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

Teut Busnet

Cipher
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Codex Year of the Donut
I understand the very basic principles of starting out - Getting a few extra guys, getting good discounted ~80 point armor, getting helmets and shields. That's fine, if I can get to that point I can mostly take care of those 7 thug groups for example but anything above that, and I mean you do occasionally run into shit that out of your league, often ends in a slaughter. Barbarians are especially bad. You can run away from undead fuckers at least.
IIRC, 'Beginner' difficulty adds 5% to your, and subtracts 5% from enemies hitchance. That might be another reason for your trouble.

I think the jump from 'Beginner' to 'Veteran' is a lot bigger than from 'Veteran' to 'Expert'.

Maybe try the 'Poacher' background. It seems to be a nice start, with 3 (often hard to find) decent ranged units, the faster movement and especially the 100% scouting report. You'll never have nasty surprises! With 2.500 coins you could buy 4-5 new Bros, equip them with spears and since you should have ranged advantage most of the time, your enemies are forced to attack your spearwall.
 

Darth Canoli

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I understand the very basic principles of starting out - Getting a few extra guys, getting good discounted ~80 point armor, getting helmets and shields. That's fine, if I can get to that point I can mostly take care of those 7 thug groups for example but anything above that, and I mean you do occasionally run into shit that out of your league, often ends in a slaughter. Barbarians are especially bad. You can run away from undead fuckers at least.

Full offense is the key, don't overlook archers, they're beasts.
Don't recruit too much, better to have a good one rather than 3 dead meat.
Get some shield/spear bro in the beginning (spear-wall) before weapon spec, afterward, i don't use more than 2 guys with a shield and no more 1H spear, one cleaver/shield in the last uncompleted run (day 140 or so)
Full 2H is the key, a dead enemy isn't going to harm you.
Spot the right area on each map where to make your stand, depending on the enemies you're facing, archers on higher ground are lethal, 2H bros on higher ground bring the apocalypse on your foes.
Use your shield guys and halberdier(s) to get the tough/annoying enemies where you want them (lower ground, away from your ranged bros, close to a 2H bro on higher ground)
I spend all the extra cash; whenever i can't recruit any decent bro; in the temple to level up the keepers faster (+35% for 3 fights) using the +10% perk as well (except if you recruit one just to be the bait and die in the next tough fight)
Use dogs to block the archers (it takes some practice and sometimes they're really dumb but it usually works
Start to build a fencer once you got a couple of lvl 6-7 bros (footwork+nimble necessary) he won't look like much until lvl 9-10 and he'll be a real beast at lvl 11+, if you're lucky enough to get a named fencing sword, he'll kill as many archers as Heracles did Philistines (2-3 a turn after 1/2 turns to get behind the enemy line)

A lot of HP for everyone, 100+ for 2H, 80 for archers and shields. full offense/melee def for 2H.

Be smart about upgrades, pick the more advantageous ones (as long as if fits in your build)

Don't panic!
 
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Darth Canoli

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Well, works for me, last time i recruited too much, the game just threw me more and more enemies so quality >>>> quantity and you'll catch up the quantity sooner or later.
 

vazha

Arcane
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Aug 24, 2013
Messages
2,069
Nah 100 hp is a gross overkill except on a dedicated nimbler berserker. 80-85 is just fine on two handers and in most cases (assuming your twohanders are brawler/wildmen/lumberjacky types) you wont have to spend a single point on hp after you take colossus either on lvl 1 or lvl 11. Those hp lvl ups are better used for resolve, considering how many of otherwise decent bro backgrounds have a res malus/no bonus. Anything that starts with say, 60 hp and 35 resolve would benefit more from res lvl ups than from hp.
 

Fedora Master

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I've stabilized on my Ironman attempt right now. Thankfully the game gets easier once you leave the very early game behind. Those 5% extra hit/miss make more of a difference than one would think.
 

Jimmious

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Steve gets a Kidney but I don't even get a tag.
I've stabilized on my Ironman attempt right now. Thankfully the game gets easier once you leave the very early game behind. Those 5% extra hit/miss make more of a difference than one would think.
But there is a significant difficulty spike when you reach the late game heavily armored enemies
 

Darth Canoli

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Nah 100 hp is a gross overkill except on a dedicated nimbler berserker. 80-85 is just fine on two handers and in most cases (assuming your twohanders are brawler/wildmen/lumberjacky types) you wont have to spend a single point on hp after you take colossus either on lvl 1 or lvl 11. Those hp lvl ups are better used for resolve, considering how many of otherwise decent bro backgrounds have a res malus/no bonus. Anything that starts with say, 60 hp and 35 resolve would benefit more from res lvl ups than from hp.

Well, full nimble Berserkers is what works best, it's fun to play, mowing down monsters like weed and it's even harder to kill than non nimble tin cans, it also decrease the odds of getting wounded.
Of course, colossus is mandatory for everyone but the shield bros.

Res is less useful with the new Alps, besides you can reach a decent score if you don't touch ranged def and initiative (and you don't need a lot of fatigue)
Ranged def only for archers and eventually for halberd/pike guys, maybe a bit for a dedicated shield bro too, the one protecting the back line.

Of course, it's not the only way but i barely loose any bro playing that way and that's how i like it, 3 men down in 153 days and 165 battles on expert :

orbituary.png



I've stabilized on my Ironman attempt right now. Thankfully the game gets easier once you leave the very early game behind. Those 5% extra hit/miss make more of a difference than one would think.

If i was playing on iron man mode, i would avoid the big Schrat groups.
 
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Murk

Arcane
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Jan 17, 2008
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My cultist run is full on nimble with no heavy armor (which is a shame cuz I keep getting famed heavy helmets and enemy hedge knights in scale coats). Noble war is over, not sure if I want to grind this much more but I'm one sacrifice away from a prophet so we shall seeeeee. Only issue is that the only candidates are my frontliners, and was really hoping it would be fortunate enough to land on a sergeant or one of my pole-arm support chars.

I think I'll encounter issues with enemies like goblins who can land hits but don't do much damage, but against a lot of stuff that used to scare me -- like chosen or mercenaries -- I'm much more resilient than I thought.

That and famed nimble armors are surprisingly cheaper than I thought, so it's easier to buy famed armors with 170-200 durability and only 6-10 fatigue, which means you're not all that "lightly" armored anyway.

Fedora Master what weapons to you prioritize in the beginning? Spears and pitchforks are great for the range, defense, and bonus to hit-chance. Shieldwall also gives an AOE buff to other adjacent units in shield-wall, so having more than 1 bro in shield wall is important when setting up a defensive line -- this then lets you get your pitchforks in and stab away. Basically, use the same strategy the ancient undead do.
 

Maculo

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Strap Yourselves In Pathfinder: Wrath
Can I ask you all for more tips about nimble builds? I must be doing it wrong, because my nimble characters keep getting wrecked. Did you all purely pump HP, Mattack, Mdefense? Did you use fencing weapons or or other one-handers?

Is Dodge ever worth it?
 

Darth Canoli

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Can I ask you all for more tips about nimble builds? I must be doing it wrong, because my nimble characters keep getting wrecked. Did you all purely pump HP, Mattack, Mdefense? Did you use fencing weapons or or other one-handers?

Is Dodge ever worth it?

First, it depends on your mercenaries, a cripple with one star in ranged def isn't going to make a good nimble berserker.

Before they get nimble, it's business as usual, give them much armor as you can as long as they get enough fat to fight (like 60 at least)

Perks : Student, pathfinder, colossus, weapon, rotation (on half your troops at least), berserk, nimble, killing frenzy, indomitable, 2 left, depending on the weapon, recover is nice, dodge for high initiative guys (like the fencer), anticipation for archers (nimble archers are good too) and eventually halberd/ pikemen, head hunter works well for my 2h swordmen.
Eventually, fortified mind for some of them, they're the one you'll send on the frontline against hexen, gheists and the likes.

Duelist + footwork (both mandatory) for the fencer on top of the rest, no rotation needed but you want dodge on your fencer as well.
I build him with high initiative (it increase the special attack damage A LOT), high attack, high melee def, for some reason, archer don't even try to hit him.

Overwhelm for your archers if they have high initiative.

And of course, a lot of HP, less casualties, less wounds ...
 
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Murk

Arcane
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Jan 17, 2008
Messages
13,459
Can I ask you all for more tips about nimble builds? I must be doing it wrong, because my nimble characters keep getting wrecked. Did you all purely pump HP, Mattack, Mdefense? Did you use fencing weapons or or other one-handers?

Is Dodge ever worth it?

I don't take dodge on anyone who isn't expected to have high initiative -- your nimble melee bros will always build up fatigue, so their initiative will always be low and so the boost you gain will be minuscule. You could burn a perk to get the one that reduces initiative decay from fatigue, but it's not going to be a noticeable difference unless you're building a specific dodge/shield tank. I tend to avoid tanks but to each their own. I do take dodge on archers if I have nothing else to put points into, but generally I avoid it on anyone I expect to always be building up fatigue -- since my front liners are usually 2handers with berserk, this means they attack a lot and also get hit/swung at a lot, and so their fatigue is reduced (if an enemy swings at you and misses, it still takes 2 fatigue from you per swing/miss. Hits take 5 or more depending on the weapon.)

For a 2hander melee bro using say a greatsword or greathammer, I usually level them up using normal armor until I unlock nimble, at which point I will gear them with a chain shirt + sallet, with a leather armor addon to the chain shirt. This isn't full use of the nimble perk since you're over the 15 fatigue/weight limit, but you get most of the perk and some armor to help soak hits in general. Their end game armor is famed ofc but a good mid step is noble mail + sallet with the direwolf attachment or bone plating. If you find a very good famed armor or helmet, that works too, but the goal is to keep nimble reducing about 50% damage or more. Eventually you can use the unhold fur based addons that reduce ranged damage or armor-ignoring damage depending on what you find yourself fighting.

For build I pump Melee offense ofc, melee defense, and alternate the other point between HP, Fatigue, and Resolve depending on which you need. In my cultist run, resolve isn't an issue, so I can focus more on HP and Fatigue.

My front liners have over 100 HP all with the colossus perk (a few have 120 due to very good rolls).

They have buffed reach advantage a lot, and so I use that whenever possible. It now adds a _flat_ +5 to your melee defense per hit. So theoretically you can get maximim 95% chance to not take damage if you swing a 2handed axe at 6 enemies, kill one and use the round swing again due to berserk. This is very unlikely tho -- but what is VERY likely is hitting 2 enemies in one swing or in two swings and getting a +10 to your defense.

That's probably more than what dodge would give you in almost all circumstances for anyone running around the front line. This doesn't work so well on bros using something like the greatmace or a longaxe tho, so mind that the goal is to get AOE hits in. Great hammer is great for this.

I also prioritize causing morale damage to enemies not only to get free hits via flee, but also to reduce any confident enemies (it boosts them) and to gain confidence on my own units (boost me).

Also it's very important to have a few characters with indomitable (all my front liners take it but you don't need to go that hard with it) so you can soak orcs and unholds stun attacks (and also so you can stand surrounded by 6 people and basically take no damage).

EDIT: Perk path for me, tho not set in stone in order necessarily is, for nimble something like Student -> Colossus -> Recover -> Weapon Mastery -> Underdog (I usually play with a sub-12 company so getting surrounded is the norm) -> Nimble -> Indomitable -> Berserk -> Killing Frenzy

This leaves 2 for things like adrenaline, reach advantage, pathfinder, rotation, duelist, etc.

I don't like taking gifted in most cases but if you have a really crappy temporary brother I think it's fine. The bonuses you get from it are just sort of lack luster compared to something like 25% extra damage, being able to go first next turn to ensure a kill or to rotate/stop bleeding on one of your chars.
 

Fedora Master

STOP POSTING
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My cultist run is full on nimble with no heavy armor (which is a shame cuz I keep getting famed heavy helmets and enemy hedge knights in scale coats). Noble war is over, not sure if I want to grind this much more but I'm one sacrifice away from a prophet so we shall seeeeee. Only issue is that the only candidates are my frontliners, and was really hoping it would be fortunate enough to land on a sergeant or one of my pole-arm support chars.

I think I'll encounter issues with enemies like goblins who can land hits but don't do much damage, but against a lot of stuff that used to scare me -- like chosen or mercenaries -- I'm much more resilient than I thought.

That and famed nimble armors are surprisingly cheaper than I thought, so it's easier to buy famed armors with 170-200 durability and only 6-10 fatigue, which means you're not all that "lightly" armored anyway.

Fedora Master what weapons to you prioritize in the beginning? Spears and pitchforks are great for the range, defense, and bonus to hit-chance. Shieldwall also gives an AOE buff to other adjacent units in shield-wall, so having more than 1 bro in shield wall is important when setting up a defensive line -- this then lets you get your pitchforks in and stab away. Basically, use the same strategy the ancient undead do.

I was under the impression that axes are good generalist weapons, so I have roughly 2-3 spears and 3-4 axe guys plus 2-3 archers/crossbows.
 

Murk

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Jan 17, 2008
Messages
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I was under the impression that axes are good generalist weapons, so I have roughly 2-3 spears and 3-4 axe guys plus 2-3 archers/crossbows.

I'm assuming you're using 1handed axes? Early on I'd gear those guys with pole arms and have them poke from a distance. Polearms will do more damage, get +10% to hit which in the early game is huge, and let you concentrate more attacks on a single enemy to quickly whittle them down.

Later I'd only go with 1-2 axe bros. I don't like using 1handed weapons when possible, so with the 2handers I'd like them to be able to use their round swing (even if only to hit 2-3 people and not a full 6). Shield breaking can also be distributed to those using 2handed weapons since all of the short ranged ones can also break shields (including 2hcleavers, greatswords, greatmaces, and greathammers; tho not as effectively as axes).

I do think it's a good idea for you to have 1 hammer dude for armor breaking and 1 mace dude to cause stagger and/or knockout.
 

Barbarian

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Jun 7, 2015
Messages
8,300
Dodge is key for nimblers

Dodge + relentless + overwhelm + backstaber. Shield expert is good, colossus too. Nine lives, contrary to what many say, is not a shitty perk and greatly increases survivability. Having it means the chances of being screwed over by bad rng is much smaller.

High initiative backgrounds work very well in this combination(thieves, ratcatchers, jugglers, killers, etc).
 

Strange Fellow

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Steve gets a Kidney but I don't even get a tag.
Also it's very important to have a few characters with indomitable (all my front liners take it but you don't need to go that hard with it) so you can soak orcs and unholds stun attacks (and also so you can stand surrounded by 6 people and basically take no damage).
This very much. Indomitable is amazing. IMO only Berserk and Student are better (Student is boring as fuck but I always take it). Maybe Rotate and some weapon perks are also contenders.
 

tindrli

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Jan 5, 2011
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Dragodol
why did i thought that raiding caravan is good idea.whyyyyyyy
9X8KGDI.png


Ok, it was not bad at all. those were jewish gays
vQ1FWMF.png
 
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Jimmious

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Steve gets a Kidney but I don't even get a tag.
I hope the dude with the two handed flail thing has really good defenses and/or HP... These two pikemen are ready to rip him a new one
 

Covenant

Savant
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Aug 3, 2017
Messages
371
I hope the dude with the two handed flail thing has really good defenses and/or HP... These two pikemen are ready to rip him a new one

Yeah, why advance toward the raised position at the bottom? The safer play would probably have been to set a straight line going one tile forward from the line most of your guys are currently on, and stuck to it until the enemy engaged. That way your top couple of guys potentially get a height advantage, and your Bannerman gets one too. Their front line is mostly swords users, so it wouldn't be a big risk allowing their side to take the first round of swings. You'd have to send the Billhook guy to the bottom to counter the enemy Pikemen, of course, but given your guys' great morale I'd say you're likely to win without any losses, particularly if Flail guy can get behind enemy lines and start smashing the Pikemen in the head.
 

Darth Canoli

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Why?

To assert your dominance.

Survival > Pride.


I was under the impression that axes are good generalist weapons, so I have roughly 2-3 spears and 3-4 axe guys plus 2-3 archers/crossbows.

Axes are good but no more than the rest (2 handed wise).
A good party takes advantage of every weapon (well, i rarely use flails but i might next time to try something different)

For example, my last company used 2x 2H swords (it just happened, i didn't plan to have 2), 1x (2H Hammer, 2H Mace, 2H Axe, 2H poleaxe, 2H Pike), 2x Archers, 1x shield/cleaver/whip and 1x Fencer.

Since i have been mistreated by Schrats, my backpack is full of different axes, just in case.
 
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Darth Canoli

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I wouldn't do it if they were squishy, it's surprisingly good since you pump up all these fat points you don't need in HP and melee def, they climb and it's game over, you can't touch them.

 

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