Prime Junta
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Okay now I'm sure the RNG hates me. I rolled > 50 nine times in a row in the first round of combat. Odds of that happening are 1/2^9 = 1/512.
Iirc the RNG is more or less perfect with the small exception that it somehow produces slightly less streaks than it should.Okay now I'm sure the RNG hates me. I rolled > 50 nine times in a row in the first round of combat. Odds of that happening are 1/2^9 = 1/512.
I never use those as I don't see much value in them (waste of points). Pathfinder is nice but not important, steel brow is for dodgers as it's nothing a good helmet won't provide, rotation is good for getting out of tough situations but killing them fast enough not to get in tough situations in the first place is even better (the rest can be handled with careful position). For tier 1 I prefer Colossus (more HP, fewer crits on you), Crippling Strikes for certain builds (goes well with Executioner), or Student for faster leveling. Tier 2 - Executioner (for 2H builds), Dodge for high initiative guys, or Gifted. Tier 3 - Backstabber (for low THC guys and polearmers), Brawny for heavy armor, Tier 4 - Overwhelm (good for those 25-40 orcs fights to keep the frontliners in good shape), Underdog for two-handers.What perk do you guys recommend at Level 5 for melee bros? I use a standard progression of Pathfinder --> Steel Brow --> Rotation in the beginning but nothing at the next tier really jumps out.
I somewhat agree, it makes the early game too easy. The gold sink is there for a reason, to make progressing somewhat slower. If you only hire top recruits from day 1 you're going to snowball too fast. Having to play the hand you've been dealt is what Battle Brothers is all about.Actually after playing for a while with the try out mod for the stars, I found it a bit too "cheaty". Basically you'd never get anyone before trying out and you'd never have to fight with kinda crappy guys against odds etc
Student -> Gifted -> Recovery -> Brawny if they're expendableWhat perk do you guys recommend at Level 5 for melee bros? I use a standard progression of Pathfinder --> Steel Brow --> Rotation in the beginning but nothing at the next tier really jumps out.
I was thinking about Dodge for more defense or Colossus for more HP since I will eventually transition everyone to 2H weapons, but just wanted to make sure I wasn't missing something critical.
Eh, they're mostly fine, I think. The raider start sucks, though, because you'll be replacing your barbarian gear with the same shit as everyone else pretty soon - rusty raider mail shirts. It's more about the unique bonuses, for example the raiders get pretty much one or two destroyed items per fight which can be huge depending on what it is. Poacher start is nice because it gives you 3 rather good archers which are a pain to find and level so having them right there at the beginning makes things easier. It won't change how you play, though, because BB's gameplay isn't deep enough for that I'm afraid. You're not going to hunt monsters with beast slayers all the time, it's just that when you fight them you'll get a lot more out of the fight.I've come to the conclusion that these new starts need some serious balancing. Most of them are super grindy, even by BB standards which are already grindy. It's just a different type of grind for each of the starts. And once that grind is past and you have enough resources to start actually building a company, it's just like any other BB game.
The notable exception is Lone Wolf which is genuinely fun, and Cultists which have their own special twist. But with the others I'm having less fun than with the plain ol' Hoggart start, and that's kind of a shame.
if you have some money to spend, make use of the training hall to ease the pains of having to bring up a rookie as replacementOr to be more precise, knowing how much effort it will take to train a replacement.
Direwolves are probably the easiest enemy for me as I mow them down pretty quickly (have to watch the flanks but that's always the case when dealing with large groups). Goblins - I switch to shields with high ranged, give them to all front row guys even two-handers, let the backrow do most killing (with berserk and high THC that's two dead goblins per bro per turn). Necrosavants used to bother me a lot but tight formation is key there, so that no matter where the bastard pops up, at least 3 bros can hit him. I killed 9 necros this way without reloading or having anyone close to death. In most cases when a bro dies, it's because of a positioning mistake. Rotation can help you fix such mistakes but there are better perks, imo.Student & Rotation are probably the most common perks for my bros. I don't think everybody needs rotation, but I usually try to have it so that every other bro in the line has it, even ranged bros. I find this really helps when, say, you're being surrounded by Dire Wolves, or fighting things like goblins hordes and Necrosavants - it clearly saves lives.
Good points everyone. It's interesting to see how you can implement various builds and still have success. That says a lot for the devs in terms of character design.
I think I tend to steer toward defensive-oriented perks because it takes so much time to level up. For instance my starter bros are only level 6 but already at 20+ battles. Right now we are mostly fighting raiders and greenskins, so perhaps you could argue I should be taking on more challenging jobs, but my point is that it's frustrating to have characters die that you've put a lot of time into. Or to be more precise, knowing how much effort it will take to train a replacement.
I totally get that losing guys is supposed to suck. I support that as a design principle and I have lost guys in my game and just dealt with it. But if I lose half the party in some debacle then the slog of character progression just makes me want to say fuck it and start over (or play something else).
What perk do you guys recommend at Level 5 for melee bros? I use a standard progression of Pathfinder --> Steel Brow --> Rotation in the beginning but nothing at the next tier really jumps out.
I was thinking about Dodge for more defense or Colossus for more HP since I will eventually transition everyone to 2H weapons, but just wanted to make sure I wasn't missing something critical.
When picking perks, one should consider if they're applicable all the time or only situational. Pathfinder only really helps in swamp and snow and even then most enemies don't have it, either, so you're mostly on an even playing field when it comes to battles in these areas. Don't fight gobbos or undead in swamps, though. Colossus is kinda wasted once you have battleforged since you won't be taking HP damage anyway and if you do, 25% extra won't save you. Nine Lives is a guaranteed hit more your bros need to go down, colossus isn't. Hammers are dangerous, obviously, so you should focus enemies with those first. A battleforged bro can survive a few head hits without issue, unless it's a 2h mace or hammer. In this case, I'd take steelbrow over colossus. Again, because it will guarantee you're not being oneshotted. With 9 lives, a bf bro needs at least 3 hits to go down even against the strongest enemies. The first hit will be soaked by armor, the second one will bring you to 1 hp and the 3rd one will kill ya.I struggle with picking the early perks myself, but invariably end up with Student, Pathfinder, Colossus and Rotation on most bros. Student is an obvious easy pick, and since B&E Colossus generally seems a smarter pick than Nine Lives - though sometimes I'll take that instead on someone with Frail or a Swordmaster. I get too attached to my bros to eschew defensive perks entirely. Steel Brow is great too but I tend to save it for the favourites and let any slightly less valuable bros take their chances without it.
I find that other nice early picks include Adrenaline for your two-handed smashers and Brawny/Fortified Mind to bump up your fatigue or Resolve a bit if you've had unlucky rolls (or alternately, to make the most of an already-high stat). A good all-purpose pick is Backstabber - in my experience it's rare you won't have multiple bros surrounding the toughest targets later in the game, particularly when using polearms, and the extra hit-chance can really make the difference between getting past that enemy shield or not. Not as strong a pick for your flankers (who are generally my 2h guys) but it shines on your front line.
Forests too if you want to occupy chokepoints before enemies. Especially if it's ambush.Pathfinder only really helps in swamp and snow