ORCS:
Orcs use straightforward tactics. They like to charge, and their charge can stun you. They don't have great morale, unless they've got a warlord in tow.
Orcs are honestly one of the less rage-inducing enemies to face; they possess very few ways to surprise you. They will always charge directly at you, and they will always try to bonk through your front line.
Orc counters: anything that destroys armored targets, namely hammers, dagger specialists, crossbows, and billhooks. I like a mix of axebros and hammerbros in the frontline. The hammerbros act as can openers; the axebros kill them once they're open, and aren't awful against armor in a pinch. (Don't try to use them to split shields, though, orc shields are too hefty for this to be efficient.) Always prioritize them in this order: berserkers, warlord - young, warriors. (Young may get priority over the warlord based on whether you can expect to kill the latter in a timely fashion.)
Prioritize killing
berserkers before they can get off attacks. Unless you are rolling with Johannes Liechtenauer, trying to engage a zerk a length is going to result in an early retirement for your bros. Have a big dumb defensive target distract them while you stab their enormous faces full of billhooks. Same goes for warlords, generally. You want to prioritize them, but trying to surround the supercombatant with AoE attacks is not a game-winning move.
You may notice the
warlord's massive armor and be tempted to try to save him for last. This is a mistake; his shout, combined with the general morale risks of fighting orcs, means you need to take him out as soon as possible after he makes contact with your front line. That probably won't be one round.
Always prioritize killing one orc over wounding two; the morale debuff hits them hard. Try to predict the warriors' pushes so that you can either avoid having them contact your backline, or you can concentrate enough firepower to destroy those that break through.
Shields: Orcs eat shields, so if you go with a shield-heavy build (most players do), you'll want to carry spare shields. Their own orky shields in particular are quite good against them, in that they're durable.
Skills: You have a decent chance of getting a bro banged up, so the rotation skill will save lives. Indomitable counters their stun and push.
Orc meta-counter: Avoid orcs until you're ready to take them on. This is more true for orcs than any other enemy in the game. You need dedicated antiarmor on all your bros and solid (I'd say 150+) armor on your frontliners to safely take on a mixed group of ~10 zerks/young/warriors. If you do that, you have a pretty straightforward fight on your hands. If you don't, you're roadkill.
GOBLINS:
Goblins are tricky, and can be very frustrating midgame. They're also pretty rare and fall off sharply in the late game, so one quite viable strategy is just avoid them until you're ready.
Generally, if you're struggling against goblins, you're probably getting wrecked by their archers, so itemize against that. Kite shields, attacking at night, and decent (10+) ranged defense on frontliners help a lot. Heavy armor (200+) and battle-forged helps even more.
As with most enemies with powerful combatants who typically prefer to stay at range, a false retreat may confound their AI. (This is true in almost all games. It's easy for game developers to generate starting positions that are pretty solid and difficult to charge at. It's hard for them to generate scripts to advance a complex formation over variable terrain in a way that protects them from every conceivable player strategy.)
Arming all your bros with crossbows and just trying to outgun them can be a viable tactic.
Goblins who aren't backed by overseers have very weak resolve; hence, if you can take out a few quickly, you can cause a death spiral of morale checks.
Nets counter
wolf-riders. They will try to wrap around your flank and harry your backline, so carrying backpacked shields and 1-handed melee weapons on your backliners may be wise.
It's probably obvious that in any fight with overseers and
shamans, you want to take out those units ASAP. This should be pretty doable. The reason squishy support casters work for the undead is that they are being escorted around by 30 brain dead assholes covered in layers of metal, who don't care how many of them you kill, as long as they slow you down. Whereas goblins are squishy as hell and break ranks at the drop of a head.
Overseers are the goblins' only good solution to a well-armored company. They also are the only way goblins maintain okay morale in the face of the devastation any late game company will do within one turn of touching their front line. Kill them quickly.
They do have other solutions, i.e. lots of armor-piercing knives with puncture on their (frequently many) archers. This is not a *good* solution, but given enough time and enough goblins, you will eventually get unlucky and have some level 14, 300/300 armor ubermensch named Hjalmar the Dreadnought get stabbed to death by little green dickheads, and you will rage. The main solution here is to not approach archers unless you have good odds of killing them before they can counter. Alternatively, you can attempt to outgoblin them with ranged superiority.
Weapons: If you've got scale mail, two handed weapons destroy their squishy asses. Having 1 or 2 zweihanders let you cut them down at a hilarious pace, and their morale cannot withstand that. Otherwise, shield walls and slow advances are tedious but effective. Swords and spears are particularly effective due to bonuses to attack and the goblins' low armor.
Dogs can tie up their archers, though the retirement prospects for those dogs are not great.
Goblins have a lot to deal with, so facing the full range of their forces is hard and generally requires good gear to appropriately counter; however, you're unlikely to face all of them together unless you're in late game content. Scale mail+, comparably good helmets, and battle forged mostly neuter goblins; they can't do enough damage to really hurt you through it. If you're really struggling, one solution may be to come back with heavier armor; in most of my games, I just avoid them until I hit the inflection point where my armor's good enough to steamroll them.
ANCIENT UNDEAD:
The recovery perk is generally a good perk, but since the undead try to attrition you down, it's particularly good against them.
Nets are generally good against most enemies that are difficult to otherwise counter, and the undead have more of those than other factions (I think), so stocking up on them may be a wise investment.
Flails ignore shields, and the undead have pretty low HP, so flails are good. Legionary shields are powerful but brittle, so axes can chop them right up. In particular, longaxes on your back rankers are useful, because ranged weaponry is borderline useless against them.
Hammers and especially greathammers are also good, if you've got the offense skill to actually hit things with them. (You usually won't against an enemy shield wall, so this is a late game solution.)
Against the 2-deep
legionary formation with polearms in the back, be aware that the polearm users will be doing the vast majority of the enemy's damage and plan accordingly. Greatswords are the recommended solution, especially with Reach Advantage. If you can split through the frontliners and hit the backline in the same swing, that negates the impact of the big dumb meatshields.
Larger masses of legionaries start to cause you to run into efficiency problems, i.e. they're very tanky, and you need to take them out before either your morale or armor break. This is hard to do without good armor (200+) and good damage output.
Honor guards are fairly similar to legionaries. Their armor is heavier. Their frontliners are more dangerous. The main difference is that they've got warscythes, which are AoE polearms that target three squares. Shiledbearing tanks help distract them, and you want to position your bros so that they aren't having their armor whittled down by multiple warscythes. Ultimately, though, not much changes vis-a-vis legionaries; it's just that their stats are better. Yours need to be, too.
The main body of the undead are tractable late game; if you have trouble, it'll come from their special units:
Undead
priests are support units, and outside of one specific optional superlair, you won't face more than one of them at a time. The miasma is annoying but probably doesn't change too much: in most engagements against legionaries or honor guards, your bros should finish the group they're engaging in 2-3 turns and then move on, so the damage done by miasma should be pretty low. Your HP is not so relevant versus groups backed by priests, i.e. if your 240+ armor cracks while you're facing 5 honor guards, your bro is probably dead regardless of whether he has 40 HP or 60 HP. The more concerning issue is their fear spell, which forces morale checks in a 7-hex AoE and can paralyze for one round. Ideally you want 50+ resolve; if you've got less on some bros, make sure they stay within 4 hexes of your sergeants for the duration of the main melee.
Necrosavants have a very distinctive attack pattern: wait until the end of the second turn, then start warping in. They teleport behind a random weak backliner, attack, teleport away when you start to react. The general way you deal with hit-and-run enemies is to deny their ability to run and then clobber them, so, do that here. Like all undead, they're susceptible to stun, so that's a quite strong counter. Otherwise, nets are good. You can also try falling back and seeing if you can bait them into attacking ahead of their supporting troops, which typically results in easy stakings of off-brand vampires. Lastly, in past versions, you could adopt the hilarious tactic of having your badass melee bros carry a crossbow and wait for them to warp in and try to murder them, then switch to maces and swords and execute the bloodsuckers. It might still work; I haven't checked.
The late game solution to significant numbers of necrosavants assassinating your squishy backliners is to not have squishy backliners. It doesn't make sense to bring archers to an ancient undead battle to begin with, which means your squishiest troops should be polearm users. Those can wear scale or better, which gives you some time to take care of the bloodsuckers.
OTHER UNDEAD:
You generally need a plan versus
necromancers. Range, dogs, or a dedicated lone wolf assassin are all options. So's falling back and baiting them forward. Having several two-handers in heavy armor who can hack through the horde faster than they can rise up is a plan. Trying to beat through the horde without great weapons and maybe get lucky and kill the necromancer at the back is not such a good plan; try to avoid this plan.
It's pretty niche, but weapons that decapitate or destroy heads, or bros with Bloodthirsty, are good versus necromancer-led companies, to prevent the dead from rising again. So is looting the weapons of the fallen.
Fallen heroes can rise despite the sudden loss of their head, so with them, there's not much of a solution beyond "win."
Geists are a large part of why resolve isn't a dump stat. Stay within the 4 hex rallying range of your sergeants. (Adventurous Nobles have the highest base resolve of any background, and thus are good candidates for sergeants / standard bearers.)
Geists have high defense but die in one hit to almost any weapon that manages to hit them. Good solutions include nets and Adrenaline on a particularly talented killer with a sword or spear (+accuracy) and a stout heart. Their touch ignores armor completely and can be quite deadly, so when you close to melee, make an effort to kill them before their next turn.
BANDITS:
Thugs are chaff and can be handled early game by spearwalls. Use anti-head weapons (they frequently are unhelmeted) and prioritize the ones with two-handed weapons.
Raiders are a more serious problem, and you'll probably want a decent back rank and a few anti-armor weapons before you take on large numbers of them.
Marksmen are the most dangerous part of facing bandits. Kite shields, ranged defense, and protecting your backline with positioning are important here. Trying to outgun them by taking out the marksmen with archers and thereby forcing the raiders into a charge is a viable tactic if you've got the archers for it.
Most of your midgame equipment will come from bandits, so advising you that stacking armor against them is a good solution is kind of dumb, though it is also true.
NOBLES:
Nobles are like elite bandits, in Battle Brothers as in life.
They are probably the hardest and most rewarding faction to deal with, so, key meta-point about the noble war: you can safely ignore it. Seriously. Some settlements might lose some outlying buildings, but that is the extent of bad things that can happen. The world won't end. Moreover, if you run non-war contracts with noble houses and get to high positive relations (dealing with greenskins, patrols, envoys, etc.), you will get credit for helping "your" side(s) win the war, even if you take no action against any faction. It is very possible to take a contract and realize you're in way over your head, so, if it looks like an imminent disaster, run.
If you get involved, it's best to take contracts from two houses against a third, but not against each other. Which house you choose to target is up to you; ones with more settlements offer more opportunities for sieges, which pay the most, but ones with fewer settlements will result in fewer settlements being pissed at you during the war. You should try to stay on good terms with the houses with the most weaponsmiths and armorers, and with good trading partners.
Generally, versus nobles, you'll get allies to aid you in most battles. Your allies are motivated by honor and are willing to die honorably for their cause; you should let them follow their bliss. While they are doing that, you will be able to kill a lot of the enemy. Hence, crossbros and billbros are even better here than they are versus orcs.
Knights get destroyed by dagger specialists, and it can be quite profitable to do so; claiming a 7000g+ suit of armor will at least double the value of any related contract. Otherwise, treat them like orcs.
Billmen and to a lesser extent arbalesters are the biggest problems when facing nobles. Arbalesters can be handled with dogs, armor, and hiding behind the idiot meatshields who work for your allies. Billmen are more dangerous. Greatswords are good here for the same reason that they're good versus AU polearm users.
Enemy zweihanders and sergeants are high-offense, relatively-low-defense melee mooks. Sergeants are helmless, so either take them out with headshots (flails) or, if that's not feasible, go with concentrated attacks. Zweihanders *can* hit your billmen through their meatshields. So, when engaging them, it's best to either commit resources to take them out that turn, or to avoid engagement.
BEASTS:
Direwolves are countered hard by armor and spearwalls; they will keep running into them until they break or die. They might be able to reach you before you can move or spearwall, so, kill those with your backline, then spearwall up.
Spear mastery is helpful versus them, but the spear is not a great weapon generally, and I'm not sure investing a point in it is wise. Otherwise, swords and cleavers are good.
Nachzehrers are also countered hard by spearwalls, but in their case you should try to advance over the bodies of the already-slain so that they can't devour them. Generally, prioritize killing tier-2s before they can turn into tier-3s over killing tier-1s before they can turn into tier-2s, but always prioritize the ones about to feast over all others. Swords and cleavers are particularly good against them due to their high damage versus nachs' lack of armor.
Late game, encounters with lots of tier 3 nachs at the start of the battle are some of the more dangerous encounters. The strategy then becomes counterintuitive: focus all attacks on the tier 3s. Actively avoid killing the tier 1s; maim the tier 2s if you can, but don't kill them. Killing produces corpses, which produce scarier nachs. A late game company can handle any number of tier 1s as long as they are not backed by tier 3s, so, take out the tier 3s, cut any eaten brothers out of their bellies, and then handle the rest.