Noble SwordDuelist Sword is one of the weaker picks you can do for your Duelist due to the low Ignore% and low armor damage. Here are some of the common picks: Head Necromancer Dark Cowl (40/-0) Sallet Helmet (120/-5) Assassin Metal Mask (140/-6) Zweihanders Helmet (160/-7) Barbute Helmet (190/-9) Body Necromancer Dark Rugged Surcoat (60/-4) Assassin Robes (120/-9)* Leather Lamellar Armor (95/-10) Basic Mail Shirt (115/-12) Noble Mail (160/-15). Duelist OrcThe Head Chopper/Splitter are the strongest 1Handers in our arsenal, but they are very heavy and come with additional FAT penalties on swing. 2Handers can deal high damage on capped Fatigue2Handers generally do not need Recover unless you are pairing it with some other expensive skill (i.e. Again, there are many ways to be successful in Battle Brothers. Again, both have pros and cons. Investing in Dagger Mastery (and even QH if you werent already using it for something else) is usually not worth the cost of a perk for a bit of extra damage when you arent getting a Berserk proc. Valve Corporation. Nimble also really enjoys taking less Bleeding/Miasma damage. It also doesnt do much in flat normal terrain because you can already move freely there anyway. Some perks especially shine in the early and mid game and Im going to be pointing this out. Blazing Deserts: Gunners are dangerousThe extra RDF of Dodge is helpful against the new Gilded Gunners, who will AoE spam your party with ranged damage. Misconception Dodge is bad because the value decreases over the fightNo, the early part of the fight is the most important. 51% injury on first shot. Berserk also burns through your FAT faster. Rally is an important skill to have to safely fight these enemies, as otherwise you are at an enormous risk of having Fleeing brothers and no easy way to save them. Unlocks the Rally the Troops skill which can rally fleeing allies, and raise morale of all nearby allies to a steady level. + Good for damage dealers+ Better against harder to kill enemies Requires setup Not very useful against weaker enemies. 2H Cleaver is another popular choice since you may already want to have a Whip and Cleaver Mastery anyway. 2Handers get some accuracy help. This makes Indom way stronger than you would expect. Halves fixed damage from Bleed/Miasma/etc. Mind only equals in value if you are at 48 or higher Resolve (after Banner buff). This bro will draw ranged ire as the Ambushers scatter around, so the base 10 RDF of Anticipation can help as you charge them. CS isnt necessary for injuring some targets but picking it up does increase the reliability of getting first strike injuries against Orc Berserkers, armored Young/Raiders/Footman, etc. Archers generate FAT quickly so the Dodge bonus will drop off quickly and probably be low or gone by the time your archer is being engaged in melee (which he shouldnt be at all). Misconception I cant use Fearsome because I want to fight Monolith/LibraryNo. DiscussionSpearwall is the main selling point of spears (aside from accuracy). Polehammer no longer gets -15% accuracy penalty for attacking adjacent targets. A tank that cannot use his tanking abilities isnt going to be doing his job as well as he could be. See in comments. 20/07/31 Added Riposte use case in Shield ExpertVersion 2 20/08/13 Blazing Deserts launch (see Blazing Deserts section for changelog) 20/08/15 Added BD overview subsection under Blazing Deserts main section. Dodge is often perfectly fine without Relentless. Reduces Reload cost for Hangonne from 9AP to 6AP. It does also save a few points of HP against attacks hitting through your armor, which is welcome. Duelist Orc, Mace, or Hammer are already very good at injuring most targets without CS. +15% accuracy on Disarm is huge, and many people commonly add Cleaver Mastery to their Polearm users just to have improved Disarm utility. Anti-slow and heavy unitsUnits like Warriors, Schrats, Ancient Dead, etc. Only Indomitable can achieve such results but not passively. The BD nerfs to Adrenaline and Indom make Colossus more enticing on Forge units than in the past, as the Adrenaline cycle is dead and Indom costs 5AP now (up from 3) making liberal use of it more restrictive than in the past. This guide is not short. 60 RES puts a -12 penalty on your targets RES for damage based morale checks. Your RES for purposes of the Fearsome penalty includes the Banner buff, Lone Wolf, etc. The chance of a morale drop when taking damage depends on your current modified RES and % of missing hp (after subtracting damage taken). Make no mistake, these weapons make for your best Duelists, but the extra FAT demand cannot be ignored, and you will either need an exceptional recruit to support this for an extended period, or resort to using Recover to support it. This mobility allows them to reposition a little bit each turn to try and claim high ground tiles, stay in cover, or get clear shots. 3-Headed Flail: Split damage is awful for dealing injuriesBecause it is hitting multiple times, the 3HF is a terrible weapon for inflicting injuries even with CS. Comparisons aside, damage dealers would certainly enjoy using all three of them, and they all help improve each other. Your weak armor and lack of defensive/durability skills makes avoiding attacks extremely important. Armor attachments Additional Fur Padding preferredArguably, the best armor attachment for Forge is Additional Fur Padding (AFP). AFP addresses heavy armor weakness to AID while providing valuable injury resistance Bone Platings (BP) is a worthwhile but unreliable option and Nimble characters want this attachment Light Padding Replacement (LPR) can be considered if FAT is an issue, but it doesnt directly impact durability Attachments granting +40 durability offer the best value against weak to medium attacks, but do little against dangerous AID. Theres a reason why things like the Longaxe and Polehammer feel so clunky. Pathfinder works especially well there in conjunction with Adrenaline to reach the enemy back line. There are other enemies like Unholds, Wolfriders, and Necrosavants that could potentially reach your vulnerable units, but there are means to control these enemies as well and you shouldnt even have archers deployed against Necrosavants. For choosing Nimble, for a good Nimble frontliner it depends on their rolled init, though stars in init are nice too. You can clear the crises just fine with average guys using FA. To illustrate, the following are some example bros vs. Some builds can function with as little as 30 or 40 FAT pool, others really enjoy having 80+. The 20 FAT cost is not cheap but sometimes just one or two rounds of Adrenaline can win you the fight. While the DLC have made Resolve more important than prior (Hexe, Fearsome), it is usually feasible for most backgrounds to achieve a decent Resolve score without resorting to this perk for help.How valuable Mind is compared to the other stat boosters is going to depend on what your comfortable Resolve target is. While Crossbows/Throwing are great at dealing injuries to set up their own Executioner, they like it even better if a Warbow user or another bro can set up the injury first. To duelists wanting to carry many weapon types, Bags will give more versatility and act as a little Brawny. The extra defense granted by Shield Expert is the most important point and Im going to focus on the bonus to the Heater as any dedicated tanking bro is going to be using a Heater Shield. I will also explain various gameplay mechanics along the way like injury and morale mechanics, damage calculation, and more. CS is good against them. You can have a few setup bros who weaken enemies for your Berserk/Frenzy users to capitalize on, as there are only so many kills you will be able to get per turn. If you are bringing a super tank as a core piece of your Monolith strategy then Mind can be helpful due to being surrounded by a large number of Ancient Dead being a quick path to Fleeing even with the Undead Trinket to protect from the Priests. Its a good perk, potentially exceptional, but understand the pros and cons and make the choice that works best for your bro and needs. Tanks are also a great candidate to Adrenaline flank the enemy backline to spook enemy range units into running around instead of shooting. Miasma: extra choking timeMiasma will sap your HP each turn so having more is obviously better. Bullseye doesnt make shooting guys in cover reliable enough to make me want to actually try shooting them (best you can get is 47.5% chance, i.e. Overwhelm can help bros who want to attack with their AP but arent the best at killing. This combo defined the WotN meta. With the nerf to 1AP, this is no longer possible. For Goedendag, Mace Mastery will only effect Knock Out while Spear Mastery will only effect Thrust. Misconception I cant use Executioner because I want to fight Monolith/LibraryNo. You can use this to almost completely avoid status effects if the timing works out. Both perks proc on a kill giving them the same condition for value. As such, bros with lower SKL will benefit more from accuracy perks than bros with higher SKL, and accuracy perks can even be stronger than damage perks in some cases. Although the effect is good, Overwhelm can be awkward, and theres some issues to be aware of. Chosen are among the harder enemies to injure early. Each item in a bag slot costs half of its FAT cost to carry. Second, Fearsome grants a malus to the targets RES score equal to 20% of your RES score. This also means that Reach will be easier to use against easy to hit enemies like Orcs, and will be worse against an Ancient Dead established Shieldwall. Relentless negates this issue. Thats not to say you cant use Adrenaline with Nimble, just that it is slightly better on Forge to help counter the low Initiative inherent with heavy armor. Sure, let's walk through the correct answer (for front liners). This removes 9Ls old weakness to Cleaver enemies. Even if it falls low to something like +5 then consider that +5 is the passive benefit of Shield Expert and inner formation Underdog. They arent going to shoot your guy with 20 RDF whether he has Anticipation or not, they are going to shoot the weakest link. Earthdawn - 1st Edition- Legends of Earthdawn - Volume One - Free download as PDF File (.pdf), Text File (.txt) or read online for free. Dragon Quest X. Dragon Quest Monsters: Terry's Wonderland SP. Famed shields are entirely at risk of being shattered (and they cannot be repaired if they are unless you have the Blacksmith in your Retinue). Shield bros: Berserk is not a priorityWhile you can technically use Berserk with shields, it isnt really the role of your shield guy to be getting kills, so he probably has batter perks he can be taking instead. This also makes Gifted a good compliment to other MDF boosting perks. With each new character level reached by your mercenary he will gain 1 Perk point in addition to Attributes stats points. Even if you had multiple 100 skill Bullseye archers (which you dont lets be honest) this strategy still isnt reliable. The difference in power between a level 6 character without Nimble and a level 7 (when it can first be picked) character is huge. Regular attacks that hit the shield only do 1 damage regardless of Expert. You can build a fast bro who goes early in the turn order to weaken enemy units so that your other bros can get the kills. Peasant Militia and Manhunters origin: More bros, more surroundsPeasants get to field more bros and lose access to the skilled expensive backgrounds. A possible set could include a Crossbow, a Billhook, a one-handed weapon, a Heater Shield, and a Whip. This also works on flat forest/snow/desert/mud allowing you to move for 3 Fatigue and swing for 12. Both your bros and the enemies are very fragile so getting an extra turn of attacks in can make an enormous difference offensively and defensively. Easy pickup here. Mace and HammerThe best non-Orc Duelists tend to be Mace and Hammer. These perks are in fact central to building an effective fighting machine, so let's have a look at some of the best! In some cases, Recover is a win-more perk. Below are some examples of how it works. This is legacy from when there were few enemies dealing high AID. Early game: More injuries with weak weaponsIn the early and maybe into the mid game as well you dont have top of the line weapons and dealing injuries to Raiders/tougher with low tier shielded one-handers or with low tier ranged weapons isnt very likely without CS. Yes it makes it easier to shoot covered targets, but you shouldnt be shooting covered targets because you are choosing to half your accuracy when there are probably plenty of guys out in the open you could be shooting at with high accuracy instead. For example, you can run a four front eight back formation where none of the frontliners are connected. Had so much named nimble armour and shields this run thought fuck it, lets use all it and see what happens. You want him standing behind a Kite Shield bro. At worst we get +10 RDF which is modest. Heavy Crossbow with Mastery (Arbalester) vs. no reduction: 45-71 armor damage (35-55 x 130%), 70% Forge: 31-50 armor damage (35-55 x 130% x 70%), 80HP, 300/300 Forge vs. Fighting Axe gains ~115 total armor from Forge, %drop morale = 100 (75 40 * (1 190/200)). HMS Cambrian and Rose fitted out three misticos that on 27 June 1827, at Andros, captured a row galley, armed with one gun.The galley's 30, or 35 crew members escaped ashore. The ideal would be a perfect Noble Mail and Steppe Helmet: 250/200 armor for a mere 16 FAT. Having your slower range units with Executioner to capitalize on injuries dealt by the archer in front of him is a good way to get value. That Swordmaster isnt all that scary when he drops to Fleeing while his health is still near full. It just doesnt work that way. Stagger is less rare (2H Hammer, Schrat, Unhold, Ifrits, Serpents) but Forge doesnt mind Stagger much. Our brother has no other perks here. It has to compete with other good defensive perks like Colossus, Dodge, Gifted, etc. Whips are also a great follow up for a Polearm unit since it can also hit at 2 (or even 3) range giving you a use of your remaining 4AP if you dont need to move. The main takeaway here is that heavier armor helps prevent injuries by reducing the amount of AID that we can deal, and weapons with a high AID are going to be much better at dealing injuries (Crossbows) than a weapon with low AID (Swords). GrenadesAcid, Holy Water, and the new bombs in Blazing Deserts. Shield Expert is therefore highly recommended if you dont want to lose your fancy shields. FA helps average recruitsIt is a common sentiment in the community that any bro who might want FA should just be fired and a better bro found, but this misses the point. Adrenaline can help you rescue another brother from getting dragged. Further, when you miss you are now stuck facing a healthy enemy and have no value from your defensive perk. You can use it, but skipping it is fairly common by players. Duelists: Damage perk stackingHigh AID Duelists like Mace can make use of HH. High HP Nimble stays competitive throughout the whole game. This makes it an enticing choice for any bro that needs accuracy help which is most cheap bros without stars. Multiplier stacking: The more the betterDamage modifiers stack multiplicatively, meaning if you have Frenzy up already then Executioner is worth +25% instead of +20% because Frenzy is also multiplying it. Splitting one or two shields in the Footman/AD/Conscript line can help your team breakthrough. Max Overwhelm stacks to 7 (was 6) 20/07/14 Minor edits in Weapon Mastery, Shield Expert, Reach, and Lone Wolf. In that regard, aggressively leveling HP and grabbing Colossus will go a long way to make Nimble better for you. Dogs in general are great for getting more surround bonuses and more Backstabber value. Acid flasks are more rare, but another option you can carry. Nimble usually performs better against weapons with high AID such as two-handed weapons or Crossbows, while Forge excels against repeated weak attacks. Despite existing early in the perk tree, Brawny wont actually start giving good value until you get your hands on some heavy armor which tends to take some time. Buying and finding very heavy armor takes time which is why Forge, unlike Nimble, does not perform well in the early to mid game with mostly 200 durability armors. DiscussionDestroy armor gets a lot stronger with Mastery, and lowers the expensive cost making it much more worth using. Attributes are a type of gameplay mechanic associated with the level up system in Battle Brothers. HH allows for smart targeting for high valueCalculator tests aside, BB is a dynamic game, and we can be smart players. Bags saves FatigueBags does spare FAT for carrying items besides two-handed weapons and this can add up to a meaningful amount of FAT. NimbleForge Meme or supreme?Given that both Nimble and Forge power relies on extreme specialization, using them in conjunction rarely makes sense. Thank you to Outryder for pointing these out. When using top of the line non-famed armor the value caps at 18-19 Fatigue which is 4.5-4.75 levels worth of Fatigue which is a pretty good value. If the [brothers] must be soldiers, they will be good soldiers.. 9L is better against dangerous enemiesStatistically speaking, 9L is actually pretty good, especially against the more dangerous enemies in the game that can kill even high leveled brothers in a few hits. Alternatively, use your first move to move around the edge and use Adrenaline. Again, you can meet the majority of the game challenges without perks at all so you dont need to worry so much about creating perfect bros or only using the strongest perks. The Gilded weapons are more threatening to Nimble units than Forge units. If you dont care to Stun or care about FAT then you can skip Mastery here. However, Pathfinder is so nice to have in rough terrain that it can be worth taking even if it has low value sometimes. Dagger MasteryDaggers/Qatal can attack three times per turn with Mastery which means three Overwhelms. Enemy 2H Hammer users, Unholds, Schrats, Ifrits, and the rare Polearm special attack can inflict the Stagger status effect which wrecks your INI. Recover supportThe larger your Fatigue pool is, the more that you can get back with Recover. Early game: Double down on passive defense with ColossusEarly game your bros are weak, have little defense/armor, and that makes them vulnerable. Therefore, having higher HP makes a unit more resistant to getting injured. The higher the Resolve of the character using the skill, the higher the chance to succeed. This means on flat normal tiles Athletic + Pathfinder can move for free. They compliment each other, but they are not a package deal. Characters receive a hidden +3 Resolve on negative morale checks for each adjacent ally. Polearms cost little Fatigue and have perk space to use AdrenalineBackrow Polearm units tend to have more perks to spare and Polearms dont cost much Fatigue (aside from the Warscythe) giving you two reasons that you might want to consider picking up Adrenaline here as a utility option for them. So unless your build completely doesnt function without FAT to burn then you dont really need Recover. Perk rebalancing: Some winners and losersSee the above list for the perk changes. This guide will take a close look at every single perk, explaining how they function at a basic and deep level, exploring mechanical and situational nuance, and giving tips and advice on how to best make use of each. 2H Gains a little accuracy on the AoE which is hard to use, and no help to regular attacks except FAT, making Mastery more skippable unless using the Berserk Chain. Indom does wonders for your survivability, but you should still have decent durability, MDF, and tactics to go along with it. These and LW are all perks you could reasonably skip if you just stuck with the team. Heavily armored enemies may avoid checks early on due to the Gonnes poor armor ignoring damage, but overall the Handgonne can deliver a lot of checks against most enemies. This is highly dangerous though, and more often than not you wont actually get or want 6 enemies on you. Unique formations can provide more opportunities for good Underdog value. Still, 5-10 MDF is a good bonus, very similar to Underdog most of the time. CS is better against harder to kill enemiesCS provides the most value against Orcs and Barbarians due to their higher HP than most other flesh units. If you arent confident in your Warrior game then dont get greedy and just use FW. + A handy escape tool for vulnerable brothers+ Can be used offensively in creative ways+ Can allow you to be more aggressive, knowing that you have an out Expensive to cast, you may not have enough FAT when you most need it With smart play and good positioning it usually isnt needed Unlike Rotation, only saves yourself rather than being able to save others Similar effect achieved by QH with a Smoke Bomb, Costs 3 AP and 25 Fatigue Can be used multiple times per turn, AP/FAT allowing Can move up or down one height elevation Ignores Zone of Control. Knowing that you have it as a safety option means that you can take more risks. Normally the rarity of headshots can make them prohibitive to actually killing enemies as they have a healthy helmet to absorb the blow. This reduction also takes place before the 10% remaining armor mitigation and the critical multiplier, effectively decreasing HP damage taken even further than advertised: In this example, the effective Nimble value is closer to 33% than 40%! If you do want Brawny, grab it later once you have your heavy armor and it makes more sense. It is also very good in Oasis/Swamp. Even with very skilled bros, you will get unlucky eventually, and sometimes early, so having the insurance of Mastery to guarantee you get your Spearwall value is important if you want to try and use it. At the eleventh character level, you gain an additional perk point and this perk becomes inert. Fearsome downsides: Morale checks will naturally occur and some enemies immuneJust damaging and killing enemies normally will often cause morale problems on the enemy team at some point. Since Polearms require very little FAT to use, it nearly guarantees that your Rotation will be available when you need it. Nimble or Battle Forged are always picked and are must-have perks that dominate any character build. Provides +1 trade routes and increases the amount of gold gained from trade routes. Another order based strategy would be to have your fastest Archer have Crippling to spread injuries around and your slower range units have Executioner to capitalize. Prepare to die.. A scattered shot has a penalty to hit chance against the new tile/target (flat -15% drop). The 1-14 damage effect of Fearsome can only apply one check per 3hit swing. It also helps if this bro has high FAT (or low FAT intensive build) so that he may actually afford to use Rotation/Footwork even late into the battle after taking a lot of damage. You want a very dodgy bro to make this work, and given Swords low damage vs. armor you will need some backup Swords or a different option against heavily armored foes. On the defensive side, Shield Expert is +5 MDF or +10 while Shieldwalling. There is nothing stopping you from using multiple or even all of these to just stack your defense as much as possible, but if you are tight on perk space then Underdog may not be your best pick here so long as you maintain formation. Executioner is better against certain enemiesDespite the large number of targets where Executioner doesnt help, it can do very well in Barbarian and Orc battles and since Barbarians are the most threatening faction in the game right now it is definitely worth considering using a perk slot to help against them. The best weapons to use HH are going to be those with high armor ignoring damage (AID). Weaker weapons are negatively impacted by having HH. The extra HP also makes you more resistant to Brigand Marksmen which tend to give new players some headaches. Also good against Swordmasters/Blade Dancers and other dodgy enemies, especially in the Arena where your normal counters and ganking may not be available. This is not possible without Pathfinder (unless you are Athletic). The reason Lances/Axes are better than Swords, because they have easy/cheap access to 1-2 range.. Lone Wolf can do well, and Resilient can ward a nasty debuff. Reason two is that enemies understand reason one and they will prioritize shooting Nimble units instead because they dont understand that Crossbows are bad against Nimble units. Conscripts are notably tanky, and if you can land early injuries then Executioner will be great. Gaining skill does become less helpful the more you have though, so lower skill units will benefit more than higher skill units. Ignoring the shield value does not count Shieldwall bonuses. Is he the greatest damage dealer ever? Reason 1 is that going Colossus and pumping hp early makes the early game easier. Barbarian Chosen are too dangerous to leave alive for long so it becomes a damage race. Word of caution is that CS and Executioner provide no value against Undead/Ancient Dead. 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