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

PorkaMorka

Arcane
Joined
Feb 19, 2008
Messages
5,090
There are also a few builds that could be nerfed and they like nerfing things. But the current balance is decent, so I hope they tread carefully to avoid making things worse.
 

Teut Busnet

Cipher
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Messages
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Codex Year of the Donut
The part of the news I don't like is the rebalancing. wtf again?
While I think the balance is in a great place for the most part, there are some outliers.

The 2H mace for example, seems to be clearly the best frontline weapon, while the 2H flail is clearly the worst.

Some perks - like 'Resilient' - would need major buffs for me to even consider them.

I don't think they should fuck too much with builds, though.
 
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ColaWerewolf

Educated
Joined
Feb 6, 2021
Messages
150
Miss the times when before every Alp fight you had to strip your bros down to their birthday suit and bumrush (figuratively and literally) the Alps down in the dead of night. Yes it was tedious but it was also the only encounter in the game that required you to drastically change your usual 2handerwall approach. And it always amused me to think of the look on the Alps' faces when they saw a bunch of burly naked men running full sprint at them.
 

Serus

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The part of the news I don't like is the rebalancing. wtf again?

The game could use some rebalancing, especially ironman is pretty fucked with some of the Beasts and Exploration encounters at the moment. If you don't save scum it is extremely easy to get a phyrric victory and enter a downward spiral economically that it is very hard to escape from.

There are some enemy types I don't fight at all on Ironman campaigns, namely Witches, Nightmare fuckers and Ghosts, because battles can go south so quickly.
Nightmare fuckers ?

The only thing i skipped on my ironman run(s) among beasts were sometimes the wurms and only because i never got enough good tanks / overwhelm users. Once they "upgrade" their attack value at some point in the campaign they got too dangerous in any numbers higher than very few for my company. I never feared (no pun intended) ghosts, but then of curse all depends what numbers are we talking about. Witches can be tricky but i never avoided those either.
The one thing i DID fear were always the southern regular armies during the crisis. Assassins are deadly on their own but rare outside a crisis. However a couple of assassins + some handgonners = run!
 

jungl

Augur
Joined
Mar 30, 2016
Messages
1,467
2 handed flail are actually really strong. It nullifies all the high melee defense enemies in game, undead skeles, goblins, and particularly human mercs nobles. No making your 90 melee bro waste 2-3 rounds missing bottlenecking your team from routing the enemy before their numbers advantage goes in their favor.
 

Darth Canoli

Arcane
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Perched on a tree
There are some enemy types I don't fight at all on Ironman campaigns, namely Witches, Nightmare fuckers and Ghosts, because battles can go south so quickly.

I never avoid these, Alps are easy as fuck now, just keep a tight formation and wait for them, then smash them with 2H bros.
Hexes are easy as well, either get 2 godlike archers or one impossible to charm bro (main character for example) which is going to get them on his own while the rest of the company stays out of range.
Ghosts... One melee hit and they're gone, you just have to wait and to flank them, ever heard of fencers?

Same as Serus, Lindwurms can be tricky, particularly with Legends which now throws Lindwurms champions at you and worse, Stolwurn champions...
And of course, with legends, there's Rock unholds (in numbers) and white wolves, Legendary contracts of these are often a death sentence.
 

Space Satan

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Vatnik
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Space Hell
Ghosts... One melee hit and they're gone, you just have to wait and to flank them, ever heard of fencers?
Geists are always protected by swarms of wieders, so main problem is reaching them. Even fencers ofen cannot reach them due to press of bodies so whips with their 3 range is godsent.
 

Reinhardt

Arcane
Joined
Sep 4, 2015
Messages
31,987
Ghosts... One melee hit and they're gone, you just have to wait and to flank them, ever heard of fencers?
Geists are always protected by swarms of wieders, so main problem is reaching them. Even fencers ofen cannot reach them due to press of bodies so whips with their 3 range is godsent.
Lol, nigger, just shoot them!
Il57lVD.png
 

Darth Canoli

Arcane
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Perched on a tree
Geists are always protected by swarms of wieders, so main problem is reaching them. Even fencers ofen cannot reach them due to press of bodies so whips with their 3 range is godsent.
Lol, nigger, just shoot them!
Il57lVD.png

My last 3+ runs were Magic Trio from Magic origins.
1. Use your Elementalist, wait and prepare an elemental storm on the first turn, throw it on the enemy frontline on the second.
2. Profit, whatever was behind is now reachable, it also kills gheist if they're in the aoe...
 

Darth Canoli

Arcane
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Perched on a tree
I'd use Berserker origin the most if not for magic origins, but the Berserker is overpowered.
So, it's still fun but not as much as having squishy main characters you have to protect.
 

Teut Busnet

Cipher
Patron
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Messages
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Codex Year of the Donut
2 handed flail are actually really strong. It nullifies all the high melee defense enemies in game, undead skeles, goblins, and particularly human mercs nobles. No making your 90 melee bro waste 2-3 rounds missing bottlenecking your team from routing the enemy before their numbers advantage goes in their favor.
The bonus doesn't matter much for high M Att endgame Bros. And because of the terrible damage with wide spread and splitting the hits more often between head and body you'll need more successful attacks to finish off an enemy.
 
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Serus

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Ghosts... One melee hit and they're gone, you just have to wait and to flank them, ever heard of fencers?
Geists are always protected by swarms of wieders, so main problem is reaching them. Even fencers ofen cannot reach them due to press of bodies so whips with their 3 range is godsent.
Lol, nigger, just shoot them!
Il57lVD.png
I didn't remember that the chance when shooting was1 and not 5. I probably should play it again, perhaps try the Legends mod.

The fun thing is, dogs are decent against geists. Their low damage is irrelevant and they have multiple attacks albeit at low %. And if they get targeted by a geist it is less dangerous for you than a bros. Doggies against ghosts!
 

Harthwain

Magister
Joined
Dec 13, 2019
Messages
5,413
The fun thing is, dogs are decent against geists. Their low damage is irrelevant and they have multiple attacks albeit at low %. And if they get targeted by a geist it is less dangerous for you than a bros. Doggies against ghosts!
Against Geists firing a bow at maximum range can be good too, because while the chance to hit is ridiculously low a successful attack ought to be enough to kill it and you get two attacks per turn.
 

jungl

Augur
Joined
Mar 30, 2016
Messages
1,467
The bonus doesn't matter much for high M Att endgame Bros. And because of the terrible damage with wide spread and splitting the hits more often between head and body you'll need more successful attacks to finish off an enemy.
All the enemies they made to use against are squishy and have morale issues. 90 melee bros have like 60s hit chance against enemies with shield there nothing more frustrating wasting 3-4 rounds on a dumb footman with a shield. Not all bros going to be 110 melee sword masters.

Even early the flail you get from fighting bandit raiders that most people sell will steam roll you through early game fighting raiders and goblins if you put them on decent melee bros. they complete trash against orcs tho.
 
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Serus

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The bonus doesn't matter much for high M Att endgame Bros. And because of the terrible damage with wide spread and splitting the hits more often between head and body you'll need more successful attacks to finish off an enemy.
All the enemies they made to use against are squishy and have morale issues. 90 melee bros have like 60s hit chance against enemies with shield there nothing more frustrating wasting 3-4 rounds on a dumb footman with a shield. Not all bros going to be 110 melee sword masters.

Even early the flail you get from fighting bandit raiders that most people sell will steam roll you through early game fighting raiders and goblins if you put them on decent melee bros. they complete trash against orcs tho.
But this is the point. Flails can be very good against some selected types of enemies - but those aren't endgame enemies. Against brigands/raiders* they sure are very good but those enemies aren't the ones you struggle against late game.



*Those are idiots, how can one think that going into dangerous fight without a helmet is a good idea? And a good portion of them do exactly that. The desert-nigger ones are fore some reason smarter. I wish there were some game that attempt do do such things systematically. For example a very low INT or WIS enemy could "forget" an important item to battle (think ogres in warhammer fantasy). But it wouldn't work in a predetermined way using static enemy/loot tables but as an independent game system.
 

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