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Incline Battle Brothers + Beasts & Exploration, Warriors of the North and Blazing Deserts DLC Thread

Thonius

Arcane
Joined
Sep 18, 2014
Messages
6,495
Location
Pro-Tip Corporation.
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.
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.
 

Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,535
Encountered a bug twice where the turn wouldn't end upon killing a fleeing Lindwurm (main body). Bug seems to be reported already, try to avoid it bros.

Dealt with 6 of them too :argh:.
 

vazha

Arcane
Joined
Aug 24, 2013
Messages
2,069
Has anybody found any orc uniques or were they removed too along with the hedgeknight farming?
Also, two-handed maces are brutal in right hands. They wont give you the multikills or staggers like greatswords and hammers do but having one mace specialized guy is a godsend for incapacitating any armoured enemy boss type, be it knights, orc chieftains, or even shrats and lindwurms. And their normal (!) attack comes with daze which is just insane --35% Damage, -35% Max Fatigue, -35% Initiative for two turns. Getting an unique two handed mace from a raider fort was best thing that happened in my current playthrough.
 

Whiskeyjack

Learned
Joined
Jul 8, 2018
Messages
156
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?
 

vazha

Arcane
Joined
Aug 24, 2013
Messages
2,069
Aren't schrats immune to stun?
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.
 

Mark Richard

Arcane
Joined
Mar 14, 2016
Messages
1,222
Early game Hexen tend to come in pairs or with one giant bodyguard that can easily be circumvented. Those hags sure know what they're doing though, attempting to charm the Two Handed Axeman at the centre of my line and having him perform a Round Swing. It got me into the habit of changing formation before a battle.
 

vazha

Arcane
Joined
Aug 24, 2013
Messages
2,069
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.
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.
 

tindrli

Arcane
Joined
Jan 5, 2011
Messages
4,479
Location
Dragodol
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.
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
 

vazha

Arcane
Joined
Aug 24, 2013
Messages
2,069
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.
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
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.
 

Barbarian

Arcane
Joined
Jun 7, 2015
Messages
8,300
Schrats are bastards. Fighting them is hella expensive, with all the injuries they cause.

Two words: reinforced nets. I hoarded gossamer for that alone. Toss that shit freely when fighting snow unholds and schrats. Less injuries, less death and a much happier mercenary life!
 

Teut Busnet

Cipher
Patron
Joined
Dec 31, 2016
Messages
976
Codex Year of the Donut
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.
 

Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,535
Got a 6 Lindwurm contract, lost 2nd of starting bros :salute:.

That acid debuff is nasty, and of course they're immune to their acid. Against whom would you even use that acid if not them?
 
Unwanted

Soulstones

Unwanted
Joined
Dec 1, 2018
Messages
78
FAWjgHo.png

:killitwithfire:
 

vazha

Arcane
Joined
Aug 24, 2013
Messages
2,069
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?
 

Sarissofoi

Arbiter
Joined
Mar 24, 2017
Messages
774
You're fielding five (!) archers and not even a single back row fighter? What's your strategy against undeads /orcs?

Shoot hammers obviously.

Little trick for anyone who play Ironmeme.
When you leave city you get delay when game save itself but time still fly which waste your company time when still consuming wages and food.
To avoid it you need either pause at right moment when leaving or pause before entering city.
Just pass the city and when your company is in pause and enter it. Then when you leave it you still paused and don't waste time.

Dunno why devs just not make either default or option 'pause on leaving the city'.
 

Teut Busnet

Cipher
Patron
Joined
Dec 31, 2016
Messages
976
Codex Year of the Donut
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.

Against Undead Legionaries, I'll replace another two ArchBros with polearms.

Two of the Archers are my ArchSarges though, who sacrifice some Archer abilities for Resolve, 'Fortified Mind' and 'Rally the Troops'.
 

Tigranes

Arcane
Joined
Jan 8, 2009
Messages
10,359
My company is now fighting to keep progressing - you lose one high level veteran to an unlucky arrow, but a few days later it happens again, and then one of my original bros cops it, leaving just one of them alive. That's not terrible, no problem to have two or three lower levels learning the craft, but it just means I have to play it safe with contracts for the time being.
 

Whiskeyjack

Learned
Joined
Jul 8, 2018
Messages
156
I feel like I don't play right. I keep trying to take shit well over my head around day 30 and get roflstomped. Just tried to clear out an undead base with 6 armored wiemerwhatevers, a fallen hero, and a necro + 4 other weimerwhatevs.

I died.

NEXT BROS STEP FORWARD!
 

Dr Skeleton

Arcane
Joined
Nov 9, 2014
Messages
869
Steve gets a Kidney but I don't even get a tag.
I just got paid ~1500 on day 20 for hunting down 2 green unholds, the first got surrounded, caught in a net and killed, missed all attacks, the second charged, stunned one guy, lost morale when surrounded, didn't do anything for the whole fight, then I also crafted a nice quiver for my archer. Now I just need to stop traveling at fast speed through the wilderness at night and getting ambushed by alps and necroservants.
 

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