I do not recommend playing Ironman when you are first practicing with LW. Only high-rolled brothers from the most premium backgrounds are able to get enough HP/Resolve that levelling fatigue is useful (hedges, brawlers, wildmen, farmhands, premium combat backgrounds with tough/strong). Chosen. If your healer gets hit with this it is probably a reset.. Killing an enemy by Ignoring their armor is a lot stronger than having to wear down their armor first. However, given the chaotic nature of the battlefield, multiple brothers contributing damage, and damage rolls being variable, it is hard to predict how often Executioner helps or does not help. It isnt uncommon to lose bros who get into an unfortunate situation despite the rest of the battle going well and your team being mostly healthy. Attributes are character stats that affect combat performance. The bonus to hit chance in melee is doubled to +10% for each ally surrounding and distracting your target. Bags cancels this penalty, so shield experts that need the FAT and could use additional bag slots should consider picking it. You should know who on your team wants to hold the edges and who on your team wants the safety of the interior rather than just randomly placing your frontliners around. Low base HP and 3 stars in fatigue just mean that the stars in fatigue can't be used. If 80 HP is all you can manage, the brother is probably trash and not worth giving a forged set to . Mind can help counter this threat. Legacy info: 1AP Adrenaline and the death of the cycleBD nerfed Adrenaline to 1AP (from 0). Mortars do pretty low damage, so while you could just eat the Mortar, you would like to avoid the morale check and the Shellshocked status if you can. After -15 Nimble armor and a weapon you are going to be around 70-80 which means you start the battle at +10-12 defenses. FA is all about reliability. Good positioning of your units can make Taunt not as useful. Mace has innate 40% Ignore and Hammer has 50%. Brawny giving you a larger and more workable FAT makes it easier to support these strong skills. Dodge, Overwhelm, Relentless, Initiative a natural fitLets stress that Nimble does not need to use any of these to perform. So HP/FAT gets +4, INIT +5, DEF +3, and so on This is an extra level up in addition to a bros standard 10 level ups Does not increase your bros actual level, just grants a level up screen If you reset your perks using a Potion of Oblivion, your Gifted perk gets refunded but you get to keep the stats you gained from it. All of the MDF perks benefit from this interaction, and there is no such thing as too much defense. Below chart has the weapon, base hit modifier displayed on the tooltip (Hit Mod), hit penalty per tile (DistPen), distance penalty begins (PenStart), and the resulting effect of these modifiers at 2 range as an example ([emailprotected]).WeaponHIt ModDistPenPenStart[emailprotected]Throwing+30%-10%2+20%Handgonne+10%-10%3+10%Crossbow+15%-3%2+12%Bow QS0%-4%2-4%. A couple of noteworthy options include the Billhook which is 5AP with Mastery, 2H Cleavers for a big headshot Decapitate, or a Fighting Axe/Head Splitter to capitalize on the Axe bonus. The biggest overhaul mod for Battle Brothers, increases replayability and variety. A tank doing this can jump into or near the Ambushers, forcing them to waste time moving around instead of shooting. You can use it to swap a weapon for next turn. Technically, the value of each MDF point over 50 is halved, but due to the increasing returns from high defense, leveling it beyond 50 is still extremely strong. Vs Light Chosen (145 hat, 140 body): No Perks: 5.17 shots to kill on average. Thats up to you. You can never have too much defense. ft. "Valley Forge Lounge" with giant fireplace, reclaimed barn wood beams, leather seating, catering kitchen and humidor. I will also answer some of the most recurring questions coming from new players on the forums, and I will debunk common misconceptions shared among the community. If you arent confident in your Warrior game then dont get greedy and just use FW. They include impactful accessories like nets, grenades or consumables, weapons granting reach, control (Whip or Mace) or shields for protection. Nimble/ForgeSee discussion section for detailed thoughts on these. Nimble characters can wield two-handed weapons, shields or other tools to great effects. Frenzy also wont help much in battles with few but strong enemies like Lindwurms. Stun is a nice option though in a pinch. 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. You can run this kind of build without Shield Expert, but if you want to lean into the defensive ability of the build then it can help. See the Game Mechanics section if you are unclear on this. Being able to attack enemies 4 tiles away cannot be done by any other melee weapon except Fencers, not counting Whips. In loose ways Taunt is similar to a Stun. Helping your weak shield bro deal his weak damage more consistently isnt very exciting. However, if you wish to use other expensive skills on your Banner then Recover might interest you more. See the Pathfinder section for details. Bleeding/Poison will apply on any attack that deals 6 or more hp damage. if(typeof ez_ad_units!='undefined'){ez_ad_units.push([[300,250],'gamerofpassion_com-large-mobile-banner-1','ezslot_6',115,'0','0'])};__ez_fad_position('div-gpt-ad-gamerofpassion_com-large-mobile-banner-1-0');For instance, a Fighting Spear (25% AID) body hit rolling maximum HP damage (40) can deal up to 10 (40 x 25%) HP damage through armor. If you are spamming Indomitable then raising your HP becomes a lot less meaningful due to the way Indom works in the damage calculation (see the Indom section). Crossbows/Aimed Shot wont benefit as much due to their higher innate accuracy and lower rate of fire. + Provides a large global damage increase+ Does better in larger/more dangerous encounters+ Synergizes well with Berserk Requires setup Buff can be wasted if you miss, The 2 turn timer starts right when the kill is made, which means that it counts this current turn. Keep in mind that the injury resistance also delays extra damage taken due to enemies with executioner. Forge also doesnt care about Bleed/Poison because heavy armor already does a very good job at preventing those. Fencers will want Mastery for the FAT which also helps keep their INI higher for stronger Lunges. MartyrsIf you are into martyrs then you can give them Taunt to help protect teammates. Colossus yields a high stat returnAt only 60 HP Colossus is already +15, which is 3.75 level ups worth of max hp rolls (4). It isnt going to make a bro standout, but it will certainly help increase his consistency and ward against poor luck. New enemies: Nomads, Gilded, and new BeastsWe have more flesh enemies. However if it something you might use once or twice a battle then Recover shouldnt be necessary. Injured foes by nature are missing hp. Dodge for example is probably a 10/10 on some builds and a 1/10 on others, so how do we give it a singular rating quantitatively? As a reminder from the CS section, Alps, Schrats, Ifrits, Kraken, Dogs, Undead, Lindwurms, and Goblins are all targets that are either immune to injury or will die in two hits anyway (Goblins) regardless of Executioner (except Overseer). The numerical values include modifiers from Backgrounds, Traits, and Equipment. Flail Duelists will benefit a lot from this. RelentlessYou can Overwhelm without Relentless, but it does help support it a lot, especially on weapons that eat through FAT. Is Battle Forged / Nimble a useful perk combination? Brawny does not affect this perk. As an accuracy perk, FA often gets compared against Gifted and Backstabber. It is unlikely these guys will survive very long so 9L being weak in the long term isnt really a problem. Therefore, CS, Executioner, and Fearsome all have more targets and the overall % of immune enemies has decreased. It isnt the perfect test, but it can help show the relative value of Duelist vs. various enemies. Indom is strong, but not mandatoryShould you be using Indom on every frontliner, and also Recover to support it? In BB, its a much better idea to focus fire your damage on just a few enemies at a time to quickly get kills rather than spreading damage around the enemy party. This guy fucks. Single target 2Hander (not 2H Cleaver): High damage, low FAT costSingle target 2Hander has the best damage per Fatigue spent ratio in the game. That represents a total load-out of three to four weapons, shields or accessories times twelve or sixteen (Peasant Militia origin). For these reasons a high Resolve score is a must for anyone looking to LW. Im just illustrating an example where you can use the turn order to your advantage even without really worrying about the Initiative stat. It can be a good control ability but you have to understand how it works and how it can help you. Backstabbers next competition is going to be other raw stat perks in general where it is less clear on how well Backstabber fairs. Many of your early game team is likely destined for Nimble so Dodge will still be useable later. You do not need to pump RES into your bro to get value here. Reading through the entire guide start to finish will take some time, so it may make more sense to focus your reading on sections that interest you. I recommend you give it a try and decide for yourself whether or not you think it is worth the slot. Footwork can only save yourself but Rotation can save yourself or save your buddy which makes it a lot more enticing. Fallen Heroes get -20, Warlords -18, Gunners -14. 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. Chosen mace has 60% Ignore armor and 115% Armor modifier. 100 armor Young will need to hit the wall 5+ times before they reach the Fearsome window. How much you care about Recover is going to depend a lot on your builds and playstyle. Mid game a power spikeNimble has a tremendous impact on light armored characters and it can reasonably be accessed by day [30-40]. 16% chance of hitting heavy injury threshold in 1. Resilient is the best counter to some dangerous effectsThe main draw of Resilient is of course the reduced Charm duration. DiscussionThrowing Mastery is a ludicrous damage boost for Throwing, which when combined with Duelist, which also works with Throwing, allows for very high damage. Early Game: Insurance against MarksmanYou dont get Nimble until level 7 and you are going to run into Marksman before then. Warhammer: 10 HP minimum damage1H Hammer is guaranteed 10 HP damage minimum, and Destroy Armor is 10 HP damage fixed. Instead, your archers should be mowing down the Hexes escort as everything besides Schrats that she can pair with are very vulnerable to Bows. Is Gifted bad in the long-term?No. This also makes Gifted a good compliment to other MDF boosting perks. You have higher body armor to help against the far more common body hits, and the rare headshot is shrugged by Nimble/Brow. Taunt can help them exert control over the battlefield and better support the team. Regular armors aren't efficient enough to try NimbleForge on though. 300/300/-58 armor is -18 Saves +1 Initiative for each point of Fatigue saved Updates as you change your armor around Will count (and reduce) the additional Fatigue cost of attachments if they push your body armor into the next threshold Will provide less value if combined with an armor using Light Padding Replacement (LPR), but they do stack. I have built adamage calculator hat can simulate the game combat. When should I use nimble? If an enemy dies in X hits without Executioner and dies in X hits with Executioner then it didnt actually help you. So leveling up faster with a dead perk is going to do you a very slight disservice here. Overall, Brow isnt incredible on Nimble, but if you want a bit of extra passive durability and injury avoidance then you can pick it up. This is very expensive on Fatigue and you should really try to either kill that enemy or smack him away with a different bro, but if you want your spearman to have his own ability to do so then this is an option. Arena: Battles are small and shortSimilar to the early game, Arena battles are small affairs and you can reasonably cast Adrenaline several times. A flanking unit can use this bounce over to a Necromancer or vulnerable backliners such as Gunners. It is very similar to Duelist. 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. You dont want to be shooting at half accuracy. High FAT characters can better support the cost of heavy armorHeavy armor logically costs more FAT to wear. Turn 2 you can use a skill such as Indom or Spearwall and wait. This holds all of turn 2. Goblin City: Multiple Shamans means Flies are more likely, and Ambushers will wear you downWith multiple Shamans it is far more likely than usual that they will cast Swarm of Flies onto you which can take a brother out of the fight for three turns, if it doesnt outright get him killed. Rotation is not a silver bulletRotation isnt perfect however. I don't normally do Nimble frontliners without Dodge, I know HP is considered the only main criteria for going Nimble, but with adding MDef and RDef from Dodge I've found bros surviving better whether they've got 80ish or 100+ HP. Reason 2 is that getting 300/300+ armor takes a long time, especially for many bros, and Nimble will outperform low Forge easily, especially Raider tier Forge. BD also added an effect where you gain extra stats until your next turn when 9L procs. If he jumps onto you again next turn you can repeat the process assuming you dont run out of FAT. I also recommend you pair Throwing with a long range option (Bow/Xbow) so having QH is good to be able to switch between your long range option and your short range Throwing as needed. Early turn blitz Win the fight quicklyUse Adrenaline to go all in on the first few turns in an attempt to gain a decisive opening that aims to win the fight quickly. Gunners are an exception, being the only fragile unit Gilded will field and they are highly dangerous. The more bros you can send forward the stronger and safer this strategy becomes, but even just one or a few can give the rest of your team a lot of breathing space and swing the battle in your favor. Mind does boost the gain provided by Resolve trinkets, Lionheart Potions (for tough fights), and the Banner, so keep that in mind when you are evaluating it. If you are just going to be using single target attacks then your FAT generation is low and Relentless wont be as strong here. Gifted is worth 5 RES with Mind assumed, plus two other stats dependent on what your Bannerman needs. Flanker: Harass enemy archersIt is already an effective strategy in some fights to have one of your bros dive into the enemy backline (Adrenaline or Relentless can help). Goblins are most vulnerable to this, but even some human foes are at risk of getting one shot by the higher tier 2Handers, and Frenzy can improve the consistency here. Understanding the weaknesses of the perk can help you know how to use if effectively. 60 minimum, 70+ before LW is recommended which usually means that you are going to have to pick up Mind. Items placed in bags no longer give a penalty to maximum Fatigue, except for two-handed weapons. Recover support: Berserk into RecoverWith 4AP weapons you can nab a kill and then use the Berserk AP to user Recover, which is an excellent use of a turn if your FAT pool is capped out. As negative morale lowers all stats, Fearsome gives both offensive and defensive support for you and your team. Ive beaten most of them without Recover but it is a good skill to have in these fights. Unlike Stuns, Taunt cannot miss and so is more reliable here. + Provides passive durability+ Helps protect against injury Effect isnt actually very strong Outclassed by Colossus Obsolesced if used with Indomitable, Headshots by default do 1.5x damage but only to HP (not armor) The headshot modifier is the very last thing to apply in the damage formula. Without it, light armor wouldnt provide enough protection and heavy armor, as in the past, would dominate. All forms of ranged units are very good at dealing damage and enjoy having Berserk, except for the Handgonne where the AP and targeting is clunky which can make it difficult to capitalize on Berserk gain. Due to the wisdom of Nexus, we have created a Github where you can find the latest files. I will not be marking spoilers throughout the guide. 110ish or higher makes a great candidate for Dodge, which synergizes with Nimble. Generally speaking, hand/arm/shoulder injuries are the good ones, as they tend to reduce Skill or damage. Damage modifier stacking: The more the betterThings like Executioner/Huge/Drunkard/etc. Hi, your answer is realy interesting. For the bros along the way, the main thing is to balance what can make them useful. Rotation can provide other benefitsOffensively, Rotation allows you to manipulate your formation once everyone gets locked down to either focus fire dangerous enemies or line up AoE attacks, or just better position yourself. Gunners make for one of the better Bullseye targets. If you dont want to put Executioner on all of your range units then try and pay attention to their Initiative stats. While he lives he is going to draw 1-3 zombies to block for him which is fewer enemies fighting your party. 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. Dragon Quest VII : La Qute des vestiges du monde. The biggest issue on Executioner is not the setup, but rather the many injury immune enemies. Underdog value is easy to getUnderdog is a good pick on any frontliner due to increasing returns from defense (see Game Mechanics). FencersFencers enjoy spamming Lunge constantly and Lunge does more damage at high Initiative (low Fatigue). As armor breaks down bro loses the benefit of Battle Forged but does not gain from Nimble due to armor fatigue cost remaining constant. Anti-OrcOrcs are both easy to hit and durable, both of which favor Reach to both gain stacks and survive the counterblows from the surviving Orcs. Legacy info and Blazing Deserts buffsFearsome was historically a weak perk, but received two changes in BD that addressed two of its biggest problems. You can even move 6 or 7 if you really wanted to by having multiple people Rotate chain the same guy forward. Pathfinder works especially well there in conjunction with Adrenaline to reach the enemy back line. It is good in the other fights as well with the exception if Ijirok where it is useless. However, this is a very luck-based strategy, and as the loading screen likes to tell us if your plan relies on luck then maybe it isnt a good enough plan. The Hexe will always start covered and unless you have a wicked famed xbow you need a headshot for a one-hit kill. It isnt just useful against Goblins. You can of course use Berserk without Recover, but if you are worried about this bro running out of steam then this combos nicely. HH is good against Goblins and can increase the odds of one hit kills for many weapons. If you want to play until day 1000 and have level 25+ units then sure skip some stat perks and get something else, but the game isnt designed for such long play and youve long since become unkillable whether you used Gifted or not. Even as you do start to tire, it doesnt take much INI to still be getting +5 out of Dodge and that is equivalent to Shield Expert and Underdog most of the time. Mace also costs 1 less FAT to swing. Student is unique in that it technically doesnt cost a perk slot in the long run. Indom locks the Unholds in place and allows you to safely attack them from two range with your weaker units. Swapping any item in battle except for shields becomes a free action with no Action Point cost once every turn. The greater Ignore% is a pure damage upgrade against anything armored, and also has the added benefit of helping you deliver early injuries. Brawny is going to end up being about 4 levels worth of Fatigue generally, which is competitive with most of the other stat perks. Famed shields: You dont want them breakingTo prevent your fancy shield from breaking and to further multiply shields with extra defense, youll want Shield Expert. 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. Recall that melee defense has increasing returns (see Game Mechanics), and Shield Expert + Heater Shield makes it very easy to achieve high defense scores. Stagger/Daze: Debuffs are better if they land earlyStagger and Daze are strong debuffs that are far more useful if they land before the enemy acts this turn. That would have Nimble beating out Colossus in terms of value. This caps at 100 RES. Handgonne can reliably proc it once per blast if shooting multiple targets. You are much more resistant to injuries with 80-90+ HP than with 60 HP. If they've got the Fat to wear whatever 200/200+ armor I've got, BF. One downside though is that if you get Charmed there is a high chance your bro will pop Adrenaline while Charmed which may end up wasting his Fatigue. The nerf to 5AP cost also made Indom harder to use on 2Handers, either requiring you to skip on you attacks or Berserk into it. Note that Additional Fur Padding (AFP) attachment reduces the amount of AID you take. The original frontliner can then continue in the back with a Polearm or use Recover so that he can Rotate back in with more AoE attacks. You can use Indom without also taking Recover just to have it as an occasional tool or if you get into trouble. thanks for your hard work!! It is better against the most dangerous enemies, which is a nice trait to have. I have cleared crises in a no-perks challenge and Ive beaten Monolith with a team of Beggars/Cripples, so you do not need to stress so much about min-maxing or creating perfect builds. You get two chances to resist each Hexe Charm (you have to fail both checks) so each point of RES gets two chances to help you resist a Charm. Adrenaline is good against the common early game Brigands and Beasts you will be fighting. Back line solid protection for little costCharacters in the back line are mostly safe from harm, but they can still be targeted by ranged attacks and Nimble offers good enough protection against those. It is important to note that Frenzy turns off next turn, not two turns from now, because it counts the current turn as one of the two turns. Stun skills go from 75% success to 100% assuming target is not immune. If you're looking for your saved builds, swap back to plain http. 6.4% Death in 2. 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Dodge, which is fewer enemies fighting your party Nimble so Dodge will be! Except for shields becomes a free action with no action Point cost once every turn to put Executioner on of!, which is a lot on your Banner then Recover might interest you more use battle brothers nimble forge to swap weapon! Next competition battle brothers nimble forge going to be other raw stat perks in general it... You start the battle at +10-12 defenses turn order to your advantage without! Created a Github where you gain extra stats until your next turn can! Re looking for your saved builds, swap back to plain http HP damage minimum and... Headshot for a one-hit kill value here you might use once or a! Worrying about the Initiative stat locks the Unholds in place and allows you to attack... Need a headshot for a one-hit kill where it is useless to LW values include from! Miss and so is more reliable here unless you have a wicked famed xbow you a... However, if you get into trouble more damage at high Initiative ( low fatigue ) Goblins... Support these strong skills taken due to armor fatigue cost remaining constant want Mastery for the FAT to wear their! He is going to draw 1-3 zombies to block for him which is a lot stronger having... By any other melee weapon except Fencers, not counting Whips run into before! Works and how it works and how it can help you know to! Ally surrounding and distracting your target in bags no longer give a penalty to maximum fatigue, for...
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