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Incline Battle Brothers - now with Blazing Deserts DLC

Discussion in 'General RPG Discussion' started by Antigoon, Mar 24, 2017.

  1. Horvatii Unwanted

    Unwanted
    Joined:
    Dec 15, 2019
    Messages:
    563
    xDDDDD
    How about this one? I have a little problem with fatigue, can you help?
    [​IMG]
    I dunno whats up lately with all kinds of larpers giving me lip on how to be hardcore at vidya for kids...
    Arent you the fucker who runs a mod that gives you HP regen? wtf...
    edit
    WHAT
    IS
    THE
    VS ARMOR MULTIPLIER
    FOR
    WARHAMMERS
    WITH
    MASTERY
    ,
    MASTER PLSSSS
     
    • retadred retadred x 2
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  2. jungl Learned

    jungl
    Joined:
    Mar 30, 2016
    Messages:
    969
    crippling strike really amazing if you utilize it right. Cut the sinews of two barbarian chosen in one turn making them useless using a unique two handed scimitar.
     
    • Brofist Brofist x 1
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  3. vazha Liturgist

    vazha
    Joined:
    Aug 24, 2013
    Messages:
    1,168
    Location:
    Tbilisi / Brussels
    Yeah, don't know what I was thinking. Serves me just right, really.
     
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  4. Horvatii Unwanted

    Unwanted
    Joined:
    Dec 15, 2019
    Messages:
    563
    > DOUBT
    You are too dumb to realize that I picked literally every offensive Perk there was, excpet Backstabber - and go ahead giving me tips on builds lol.
    Also a cheater. Go larp with health regen somewhere else, noob. The audacity!


    Except you cant really utilize it, because its random... You also need to be doing 22 HP dmg past 170 or 230 armor.

    I wanted to know, where specific injuries come from. Turns out, its random, from a list, the bigger the list - the more randomness.
    Of course not all injuries are created equal. I picked out some that I thought were strong.
    One thing that stands out, is that Blunt Head trauma has the shortest list of 4 injuries. 2 of them super nasty.
    But the injury threshold is 0.5 or 0.6.
    So to headbang a Chosen with 130 hp you need to roll over 81 HP dmg past armor! With Crippling Strikes 130HP * 0.5_threshold * 0.66_cripplstrike * 1.25_head_malus == 54 HP dmg with Cripplign Strikes.
    I was trying to stack mods to get as many Concussions as possible, that means Head Hunter and 1h blunt weapon to get more attacks in for more head hits to trigger.
    Winged Mace with Duelist has up to 44 HP armor bypass. So we will never actually trigger a Concussion past armor with it, seems like... Need heavier shit.
    Show Spoiler


    ///// INJURY EFFECTS /////
    crushed_finger.nut -- MeleeSkillMult *= 0.95; Blunt Body 25
    cut_arm.nut -- MeleeSkillMult *= 0.85; Cutti Body 25
    fractured_hand.nut -- MeleeSkillMult *= 0.8; Blunt Body 25
    pierced_hand.nut -- MeleeSkillMult *= 0.8; Pierc Body 25
    burnt_face.nut -- MeleeSkillMult *= 0.75;
    burnt_hands.nut -- MeleeSkillMult *= 0.75;
    deep_face_cut.nut -- MeleeSkillMult *= 0.75; Cutti Head 50
    pierced_arm_muscles. MeleeSkillMult *= 0.75; Pierc Body 25
    deep_chest_cut.nut -- MeleeSkillMult *= 0.65; Cutti Body 50
    smashed_hand.nut -- MeleeSkillMult *= 0.6; Blunt Body 50
    fractured_skull.nut - MeleeSkillMult *= 0.5; Blunt Head 60
    severe_concussion.nut MeleeSkillMult *= 0.5; Blunt Head 50
    broken_arm.nut -- MeleeSkillMult *= 0.5; Blunt Body 50
    split_hand.nut -- MeleeSkillMult *= 0.5; Cutti Body 50

    injured_shoulder.nut - DamageTotalMult *= 0.75; Pierc Body 25
    cut_arm_sinew.nut -- DamageTotalMult *= 0.6; Cutti Body 25
    broken_arm.nut -- DamageTotalMult *= 0.5; Cutti Body 50
    split_shoulder.nut -- DamageTotalMult *= 0.5; Cutti Body 50

    burnt_face.nut -- MeleeDefenseMult *= 0.75;
    deep_face_cut.nut -- MeleeDefenseMult *= 0.75; Cutti Head 50
    fractured_elbow.nut -- MeleeDefenseMult *= 0.75; Blunt Body 25
    pierced_leg_muscles.nut - MeleeDefenseMult *= 0.7; Pierc Body 25
    cut_leg_muscles.nut -- MeleeDefenseMult *= 0.6; Cutti Body 25
    fractured_skull.nut -- MeleeDefenseMult *= 0.5; Blunt Head 60
    severe_concussion.nut -- MeleeDefenseMult *= 0.5; Blunt Head 50

    crushed_windpipe.nut -- FatigueRecoveryRate -= 10; Blunt Head 50
    broken_nose.nut -- FatigueRecoveryRate -= 5; Blunt Head 25
    split_nose.nut -- FatigueRecoveryRate -= 5;
    pierced_cheek.nut -- FatigueRecoveryRate -= 3;

    grazed_neck.nut -- HitpointsMult *= 0.85; Cutti Head PiercHead 25
    deep_abdominal_cut.nut -- HitpointsMult *= 0.75; Cutti Body 25
    cut_artery.nut -- HitpointsMult *= 0.65; Cutti Body 25
    deep_chest_cut.nut -- HitpointsMult *= 0.65; Cutti Body 50
    exposed_ribs.nut -- HitpointsMult *= 0.65; Cutti Body 25
    stabbed_guts.nut -- HitpointsMult *= 0.6; Pierc Body 50
    cut_throat.nut -- HitpointsMult *= 0.5; Cutti Head 50
    grazed_kidney.nut -- HitpointsMult *= 0.4; Pierc Body 50

    dislocated_shoulder.nut -- ActionPoints -= 3; BluntBody 50
    inhaled_flames.nut -- ActionPoints -= 2;

    ///// INJURY SOURCE AND THRESHOLD /////
    gt.Const.Injury.BluntBody <- [
    fractured_hand", 0.25,
    fractured_ribs", 0.25,
    crushed_finger", 0.25,
    fractured_elbow", 0.25,
    sprained_ankle", 0.25,
    bruised_leg", 0.25,
    dislocated_shoulder", 0.5,
    broken_arm", 0.5,
    smashed_hand", 0.5,
    broken_ribs", 0.5,
    broken_leg", 0.5,
    gt.Const.Injury.BluntHead <- [
    broken_nose", 0.25,
    severe_concussion", 0.5,
    crushed_windpipe", 0.5,
    fractured_skull", 0.6,
    gt.Const.Injury.CuttingBody <- [
    deep_abdominal_cut", 0.25,
    cut_leg_muscles", 0.25,
    cut_arm_sinew", 0.25,
    cut_arm", 0.25,
    cut_artery", 0.25,
    exposed_ribs", 0.25,
    split_shoulder", 0.5,
    cut_achilles_tendon", 0.5,
    split_hand", 0.5,
    deep_chest_cut", 0.5,
    gt.Const.Injury.CuttingHead <- [
    ripped_ear", 0.25,
    split_nose", 0.25,
    pierced_cheek", 0.25,
    grazed_neck", 0.25,
    deep_face_cut", 0.5,
    cut_throat", 0.5,
    gt.Const.Injury.PiercingBody <- [
    pierced_leg_muscles", 0.25,
    injured_shoulder", 0.25,
    pierced_hand", 0.25,
    pierced_chest", 0.25,
    pierced_side", 0.25,
    pierced_arm_muscles", 0.25,
    grazed_kidney", 0.5,
    pierced_lung", 0.5,
    stabbed_guts", 0.5,
    injured_knee_cap", 0.5,
    gt.Const.Injury.PiercingHead <- [
    ripped_ear", 0.25,
    pierced_cheek", 0.25,
    grazed_neck", 0.25,
    grazed_eye_socket", 0.5,
    crushed_windpipe", 0.5,
    gt.Const.Injury.BurningBody <- [
    burnt_legs", 0.25,
    burnt_hands", 0.5,
    gt.Const.Injury.BurningHead <- [
    burnt_face", 0.25,
    inhaled_flames", 0.5,

     
    • I found this text to be too long and as such I didn't read it I found this text to be too long and as such I didn't read it x 1
    • (autism) (autism) x 1
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  5. The Wall Magister

    The Wall
    Joined:
    Jul 19, 2017
    Messages:
    1,029
    Location:
    SERPGIA
    Who gives a fuck about these super micro, turbo autistic, min-max details??? Just play game with viable builds and have fun.tm! lol
     
    • Brofist Brofist x 2
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  6. Horvatii Unwanted

    Unwanted
    Joined:
    Dec 15, 2019
    Messages:
    563
    Fun is for plebs, it is not allowed.
    Also, I was wrong about the winged mace, since we hunt for a head hit, max bypass is 44*1.5=66. Theoretically a concussion is possible but at that point the armor is probably stripped and bypass doesnt matter.

    Duelist with just a military pick has a similar problem.
    Wihtout duelist: First hit is 10 hp damage, half of footman armor is gone. Second hit is 10 hp dmg, all armor gone. Now duelist doesnt matter. Sum of 20 hp dmg.
    WITH duelist: First hit is 10 hp damage, half of footman armor is gone. Second hit is 20 hp dmg, all armor gone. Now duelist doesnt matter. Sum of 30 hp dmg.
    You gained 10 hp dmg before a full stip, whooptie doo... If you took Head hunter, you would even fare worse with Duelist since the hammer's fixed 10 hp bypass are not multiplied by 1.5 on head hits. You are bound to spread damage.

    Added chance for specific injury to list, eg cut_arm_sinew is 1/6 on low 0.25 threshold to cutting hits to the body (if you roll above 0.5 dmg threshold, the chance drops to 1/10 but includes nastier injuries).
    Show Spoiler


    ///// INJURY EFFECTS /////
    crushed_finger.nut -- MeleeSkillMult *= 0.95; Blunt Body 25 1/6
    cut_arm.nut -- MeleeSkillMult *= 0.85; Cutti Body 25 1/6
    fractured_hand.nut -- MeleeSkillMult *= 0.8; Blunt Body 25 1/6
    pierced_hand.nut -- MeleeSkillMult *= 0.8; Pierc Body 25 1/6
    burnt_face.nut -- MeleeSkillMult *= 0.75;
    burnt_hands.nut -- MeleeSkillMult *= 0.75;
    deep_face_cut.nut -- MeleeSkillMult *= 0.75; Cutti Head 50 1/6
    pierced_arm_muscles. MeleeSkillMult *= 0.75; Pierc Body 25 1/6
    deep_chest_cut.nut -- MeleeSkillMult *= 0.65; Cutti Body 50 1/10
    smashed_hand.nut -- MeleeSkillMult *= 0.6; Blunt Body 50 1/11
    fractured_skull.nut - MeleeSkillMult *= 0.5; Blunt Head 60 1/4
    severe_concussion.nut MeleeSkillMult *= 0.5; Blunt Head 50 1/4
    broken_arm.nut -- MeleeSkillMult *= 0.5; Blunt Body 50 1/11
    split_hand.nut -- MeleeSkillMult *= 0.5; Cutti Body 50 1/10

    injured_shoulder.nut - DamageTotalMult *= 0.75; Pierc Body 25 1/6
    cut_arm_sinew.nut -- DamageTotalMult *= 0.6; Cutti Body 25 1/6
    broken_arm.nut -- DamageTotalMult *= 0.5; Blunt Body 50 1/11
    split_shoulder.nut -- DamageTotalMult *= 0.5; Cutti Body 50 1/10

    burnt_face.nut -- MeleeDefenseMult *= 0.75;
    deep_face_cut.nut -- MeleeDefenseMult *= 0.75; Cutti Head 50 1/6
    fractured_elbow.nut -- MeleeDefenseMult *= 0.75; Blunt Body 25 1/6
    pierced_leg_muscles.nut - MeleeDefenseMult *= 0.7; Pierc Body 25 1/6
    cut_leg_muscles.nut -- MeleeDefenseMult *= 0.6; Cutti Body 25 1/6
    fractured_skull.nut -- MeleeDefenseMult *= 0.5; Blunt Head 60 1/4
    severe_concussion.nut -- MeleeDefenseMult *= 0.5; Blunt Head 50 1/4

    crushed_windpipe.nut -- FatigueRecoveryRate -= 10; Blunt Head 50 1/4
    broken_nose.nut -- FatigueRecoveryRate -= 5; Blunt Head 25 1/1
    split_nose.nut -- FatigueRecoveryRate -= 5;
    pierced_cheek.nut -- FatigueRecoveryRate -= 3;

    grazed_neck.nut -- HitpointsMult *= 0.85; Cutti Head PiercHead 25
    deep_abdominal_cut.nut -- HitpointsMult *= 0.75; Cutti Body 25
    cut_artery.nut -- HitpointsMult *= 0.65; Cutti Body 25
    deep_chest_cut.nut -- HitpointsMult *= 0.65; Cutti Body 50
    exposed_ribs.nut -- HitpointsMult *= 0.65; Cutti Body 25
    stabbed_guts.nut -- HitpointsMult *= 0.6; Pierc Body 50
    cut_throat.nut -- HitpointsMult *= 0.5; Cutti Head 50
    grazed_kidney.nut -- HitpointsMult *= 0.4; Pierc Body 50

    dislocated_shoulder.nut -- ActionPoints -= 3; BluntBody 50
    inhaled_flames.nut -- ActionPoints -= 2;

    ///// INJURY SOURCE AND THRESHOLD /////
    gt.Const.Injury.BluntBody <- [
    fractured_hand", 0.25,
    fractured_ribs", 0.25,
    crushed_finger", 0.25,
    fractured_elbow", 0.25,
    sprained_ankle", 0.25,
    bruised_leg", 0.25,
    dislocated_shoulder", 0.5,
    broken_arm", 0.5,
    smashed_hand", 0.5,
    broken_ribs", 0.5,
    broken_leg", 0.5,
    gt.Const.Injury.BluntHead <- [
    broken_nose", 0.25,
    severe_concussion", 0.5,
    crushed_windpipe", 0.5,
    fractured_skull", 0.6,
    gt.Const.Injury.CuttingBody <- [
    deep_abdominal_cut", 0.25,
    cut_leg_muscles", 0.25,
    cut_arm_sinew", 0.25,
    cut_arm", 0.25,
    cut_artery", 0.25,
    exposed_ribs", 0.25,
    split_shoulder", 0.5,
    cut_achilles_tendon", 0.5,
    split_hand", 0.5,
    deep_chest_cut", 0.5,
    gt.Const.Injury.CuttingHead <- [
    ripped_ear", 0.25,
    split_nose", 0.25,
    pierced_cheek", 0.25,
    grazed_neck", 0.25,
    deep_face_cut", 0.5,
    cut_throat", 0.5,
    gt.Const.Injury.PiercingBody <- [
    pierced_leg_muscles", 0.25,
    injured_shoulder", 0.25,
    pierced_hand", 0.25,
    pierced_chest", 0.25,
    pierced_side", 0.25,
    pierced_arm_muscles", 0.25,
    grazed_kidney", 0.5,
    pierced_lung", 0.5,
    stabbed_guts", 0.5,
    injured_knee_cap", 0.5,
    gt.Const.Injury.PiercingHead <- [
    ripped_ear", 0.25,
    pierced_cheek", 0.25,
    grazed_neck", 0.25,
    grazed_eye_socket", 0.5,
    crushed_windpipe", 0.5,
    gt.Const.Injury.BurningBody <- [
    burnt_legs", 0.25,
    burnt_hands", 0.5,
    gt.Const.Injury.BurningHead <- [
    burnt_face", 0.25,
    inhaled_flames", 0.5,

     
    • hopw roewur ne hopw roewur ne x 1
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  7. Lios Arbiter

    Lios
    Joined:
    Jun 17, 2014
    Messages:
    401
    Anyone played through a campaign with Manhunters Origin? Is it worh it?
     
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  8. Horvatii Unwanted

    Unwanted
    Joined:
    Dec 15, 2019
    Messages:
    563
    Tried to find a metric for which damage type is best
    at reducing enemy meleeskill via injuries
    [​IMG]

    I assume 1.0 cth; 0.25 head chance; then I multiply the row, using the reverse for the threshold and melee attack multiplier.
    Eg for arm muscle pierce:
    1 * 0.75 * (1/6) * (1-0.25) * (1-0.8) = 0.0234375, which is a technically dimensionless metric (but can be viewed as a 2.34% drop in enemy melee attack, kinda)

    The problem is the threshold number. It should approximate how probable you are to do HP damage above the threshold, to compare different threshold against each other.
    Right now I take 0.75 for 0.25 threshold and 0.5 for 0.5 threshold BUT ingame the relation between thresholds is bigger than 0.75 vs 0.5 because of armor.
    Eg vs 75 HP raider, with crippling stirkes:
    you need 75*0.25*0.66=
    13 hp damage to score a low threshold body injury
    and
    25 hp damage to overcome the 0.5 threshold.
    But your bypass HP dmg does not roll 0 to 50. It rolls 0 to 10 for a noble sword... Up to 18 on morning star, 13 on handaxe, 8 boar spear. And thats not counting dmg reduction from remaining armor.
    So the aggregate numbers for the 0.5 threshold injuries should be much lower, since those injuries need 2h weaps or naked opponents.

    But overall it still looks like blunt trauma is the best way to reduce enemy melee skill.
     
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  9. Tigranes Prestigious Gentleman Arcane

    Tigranes
    Joined:
    Jan 8, 2009
    Messages:
    9,467
    I mean, I don't see the problem. This guy is obviously having fun, it's just not the kind of fun that humans recognise.
     
    • Funny Funny x 8
    • Agree Agree x 3
    • "It was Aliens" "It was Aliens" x 2
    • :M :M x 1
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  10. Darth Canoli Magister

    Darth Canoli
    Joined:
    Jun 8, 2018
    Messages:
    3,066
    Location:
    Perched on a tree
    I understand it's tempting to go that way but then, your gunners would get all the kills (if you wait for the enemy ) or none if you rush them, I prefer when 2H bros are the star players.
    Also, with Legends, you have an AoE which works perfectly with a crossbow, shooting one target and the one behind, with berserk, you can even use it twice every other turn...

    Guns AoE is both their greatest strength and their greatest weakness.
     
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  11. Horvatii Unwanted

    Unwanted
    Joined:
    Dec 15, 2019
    Messages:
    563
    play game, they said
    have fun, they said

    You know what of a horde of unholds does when you try to outsmart them,
    and show a frontline full of INDOM shield incels?
    THEY FUCKING WAIT!
    [​IMG]
    instead of charging
    what? can they smell hardcore defense?

    What kind of bersekers are these fags?

    But your dogs have NO PROBLEM running into fire...

    Retarded bullshit whereever you dare to look.

    PS
    [​IMG]
    they killed 11 of my dogs, i got 1, niiiice...

    In before vazha with the "use nets" protip...
    Have you figured out the multiplier, dumbo?
     
    • Despair Despair x 1
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  12. Taka-Haradin puolipeikko Prestigious Gentleman Filthy Kalinite Patron

    Taka-Haradin puolipeikko
    Joined:
    Apr 24, 2015
    Messages:
    12,020
    Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
    Why polehammers instead of Gobbo pokey-things?
     
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  13. Horvatii Unwanted

    Unwanted
    Joined:
    Dec 15, 2019
    Messages:
    563
    ^ Dont have it, wish I had more billhooks.

    This made them at least charge some of the tanks.
    But had to use 1 net to focus 1 down that bypassed the frontline.
    Maces were replaced with 2 tile range weaps in another attempt. You just cant show a single merc to them or they will throw and then the whole gimmick fall apart.
    Also actually lighter armor on the INDOMs to get to 85+ fat so that you can cast INDOM ~5 times.
    [​IMG]
    ...and I still had to go full dog, all 12 armored hounds dead. But no deaths on my side.
    If my backliners were actual backliners wtih Overwhelm than this might have been easier, but they are actually frontliner apprentices...

    Going full shields, as against 3 schrats, is technically better but 6 unholds is too much for 12 people.
     
    Last edited: Oct 11, 2020
    • Thanks! Thanks! x 1
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  14. vota DC Arbiter

    vota DC
    Joined:
    Aug 23, 2016
    Messages:
    1,428
    Try to give them nachwhatever ai by modding, otherwise this sounds very immersion breaking.
     
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  15. Horvatii Unwanted

    Unwanted
    Joined:
    Dec 15, 2019
    Messages:
    563
    Nah, not gonna mod this bitch until I'm done.
    Well, if I had a mod that disables all animation, that would be godsent. Browsing interwebs until 40 dumbasses move is super fun.

    why am i fighting with allied morans?
    [​IMG]

    why is the asshole in the top right corner shooting my fucking guy
    carrying a shield
    doing a shieldwall
    in cover
    WHYA???????????
    [​IMG]
     
    • I found this text to be too long and as such I didn't read it I found this text to be too long and as such I didn't read it x 1
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  16. vazha Liturgist

    vazha
    Joined:
    Aug 24, 2013
    Messages:
    1,168
    Location:
    Tbilisi / Brussels
    Somebody tell the whiny retard above that you dont use dogs vs unholds, its a sure way to make them all confident.

    Kindly also mention that two-handed cleavers exist explicitly for Unhold & big beast-slaying purposes. Retard has none. Neither does the retard have any swordlances & warscythes, and instead is attacking unarmored health blobs with vs armor weapons.

    Also give him his pills for verbal diarrhea, it looks like he skipped them for a couple of days now.
     
    Last edited: Oct 12, 2020
    • Brofist x 3
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  17. Horvatii Unwanted

    Unwanted
    Joined:
    Dec 15, 2019
    Messages:
    563
    oh yeah baby
    here is a save, mong
    they are coming for you

    you are not allowed to use dogs, since unholds get all confident
    no perks spending for you, you have 3 cleavers, have fun, SHOULD BE EEEEZ FOR YOU

    if you manage this without loses
    you wont go to the iggy bin
    otherwise im not reading your worthless captain-obvious idiot-grade advice

    https://gofile.io/d/TIDLqV

    gofile.io/d/TIDLqV

    its a zipped save file, you do know how to extract them into your save directory, yes? you know where it is?

    post vidya/screens and save post-win
     
    • hopw roewur ne hopw roewur ne x 1
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  18. Taka-Haradin puolipeikko Prestigious Gentleman Filthy Kalinite Patron

    Taka-Haradin puolipeikko
    Joined:
    Apr 24, 2015
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    12,020
    Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
    Dogs can be used against unholds, but they're for ensuring that those with broken morale don't rally or speedpumbs when your men need time for a breather, dum-dum.
     
    • Yes Yes x 2
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  19. Darth Canoli Magister

    Darth Canoli
    Joined:
    Jun 8, 2018
    Messages:
    3,066
    Location:
    Perched on a tree
    If you hired/leveled your bros like a watcher, how would he make a perfect with your gimped company ?
    It's not just about this fight but how you got there that's all wrong...

    Just check the code to see the difference between a wavering unhold and a confident one, looks like that's your thing, then you'll understand why you don't use dogs, or maybe just one + rotation to save a bro if there isn't any other solution.

    Also, when going for a hard fight, just recruit some cannon fodder beforehand so your regular guys will stay alive, some shielded recruits are better than dogs.
     
    • Agree Agree x 3
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  20. Tigranes Prestigious Gentleman Arcane

    Tigranes
    Joined:
    Jan 8, 2009
    Messages:
    9,467
    I would never download anything from horvat, chances are it will infect my computer with gigantic spreadsheets
     
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  21. Cleric of Asmodeus Learned

    Cleric of Asmodeus
    Joined:
    Oct 1, 2020
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    387
  22. Horvatii Unwanted

    Unwanted
    Joined:
    Dec 15, 2019
    Messages:
    563
    furry unholds have 150 resolve, dum dum, fearsome wont break them
    you have a save, no losses - no iggy bin
     
    • hopw roewur ne hopw roewur ne x 1
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  23. Horvatii Unwanted

    Unwanted
    Joined:
    Dec 15, 2019
    Messages:
    563
    Like a watcher? there is nothing on them but matt/mdef/fat.
    Also, I didnt lose a guy, he should be able to without dogs. Or shut the fuck up.
    10 min fight tops. Should be eez, as stated.

    I know how the bonuses work... But how about you take the save and trigger fleeing frost unholds there. You can give every dude I have Ferasome too! Then maybe you'll understand how and why you have to use dogs.

    So that the cannon fodder becomes the source of Confidence for Unholds without provdiging any damage? WAT
     
    • hopw roewur ne hopw roewur ne x 1
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  24. Taka-Haradin puolipeikko Prestigious Gentleman Filthy Kalinite Patron

    Taka-Haradin puolipeikko
    Joined:
    Apr 24, 2015
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    12,020
    Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
     
    • Funny Funny x 3
    • "It was Aliens" "It was Aliens" x 1
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  25. Sarissofoi Savant

    Sarissofoi
    Joined:
    Mar 24, 2017
    Messages:
    691
    must be dumb goiym supporter editions
     
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