxx if it weren't for those homosexual homosavants. But I guess I should just stop being a pussy.
Captcha 2YOWO
shroomed 2H frontline on monolith usually get ignored by necros in favor of backliners, specially if you have throwers or any squishy nimble polearm, their big problem is getting focused by 2adjacent enemies+polearms, their best position tend to be at the edge of the south side clearing it from bottom to top or stacked in the middle of the formation were they can open a gap quickly by one taping
How do I into shrooms? I feel like I can never find a good opportunity. Common sense dictates that I should only shroommax my backline swordlancers, but for the easier battles it's not necessary, and for those that needed like 20+ chosen/unhold, nomad or orc camps I run the risk of getting surrounded and btfo. Should I just stop being a pussy? How do you gays use them?
Pls respon
When killing faster is more important than losing -15 defense. So I basically just use them in arena fights and against skeletons.
Good point. Skellies don't route so you'll have to work through all of them anyhow. Thanks anonito.
I give them to my anatomist mutant that reflects damage when he's hit
if you have them to spare pop them on backliners in hard fights were you need the damage, thats the safest way to use them, just need to play with them mindfull of the minus def troughout the fight.
that aside shroomed orc chain+killing frenzy oneshots ancient guards, same with a bunch of other 2H named if they roll dmg(2Hhammers/2Haxes/2Hmaces/polehammers) and you convine it with killing frenzy, that on monolith(or library if you are short in dps for the first part of the fight) is one of the best uses for shrooms, you just need to pay special care to your roided dps
even if you dont have the weapons for oneshots its still good giving them to 3 or 4 frontline 2H for the dps increase on those 2 fights
I just take them whenever I encounter berserkers cause I like the mental image of two shroomed out morons of different races beating each other to death to be King Shroomtard
baste
How different are the various scenarios? Like I see that Anatomists get mutations and stuff, Cultists have their whole bit, but does Peasant Milita have any kind of "questline" or anything?
>does Peasant Milita have any kind of "questline" or anything?
Just the ambitions everyone else gets
No but everyone's modifiers are such that they end up feeling different in how they play, pm in particular is drastically dissimilar to other companies
oathtakers
i have awakened to warhounds
i gave everyone dogs, and they EAT spiders and gob archers for lunch
Dogs are fricking excellent
>As long as they don't die they get full HP after a battle
>Fast as frick, retreating enemies will get run down
>Don't need food
>Can be deployed as a horde all at once if you want or used as a backup "oh shit I'm surrounded" tool
>Relatively cheap, even with armor
>If they die you don't lose Morale
I've been considering making DOG SQUAD where everyone is Crossbowmen with dogs and just shoot the frick out of anything that tries to get close then DOG.com them when they get within one turn of your guys.
That said, I wish there was more Accessory slot things. Maybe even something like "Horse, Lightly Armored Horse, Armored Charger". But then I feel like introducing mounted combat would require a ton of work.
>But then I feel like introducing mounted combat would require a ton of work.
Ummm wolfriders
To make balanced I mean. Taking your super heavy brick of a man and sending him charging in on a horse at full speed instead of clomping forward slowly or having Nomads with compound bows skirmishing on unarmored horses is going to completely change how combat works.
>Calvary charge into the spearwall
It's going to be a bloody day
Yeah that'd be one solution. I think the best way to go about adding Cav would simply be to add a "Riding" skill that determines chances of getting dismounted, deflecting blows to your horse, etc. I don't think that's possible via modding though.
>you will never Billhook some fancy Nobleman off his horse and PEASANTED.com him to death with a mob of farmers with daggers
You can do it like Orcs do that push and stun move they have, an ability enabled when your Bro is on a horse.
Yeah I think that'd be a good way to do it.
>Various kinds of horses, from beat up old nags to majestic purebred war chargers with frickloads of HP and nomadic long distance runners with low health but high stamina
>Various armors from "Nomad bags", (low armor but adds an inventory slot), to "Oathtaker Horse Armor", (beefy as frick but a big Stamina hit too)
>Horses have stamina separate from the rider, make Charge do more damage but cost more stamina with heavy armor on
I could see it being cool, but I feel like it'd make some encounters significantly harder and trivialize others if you have your own cavalry.
I could see it being cool, but I feel like it'd make some encounters significantly harder and trivialize others if you have your own cavalry.
You could make it hours (and dogs) have more requirements than they have now. Feeding them for one, as an expense, as well as having them be able to receive wounds na need to be healed afterward, as well as being outright expensive.
Horses should be an expensive investment you that needs to be taken care of in exchange for a powerful bonus during battles.
Yes
There's a reason the devs never implemented mounted combat
>damage stacking
this named sword didnt even have bonus base, it just rolled on ignore and fatigue reduction
ignore armor roll works for oneshots with damage stacking but it needs to be in a high armor dmg wep, that maxroll 70dmg hp bypass is still gonna get reduced by 10% of remaining armor, a 200armor/65hp ancient guard is gonna get hit for 90-100armor damage, have 100-110 armor left and get the bypass damage reduced by 10-11, so 59-60 effective hp dmg
that is not counting bf, with just 350armor on head+body thats a 17% reduction in armor damage, so the attack would do 74-83 armor damage, leave the enemy with 117-126 reduce the bypass damage by 12-13 and leave you with 57-58 hp dmg
now compare it with a 2h orc flail, with just KF+shrooms, a non headhit that rolls 170dmg or a headhit that rolls 120dmg is guaranteed oneshot on an ancient guard
all of this not counting bonus hp dmg from headshot because steelbrow
That brother was a huge-drunk and otherwise entierly mediocre, point of the image was more to just show how high can you go since even with what is essentialy just a default noble sword in the base damage department hits for greatsword level base dmg
If we'd actually look at highest hp damage possible with max damage stacking then i guess its a toss between 2h axes, 1h axes (on head hit) and cleaver Decapitate since it gives you a hp damage multiplier based on lost hp% that's gonna be applied on top of all the other bullshit you're slathering on top. Maybe 3 headed flails can compete too
But on the topic of actual oneshots i wholeheartedly agree that berserk chain is what to go for nowadays. Mansplitter has good odds for honorguard too when KF is active, thats why that record holder for the mono speedrun (even though monolith speedruns are a meme) gave most who didn't have a named item a mansplitter to be able to get through both legionaries and honorguard at a fast pace
No i mean with 5 ap cost to swing you can move 1 tile, swing and fall back to your original spot. This isn't a good example of how to line up, its just illustrating that polearm bros dont need to be directly behind someone to make an attack
Warriors wont push you because it doesn't actually mean anything for them and Lindwurms cant try to bite or tail slap the backliner
image went poof
I do that against lindwurms and trees natuarlly, but it never occurred to me to do that against humanoids. I guess because I'm always afraid of unholds flipping my shit or warriors bashing their way in I try to keep my backline tight right behind the indomitable-ing frontline. I imagine with footwork swordlancers you can kite much longer, assuming sufficient fatigue. Thanks anon I'll give it a shot.
how long until you guys got it and it clicked? put in 15 hours so far and i consistently get to day 30-50 and then get my shit kicked in
Day 100 on beginner/beginner so far, my team has 5 spearmen, 4 archers, a sergeant, 2 bros on the flank with fat 2 handed weapons. It's working pretty well with greenskins invasion.
But I feel my spears are taking too much armor damage, and gobbs are fricking bullshit. Good thing my archers make it easier to shoot them down.
Any pointers?
Spearmen just don't deal enough damage in the later stages of the game
As do archers except against things like gobbos, instead you could be having throwing weapons dudes that deal insane damage
archers are very good against many different enemies. not good vs heavy armor tho
I love archers but they just don't carry their weight
Against spooky skeltals, thicc orc warriors and chosen and such they just suck dick
You'd think you'd use them to snipe important targets like necros, but due to how cover works the hitchance is abysmal and you're better off just pushing through, even with vanilla
Instead you could use that ratk for throwers that deal insane damage against every enemy with either javs or throwing axes
>even with vanilla
wot
even with bullseye*
Fair point, I guess. Get throwing mastery?
Throwing mastery and duelist turn throwers from okay to highest damage brothers in the game (barring some named orc duelist uberbro and such)
And if you get a bro that has both high ratk and decent matk, you can give him a close range melee weapon like a 2h mace to bonk units that push through your lines with, instead of wasting turns trying to footwork away and such
bows have high dps and great range. i have never had any trouble with having them carry their weight.
upgrade to swords they have better damage than spears but still give 10% chance to hit bonus.
throwers are gay and stupid
throwers are epic and cool
Is it toggelable
But of course
>How many times has each Bro had sex in their lives.
its over for swordcels
I kinda wish there was a Deployment phase like in Total War games, my formation always seems like it needs to be shuffled around too much on any map with a lot of different terrain/obstacles.
Take the Modpill
https://www.nexusmods.com/battlebrothers/mods/571
>Lure 5 Lindwurms into a Nomad Camp.
>Watch as the Lindwurms completely destroy the nomads without having to move a single muscle.
>Leave when everyone is dead.
Easiest contract of my life.
Wish you could pick multiple contracts at the same time.
I'm pretty pissed off. Was having a fun campaign until I abruptly got the Greenskins Invasion ending out of nowhere at day 112. Is this normal length for a BB campaign? I'm half inclined to start a new campaign with a different late game crisis if so. This campaign the first one I've finished, on Veteran and Ironman.
That's only your first crisis, there will be more if you keep playing. After finishing one crisis another can happen in the next 100 or so days
So crisises get worse or are they the same at 500 days? Is the only endgame other than death Retiring?
>give a homie with Sword Mastery and "Wound Easier" a Samshir
>Barely nick an enemy with Gash and instawound them
On one hand being able to inflict two cutting wounds in one turn is nice on the other I feel like anything without armor would just die for the same amount of AP to a "better" setup since anything you'd want to wound will usually also have too much HP to effectively do so.
>anything you'd want to wound will usually also have too much HP to effectively do so
Shamshir Gash with CS and mastery wounds Unholds every single time dont think you even need to double grip to make it work. Now if you have a named shamshir you can try to Gash a Lindwurm but ive never done it
When it comes to armor with duelist you can Gash through sub 230 chosen and thus everyone else because barbs have so much hp
The point is usually to set up for other brothers who took Executioner to capitalize on the damage boost. Two handed hammers, two handed maces and i guess 2h flails all can injure even without CS but if you take it on them youre basically guaranteed to do it, hammers will also remove a ton of armor so if you have something like a 2h cleaver or a polearm user theyre gonna natrually appreciate that on top of Executioner damage buff
Thing is that cutting injuries are better since a lot of the bashing ones just reduce enemy fatigue
2hFlails though might see benefit because the bashing head injury list is
>broken nose
Reduces fatigue recovery (so it doesnt do much)
>Crushed windpipe
Greatly reduces fatigue recovery and halves the fat pool (so it might actually do something)
>Concussion
>Skull fracture
Obliterate all skills, -50% to almost everything, basically turning the target incapable of anything meaningful
I do say they "might" because if youre using a berserk chain on a brute or something like that and you whack someone in the face with KF active it'll already send most humanoids straight to hell instantly. But CS most likely guarantees that every time you hit head you roll out of those 4 for Concussion or Skull facture even with the more fatigue permissive and ergonomical human 2hflail, and it probably makes a difference against warriors
>Small number of zombies and one necromancer attack a town, ok ez
>Militiamen charge in and start the attack before me, they outnumber them so it should be fine
>By the time my squad walks the 2 turns to see the fight half the militia are dead and turned to zombies and now things have become rather dangerous
All your bros have broken knees or something? Stop being a pussy and get in the fight
So the Axehammer is an axe and a hammer.
Does that mean it benefits from Axe and Hammer mastery both for 50% reduced fatigue use? Or does it only get the boost from one or the other? Same question applies to the Notched Blade too I suppose.
each skill has its weapon class and its only affected by its respective weapon mastery
>axehammer
batter benefits from hammer mastery and split shield from axe mastery
>notched blade
same as above, slash benefits from sword mastery and backstab from dagger mastery
If it'd stack in fatigue reduction then notched blade would be the best dagger for puncturespamming
Scout exists to motivate you early on and this isnt true later (post day 15) where if you have any idea of how the fight goes you can wipe the floor with everything that isnt serpents or a triple skull nachzherer contract that rolls absurd high too early. In that case just run and cancel
Its still loot n xp
>kill 13 nachzerers
>get this as loot
Is it really just because I let one run away?
It's because killing beasts is almost never worth it since there drop rate is shit
i still do unholds because at level(500 days in game full of 15+ bros and named gears) theyre easy to kill, and all of their drops fetch quite a nice price, i only need the furs from the white ones and 1-2 common leather drops if 1-2 of my dogs died, since i already crafted those large quivers(bolt+arrows, 6 each for 3 of my archer/xbow bros), but in general i still do beasthunting, since they still provide easy quest and xp for my reservebros. the loot and craftables/sellables are a bonus
Nachzehrers are mostly good for early resolve trophies along with the occasional antidote and lionheart potion.
Other than that they're not terribly profitable to hunt.
I just want to make more trophies.
How to build gunners? Looted a famed gun off some nomads
Overwhelm, fearsome, and fast adaptation.
Pathfinder and footwork might be nice for repositioning for better shots.
>Hire a lot of bros
>Suddenly every other group in the game is better and quests are harder
How do I stop this scaling shit, it's worse than Oblivion
I hate games that punish players for doing well
You don't. Learning how to get ahead of the scaling is a fundamental part of this game. I'd try more aoe if you're suffering vs massed enemies.
Also, individual enemies only get a handful of buffs, generally linked to day rather than bro strength.
Just take 1 skull quests until your boys aren't a bunch of half-dressed morons. Problem solved. Alternatively, only buy new bros at a rate in which you are able to actually equip them and you won't have that problem.
>it's worse than Oblivion
if it had Oblivion scaling thugs would start to spawn with mercenary tier equipment
If it was as bad as Oblivion they would spawn entire groups with named and legendary gear like the random bandits in daedric armor
just play as a solo chad and talk to yourself during events
How do I take on Goblins without being picked off by archers at their discretion? Even though I'm taking gobbo camps at night with kite shields, it's still far too inefficient as I'm doing it right now especially when they're on a hill. Is this one of those times where Pathfinder and Resilient are great perk picks?
Dogs maybe? Once engaged in melee with wolf riders release them so they go after the archers.
I never do escort quests.
It's a pain in the ass because every single enemy seems to attack you despite the size of your party, and eventually, you just end up losing people for a meager amount of money.
The only time it's good is when you get a patrol near you to scare away all the enemies.
Its just inconsistent sometimes they chase you sometimes they dont
Likewise sometimes the contract spawned group gets lost (ran off by a stronger npc party) or dies
Be sure to use your carvan hands/conscripts do not let them survive the contract without losses since the payout is only determined by donkeys
So is Relentless good on Dodge Tanks? Since one would be using Shieldwall a lot.
No because then you cant wait to penalize yourself for ini on the concurrent turn in order to milk your shieldwall/indom activation for 2 enemy actions
Don't take relentless for the dodge value, take it for wait abuse
It scales up to your DEPLOYABLE roster size, not over. Lone wolf/gladiator penalty means that you have no effective reserve and that once you reach 12 people you need to fire the 12th in order to check out another potential recruit, which becomes immensely annoying later
>lone wolf disadvantage is less roster size
>game scales to your roster size though so it doesnt do anything
10/10 design
Where's the Battle Sisters
Legends Mod.
>When the only women in the game are evil and manipulative
>Literally tricking men into fighting each other
Most based devs working today?
>>When the only women in the game are evil and manipulative
Wrong. There are also prostitutes, loose farmgirls, and tavern wenches.
there's that one kino event where the captain and the bros can slaughter a whole bunch of prostitutes for trying to rob them.
How do you play non lone wolf runs it just feels moronic not having an actual character
Just treat your starting bros like you would treat the lone wolf. Starting bros also have unique background descriptions. Starting dialogue also gives you some character to work with. Merchant can be bold or cautious and has experience with people, Oathtaker wants gold first and treats religious customs lightly, Beast Hunter start references Witcher and main guy is a bit depressed and disillusioned with mankind.
do not sleep on the bardiche
>New campaign, new player
>Barbarian says "1v1 me fgt"
>Sure what could go wrong
I immediately regret this decision.
How do you guys handle the point around day 10 when brigand raiders start showing up and your guys are still lvl ~3 dumbfricks with >100 armor?
Depends on how many people do you have and what the brigand comp is
Raiders themselves come with highly variable equipment where they can be barely better off than a thug or be a serious issue if theyve got a pike or a longaxe (but looting either early is a great boon), though you only start seeing those right away on expert i think. So you need to evaluate how dangerous each one of them is
If its thug majority which at that point on veteran it probably will be you can look for a rout by killing the weaker enemies first. This is a concept that remains useful with the big greenskins later on
It was on a caravan escort mission. 5 thugs double gripping swords and cleavers and 2 raiders with hooked blades. Lost some decent bros there.
Thinking of caravan contracts, 2 weeks or so later the convoy gets jumped by brigands again and then by orcs before the cart even gets to move.
Is this just a lmao get fricked moment or am i correct in my assessment that escort missions are more trouble than they are worth?
it's a big potential loss of income, for the time it takes to escort the cart.
Deploy either behind or alongside the caravan hands (with them being the center) if you feel like the fight calls for it, that eases things up considerably
Yea you got fricked over there but like said elsewhere in the thread caravan contracts are just inconsistent, sometimes you get swarmed sometimes you see nothing at all
Say "i'll think about it" and take a look at the route
Its also not so bad if you end up having to abandon if you had a decent number of fights in a short period without any real losses
Caravan missions are a tossup whether they're free money while your men heal or four fights back to back that you have no time to repair or heal between. They're only worth doing if you're willing to savescum, run and fail contracts, or doing them lategame to force named items to spawn at the smith.
What other games are in this genre? I've played the frick out of this and Battletech (troonytech), these types of games scratch my tycoon itch (due to merc company simulator mechanics) and enjoyment of turn-based strategy. It's difficult to find more good games like this.
Wartales. XCOM and clones. Songs of Conquest, maybe?
Songs of conquest looks to be a heroes 2 clone.
I bought the game like 10 days ago, and my Steam playtime already clocked 44 hours. Send help immediately.
those are rookie numbers, homie.
When is taking Iron Brow better than the other utility perks like Pathfinder, FA or 9Lives?
I always take iron brow on front liners because I don't like playing with random crits on
Iron brow is pretty good but so is nine lives. IF I can get a brother to at least 80HP then I may prefer to choose iron brow over colossal. Same with fatigue if I reach my desire fatigue without brawny.
damn i am tired, I meant pathfinder over nine lives. 9lives is alright but pathfinder is on a whole other level.
Odd odd post since you're bunching together perks that serve different functions into "utility"
Steel brow is neatly summarized by
, head hits though rarer get a bonus to their hp damage which isnt a big deal if the attack doesnt have much armor ignore or some special mechanic tied to it (one handed axes), but when it hurts it really hurts badly. With brow getting hit in the face is always sort of beneficial since youre distributing the damage between body and head armor and there is no difference in hitpoints
Pathfinder saves fatigue and AP when moving through bad terrain so it either does almost nothing to you during a fight or it does a massive amount
FA is FA
9lives gets a bad rap but can be argued for
What's this game called again?
combat companions
brawler bretheren
Fightin' Fraternity
Degrees of Lewdity
Duality of Dudes
Diplomacy Sisters
Skirmish Sisters.
Mercenary Lads
Damn I'm shit at this game
It'll improve just ask here if you feel stuck
>Day 3
>Tier 3 Nacho spawns on a 1 skull quest
but its just 1 nachzherer...right?
It was a 6v6. Only way I could feasibly win that fight was if I got super lucky and rushed every other nacho down for morale debuff.
Even then it didn't seem feasible without losing a dude or two.
Way to handle that is rushing down one nach, then have one or two of your guys standing next to the corpse spearwalling.
Nachzehrer AI prioritizes corpses.
>Day 2ish
>Brigand with a Pike spawns
>He's wearing cardboard for armor, is down a hill, and I have bowmen
Why yes I do exclusively run the Southern Mercenaries origin and help the South during the Holy War, how could you tell?
Because you smell bad.
t. noble infidel
ngl i frickin love nomads
Am I on good pace for Day 10? Most of the bros are level 3/4 on average. I'm trying to get better at gearing up quickly in the early game but I'm not sure where to go from here after taking out a few groups of Raiders.
>Am I on good pace for Day 10?
Yeah. I am not very good at BB, but you want to get full 12/12 squad first, then buy better armor for your frontliners (I recommend at least 150 durability to be safe that early on, but you could do with cheaper 130) and then start giving them two handed weapons, if they have solid melee attack stat. Maybe get few dogs. You should be fine fighting greenskins, beasts, nomads and barbarians as long as it's one or two skull contract and you have equipment advantage.
Lookin good though you have enough looted gear to equip at least 1 more person, and like 4 if you buy them hats and redistribute things around
Speaking of redistribution Alarik might wanna be somewhere not on the edge with that current mdef. Whats your plan for him?
After you get raider gear you can
1) Just fight whatever you come across to squeeze in a bunch of fights but DONT stick to only brigands. Basically every faction has something to offer even this early
>barbarians
2h hammers and maces until you buy the actual good ones from store
>goblins
spiked impalers and named items though you might need to go really far out to find them on some seeds and id not recommend it until at least day 20
>ancient dead
pikes and potential warscythes if you run into a few honorguard (which isnt common but ive seen it)
etc
2) Go to the south and battle nomads to squeeze more value out of them before the day 40 dodge value kicks in. This requires some finesse and good understanding of the fight
Double good if you can combine arena fights who give insane payout at this day with random nomad battles/contracts
3) Fight mercs
This is usually not a good option at this point. Mercenaries this early actually tend to come with fairly mediocre loot to the point its not worth the bother, but sometimes you will run into like 5 of them with a hedge knight. Consider that opportunity carefully. You have to win through rout so its risky, but the potential benefit is massive.
4) Turn to brigandry
Pick 1 noble house to bully and get gear upgrades through some of their supply caravans. This has repercussions in that you arent able to access the recruit pool of their towns until a noble or holy war (so until the game is basically over for the intents of actual difficulty)
If you're really advanced you can do the same with southerners for swordlances/handgonnes/assassin mail but its harder
>before the day 40 dodge value kicks in
wut?
NTA but enemies have certain stats boosts or perks that kick in after certain a day. Check wiki for details. But yeah nomads have some nice gear so you'd want to fight some early before when they all gain dodge.
>Can carry a Three-Headed Flail after day 10
>Has Dodge after day 40
>Has +5 Melee Skill after day 40
huh never noticed that
Thanks for the infos. I started another campaign to try practicing very early game saves and I think I've managed to hit a good pace. This one is on day 15.
I suppose the goal now is to maybe try and start searching for early weak camps for potential named items.
Forgot to upload the image. Ebin.
Just an average week in BB.
recruit the crippled boy you gay
No, we don't do that here. We are honorable mercs. We only send adult cripples to their death as a distraction, burn down a village in revenge (they started it by saying mean words to my men) and rob graves like honorable sell swords.
None of those filthy, morally dubious, actions like hiring 16 year old with no other way besides begging on the streets.
>he doesn't groom crippled little boys into nimble-battleforged orc cleaver-double gripping lindwurm-slaying wargod.
Osnwayd
I mean the little boy was pretty dumb for trying to stop the anvil from falling.
Why is there no game like Battle Brothers, but it's about a band of prostitutes?
All I want is to pimp out my bros...
pssst
https://f95zone.to/tags/prostitution/
all my life leading up to this moment has been a lie.
I still think about this image from time to time
What the frick lol
There used to be an anon who was big into polearms and various very advanced tactics with formations and outpositioning the AI. At some point his hubris got the better of him and during a discussion regarding necrosavant champions (who dont exist, but "should they get nimble" was the topic) he said that nimble savants are something that you could handle on mass and had someone script him a fight against like 18-24 of them he could trigger at any point through the retinue screen
It didnt go as planned
There's a chance he wont get it. Its a strange event but the stat boost is not nothing
Duelist
1h weapons are different category than 2h weapons since they have different skills
You don't want them to be throwing shit most of the time either btw
You're basically looking at either the banner having a dagger or a mace if there is no double grip or duelist involved
>There used to be an anon who was big into polearms and
Sounds like my kind of 'tism. Can you give me a keyword or a hint so I can search for him in the archive?
effortposter has a few hits
He always wrote huge walls of text with zero capitalization and little punctuation, using peculiar language
Here for example
https://arch.b4k.co/vst/search/image/ddVb-SSp2p75JmHDZ_e2Zw/
I remember that c**t. I took his advice to heed but its like I've regressed and can't apply it now.
hope he comes around again
i wonder what setup he used for the fatal savant fight and if it would have gone differently today
if you wanna hybridize with crossbow go polearm not duelist
>Dissatisfied
>Not uncommon for someone living
moderate heh
>That brawler event that can give him a permanent broken knee
Why tho
newbie question, but is double-grip really that strong that I should actually build Bros around it? It seems like I should either go Two-Hand or Sword and Board since the only one-handed thing I see viable is grenade/net thrower and both of those require me stocking up on potentially super expensive items.
Nets aren't terribly expensive, it's just tedious to stock up on them.
Double grip is good, 1h weapons with duelist can do more single target damage than 2h weapons, they're just fat heavy with no aoe. Any kind of shield build isn't going to do enough damage, but the purpose of shield bros is more for tanking anyway.
Mod idea- (general buff to Banner is the intention)
>Banner equips in Shield/Offhand slot
>If no other weapon is equipped, functions as current Banner
But
>You can equip a 1h weapon too, in which case the Banner gives it's buff but is otherwise useless, (maybe give a +5 or so melee only defense buff at most), but doing so doesn't give Duelist/Double Grip
>Maybe add a passive where kills with the Banner equipped give extra Resolve to allies
Secondary mod idea that popped in my head as I was naming my Bros
>"Prefix" checkbox for "Title" in name field, so you can have Private Gunther or Sargent Gunter instead of Gunter, The Captain
>he didnt give his bros titles only after they reached lvl11 and proven themselves
jokes aside a prefix option would still be appreciated. the other one im not so sure however, the banner is depicted as fairly long with 2 tile range and obviously quite unwieldy. holding the thing with your dominant hand alone would probably be a challenge already, much less parrying blows using your off hand with it.
your bro can't spin the 3 meters pike with a giant flag on top like a cat's toy?
hah, what a sissy
no he can only impale his enemies' throat from 4 tiles away with a rusty throwing spear made by barbarian innawoods tech
I love this game so much. It's like an autistic early 2000s German game released in 2015.
How are you supposed to deal with Orc charges when you're at the point where most of your bros aren't using shields anymore. Just abuse wait and tank it?
Know your ranges. Let them get close enough that you can reach them without them having the ability to charge. Then get in their face.
What would a tryout mod have to do to be balanced yet cut down a bit on the stupid rng
Legends has an in-built version of the Tryout mod, because unlike vanilla Legend has Dynamic Perk Trees that change depending on a character's Background and Traits, so knowing these is essential to know if a character can fulfill certain roles or not because not all Bros have the same Perks and their potential builds vary wildly depending on these, not to mention Talent stars, and the fact that Legends has overall stronger enemies requiring more Capable Bros.
Tryout in Legends allows you to see which Talents and Traits a Bro has before recruiting, but also gives you hints as to which Perk Tree Branches are available to a randomly generated Bro which you'd need to recruit to know about otherwise.
Essentially, variations between Bros and their viability are far more extensive than in vanilla, so a feature like Tryout is necessary as a QoL feature to about unnecessary waste and busywork in looking for functional Bros.
That doesn't answer my question for vanilla tho
I haven't played enough to consider legends yet
Difference Perk Trees between these two Bros.
Some will argue Tryout is simply not needed for vanilla because you simply don't need to take into account randomized perks for your Bros, so all Bros could potentially be useful in any role, just that some Bros are more useful than others.
There's already a variety of Tryout forks that attempt different versions of the same idea but with different approaches (Reveal only Traits, Reveal only Talents, Reveal amount of Talent Stars but not where they are allocated, use vague text to describe a Bro, make tryout pricier, etc).
>Tryout Talents Alternative
https://www.nexusmods.com/battlebrothers/mods/75
>Extensive Tryout
https://www.nexusmods.com/battlebrothers/mods/227
>Balanced Tryout Mod
https://www.nexusmods.com/battlebrothers/mods/388
>Clever Recruiter (Tryout and Smart Recruiter Successor)
https://www.nexusmods.com/battlebrothers/mods/549
Are there any mods that increase battle size to be greater than 25?
I remember seeing one on Nexus but I didn't bother looking to see if it's updated or whatever
How difficult would it be to make a mod for a new weapon? From what I hear modding is a massive pain in the ass.
>check out and curate mods for a whole day
>finally sit down and start a new campaign
>infinite loading screen
Pure suffering
Post your modlist, it's probably an old mod or, if you use legends, one of the many incompatible mods
If you mean more than 25 bros in battle, then nah, that causes bugs with certain contracts
Why the frick do Reavers need Underdog to start with, let alone Bullseye. These c**ts can be so annoying to fight.
newbie from a fricking week ago, I think I have enough game knowledge now to try "good" builds. R8 my generalist Crossbowman build, (hybrid melee but staying back when possible)
>T1 Perks- Fast Adapt, CS, Pathfinder, Recover
>T2 Perks- Fast Hands, (I'd like to have Executioner to take advantage of CS but I can't really get rid of anything else for it, the main use of Wounding I've found is crippling enemies on turn 1 with a volley. I'll likely have Executioner Bros for that purpose.)
>T3 Perks- Fast Hands
>T4 Perks- Crossbow Mastery and one other one, depending on what seems cool for a Bro but likely going with Hammers or Maces as general use ones
>T5 Perks- Footwork
>T6 Perks- Nimble
>T7 Perks- Duelist, (As I plan to focus more on Crossbows I could likely swap this for another perk, and definitely will on any Bros that get 2 handed weapons)
Loadout is gonna be
>Typical Nimble armor
>Heavy Crossbow
>Whatever melee weapon that Bro is gonna spec in
>Throwing Axes, just in case of Skeletons, maybe Grenades/Nets instead if I have extras to spare and it seems better for the enemy type
>crossbow
>duelist
Here's the thing.
Duelist works with throwing weapons, so javs or pilums absolutely shitrekt armored enemies 3 tiles or closer. You can two-shot chosen with headhunter with the heavy javs. So I'd want a throwing mastery/double grip hybrid. Quickhands is a must ofc. This is actually easier to build because you only need avg matk/ratk, 80/60 with fast adapt is good enough to hit stuff reliably, the rest of your points can go into mdef/hp/fat/res whatever is needed.
But crossbow already have good armor piercing with mastery and duelist doesn't work with it. For crossbows you'd need higher ratk (at least 80, 90 is good), so you need good hybrid bg like raiders or sellswords but you'd still have to sacrifice a few points in mdef. Instead you'd want a polearm or weapon/shield as hybrid because they're more likely to get hit if caught in melee.
>autistic levels of background lore for my company and brothers
fun way to play or no?
I do it, currently the peasant militia broletariat rising up against their oppressors since the village I started in has their nobles be listed as massive dicks, and the neighboring noble house is "muh justice muh honor" so I've been helping them out and robbing the other noble house. The fact they both hate each other in the little faction blurb works out too.
The goal is to eventually build my mod bro-fort way far away from civilization and make my own damn country, since you can build multiple forts.
one of my starter bros rolled the title Knightslayer, so he’s naturally been the leader. Made quite a bit of early cash, was going north to start trying raids when Vikings attacked. The Last Borns fearless leader and bannerman broke at the end of the battle, being chased down by a Viking mongrel. A panicked (and newly joined) crossbowmen attempted to kill the dog, only to tragically cut down his beloved leader instead.
I don't "get" handgonnes, do they suck or are they good? I'm trying one out in my squad, but it feels really underwhelming. However it's important to note, I'm fighting Ancient Dead and I feel like they're probably resistant to it's damage since I assume it deals pierce damage, so it may be better against meaty people.
its more about overwhelm and fear and less about the damage. Though i used to run a overwhelm, crippling strikes, and executioner but overwhelm was the main reason.
Get at least 2 gunners
Get overwhelm
Get fearsome
>First shot was a 65% chance to hit
How stable is this mod? https://www.nexusmods.com/battlebrothers/mods/324
I've got a day 400 save with stronghold that's still going strong. That said, when you're using it to store stuff, it can cause slowdowns when accessing the stronghold. Also, I wouldn't build more than one or two strongholds. They seem to be effectively fully fledged towns, so adding too many is likely to cause corruption.
>newbie, trying Peasant Militia
Currently I only have 8 Bros since I'm trying to get everyone geared up before spending money on more recruits, but should I be doing the opposite and getting as many bros as possible asap?
should I keep him?
from what I recall fights scale depending on how many brothers you have
Hire as many as you can equip if you are new
PM wants to get to 16 asap because the scaling accounts for 14, the 2 you get beyond that are "free" in a sense
I played this game a while years ago on veteran/veteran ironman autistically playing only the hardest origin because I like the concept of the avatar though the small endgame roster sounds like aids (it's already annoying me while I search for recruits in current game)
Came back to the game 3 days ago and now doing the same on expert/expert(/low) ironman because why not
I've lost six times so far, five times to my lone wolf dying early and once to getting outscaled by map encounters around day 130 and retiring
Doing well now just reached day 100 with 9 bros instead of the usual 3-4 (lowered my standards and tried to come up with less rigid/demanding builds) though all but 2 are still too low level to do anything but try their hardest not to get oneshotted
Never even had a crisis happen before afaik, nothing at day 130 last run
When should I expect it and what am I in for?