Taka-Haradin puolipeikko
Filthy Kalinite
- Joined
- Apr 24, 2015
- Messages
- 21,036
I really like those noises that little fucks make when they panic.Cleaving 5+ goblins after your 2h bro gets to them is one of the finer pleasures of mercenary life.
I really like those noises that little fucks make when they panic.Cleaving 5+ goblins after your 2h bro gets to them is one of the finer pleasures of mercenary life.
Well I tried naked Bros with dogs strat and I failed. My Bros got mid tier resolve to high. After 3rd turn Bros started dying like flies while I was able to disable just two Alps.Yeah Brawlers are great. They are low cost of recruitment but one of the medium upkeep.
Good stats and traits.
Kind of like militiamen but they are more costly in recruitment but lower upkeep.
Good 1h weapons - Military pick's, Military cleavers - 10 bleed damage with proficiency is good, Maces for stuns and fatigue damage. Combat axes.
I want to try and build riptose (Taunt perk + Riptose ) bro but swords are good only against peasant's. Day 30 7 alps unwinnable unless EVERY bro will be with dog.
Stop being bad.
Alps are the easiest to defeat enemy in the game. Just spread out before battle. And then keep spread out formation. Unless you fight in some really bad terrain you should get them easily. You can easily defeat them with militia spears and naked brothers.
Still there for one-handed weapons and shields.Has anybody found any orc uniques or were they removed too along with the hedgeknight farming?
nothing is immune to daze which degrades your opponent into a 2/3 version of themselves for two turns. A Shrat (or a lindwurm for that matter) at 2/3 of its peak is not nearly as deadly as before. Seriously, two handed maces rock.Aren't schrats immune to stun?
fixedGetting shanked by 5+ goblins after your 2h bro gets to them is one of the finer pleasures of mercenary life.
The most powerful squads usually are high resolve & high fatique armored juggernauts wielding various two handers supported by moderately armored super high fatique bros armed with warscythes (ancient honor guard polearm that hits 3 men from back row). You only need one dedicated archer to snipe pests such as necromancers and hexen. 2 flanking warhammers, 2 greatswords for inner flanks, 2 two-handed maces in the centre and maybe one or two super tanky, rotate & footwork & taunt specialized shield users lets you steamroll everything in late game. Just cleared Black monolith.Ugh - I just noticed there were no hunter cabin/forest towns in my map seed. But I have like... three awesome bros that are endgame capable. But only my starting bro is ranged.
Should I farm militia and hope to get a good star distribution?
The most powerful squads usually are high resolve & high fatique armored juggernauts wielding various two handers supported by moderately armored super high fatique bros armed with warscythes (ancient honor guard polearm that hits 3 men from back row). You only need one dedicated archer to snipe pests such as necromancers and hexen. 2 flanking warhammers, 2 greatswords for inner flanks, 2 two-handed maces in the centre and maybe one or two super tanky, rotate & footwork & taunt specialized shield users lets you steamroll everything in late game. Just cleared Black monolith.Ugh - I just noticed there were no hunter cabin/forest towns in my map seed. But I have like... three awesome bros that are endgame capable. But only my starting bro is ranged.
Should I farm militia and hope to get a good star distribution?
Also, I love how important resolve has become. Anything below 60 and you're ruined against every foe that has mind control. In metagaming hindsight though, you can completely ignore resolve on your best two-hander and give him the undead trophy to troll hexes and geists real hard. A Greatsword wielder prestige background with iron lungs is a prime candidate for this.
let me check with my game and write back. roughly it should be enough for at least two initial aoe attacks. The tactics.I use is to postpone my turn with polearms, wreck as much shit as possible with hammers and maces first, greatswords second and then do three-four successive three men sweeps with warscythes. The effect is borderline holywood epic. Also injury causing perk does wonders for polearms and maces. Although fucking lindwurms and shrats seem to be immune to slash injuries at least.The most powerful squads usually are high resolve & high fatique armored juggernauts wielding various two handers supported by moderately armored super high fatique bros armed with warscythes (ancient honor guard polearm that hits 3 men from back row). You only need one dedicated archer to snipe pests such as necromancers and hexen. 2 flanking warhammers, 2 greatswords for inner flanks, 2 two-handed maces in the centre and maybe one or two super tanky, rotate & footwork & taunt specialized shield users lets you steamroll everything in late game. Just cleared Black monolith.Ugh - I just noticed there were no hunter cabin/forest towns in my map seed. But I have like... three awesome bros that are endgame capable. But only my starting bro is ranged.
Should I farm militia and hope to get a good star distribution?
Also, I love how important resolve has become. Anything below 60 and you're ruined against every foe that has mind control. In metagaming hindsight though, you can completely ignore resolve on your best two-hander and give him the undead trophy to troll hexes and geists real hard. A Greatsword wielder prestige background with iron lungs is a prime candidate for this.
how much minimum fatigue /person are we talking about after you fully equip those 6 2H bros
Schrats are bastards. Fighting them is hella expensive, with all the injuries they cause.
You're fielding five (!) archers and not even a single back row fighter? What's your strategy against undeads /orcs?There's still the annoying bug (?), where tavern rumors talk about 'Raider Camps', when the unique is actually in an undead lair.
The 'Weapon' was supposed to be in a 'Raider Camp', 'Hidden in the Forest' to the 'North-West' of 'Donnerfeste'.
I combed every forest north-west of Donnerfeste up to Birkhaven, not a single Raider Camp. So I finally attacked this Necromancer Hideout and there it was:
A Polehammer nobody uses. Great
At least it looks cool.
You're fielding five (!) archers and not even a single back row fighter? What's your strategy against undeads /orcs?
I sub two ArchBros for the two Spear/1H Hammer+Shield Bros you see in the lower left against Orc(s) Warriors. Two or three archers stay in fights against large Orc groups, to deal with Berserkers and maybe some Orc Young. They all have 'Footwrk', so I don't mind if they bait the Warriors to break the line, wasting attacks and getting tired.You're fielding five (!) archers and not even a single back row fighter? What's your strategy against undeads /orcs?There's still the annoying bug (?), where tavern rumors talk about 'Raider Camps', when the unique is actually in an undead lair.
The 'Weapon' was supposed to be in a 'Raider Camp', 'Hidden in the Forest' to the 'North-West' of 'Donnerfeste'.
I combed every forest north-west of Donnerfeste up to Birkhaven, not a single Raider Camp. So I finally attacked this Necromancer Hideout and there it was:
A Polehammer nobody uses. Great
At least it looks cool.
This. It's also an annoyance when using the "fall back" option at the encounter presentation screen.Dunno why devs just not make either default or option 'pause on leaving the city'.