Yeah, bringing a bunch of nets is great and all, but it's not like I fucking chose to be in the fight. And since my guys that normally had 80% chance to hit had about 50%, daggers would have had about 10% hit chance. No way in hell that would have worked. Never mind trying to wear him down with one guy at a time when he's two shotting people and using a weapon he can swing twice in one turn. Realistically what I needed was about half a dozen stacks of overwhelm. Or in other words, like another 30 fucking days of levelling up, at which point I can only assume the game would throw at me 6 hedge knights and some necromancers instead.
Is this maybe a case of improper expectations? BB is very roguelike in its attitude toward progression. You're expected to deal with getting your nuts crushed by a steel vise that came from a direction you had no idea about multiple times. The result should theoretically be that you slowly build an inner library of institutional knowledge that you then use to grab the vise, reverse it, and (with immense pleasure) apply it to the game's nuts. In the Codex's case, you also have the immense privilege of having that library already built for you, so long as you're willing to do some minor trawling through the thread :D.
Played on its own terms I don't feel the argument "I didn't know what to do in X situation after 2-3 tries" is legitimate. To circle back to this specific example: yes, it sucks when you first start encountering the super-killers of the game; Hedge Knights, Orc Warlords, Necrosavants, Lindwurms and so on. But the idea is you figure out either (1) intuitively or (2) by ramming your head repeatedly against the brick wall, what each of their achilles heels are. And with the possible exception of Lindwurms (and the definite exception of Alps... I agree 100% with you here, they're fucking terrible post-rework), I assure you that each and every one of them have those heels.
Full disclosure: the latter method, above, is what I have done throughout this game. I just don't have the head for immediately grasping, say, powerful skill synergies, or for lateral thinking (it took me dozens of hours of playtime to learn how powerful nets and eagles are, for instance). But I love this type of game, so I ended up enjoying all that "wasted time" immensely. If you don't enjoy that kind of inching, incremental progress, keep at it for a bit longer. It seems like an acquired taste, maybe it'll grow on you (it grew on
like new stuff or whatever? for example
). And if not (I hate to say this because it almost invariably comes off as patronising and sneering), maybe the game's just not for you.
Here is a walkthrough on dealing with Hedge Knights. Not because I don't think you can figure it out, but because I really enjoy spreading the Gospel of Shivving.
(1) Equip all of your frontline bros with daggers in their belts. Weapon tier doesn't matter.
(2) Equip all of your frontline bros with nets in their offhand, or their belt if they're 2h wielders. Reinforced Nets are a bonus, but not necessary.
(3) Make netting the Hedge Knight a priority throughout the fight. Start by having your 1h bros throw their nets and then pop their shields on. And I mean, every single 1h should be throwing if needed. And every 2h.
(4) Deal with everything else while you keep the Hedge Knight more or less locked down (this can of course sometimes go hilariously awry but whatever).
(5) Surround (and I mean literally, fill all 6 tiles with your bros) the Hedge Knight with bros and bring out the knives once you have dominance in the fight. Not everyone needs to be dead, but as long as you feel you can control the rest of the combatants you should be moving into this stage.
(6) Start shanking.
The beauty of dealing with HKs this way is that you don't need super high Melee Attack to make it work. Just the basic flanking bonus from that many bros ensures a 10% overall bonus to hit chance (-20% for pierce, +30% for five flankers). If you have a couple backstabbers it's even more ridiculous. And that's before counting in negative morale bonii! A surrounded NPC, even a HK, will start hemorrhaging morale once the HP starts dropping. And the net gives the AI paroxysms... half the time rather than trying to eliminate you, the HK will be using all actions to attempt to break free. If he breaks out, no problem... re-net and repeat.
Two major takeaways: a dagger horde, even an ad-hoc one without full dagger talent kits or high melee attack, can be absolutely vicious against a high priority human target (HK, Bandit Leaders, Blademasters). So every melee bro should have a dagger, even a shitty one, without exception. More importantly, nets are game changers on almost every type of enemy. Whenever possible you should have a net for each and every one of your melee bros, and if you can fit it, 1-2 for your archers as well. If you go on the roads with nets and daggers, I guarantee you'll start seeing 60+ day runs with no problem at all. The combo is that powerful.
Do a couple more runs with that in mind and see if your attitude about the game changes.