Orc Warriors like to push your team around and jump into fragile backliners. Smoke bombs steal some of Rotations thunderThe Smoke bombs introduced in BD can allow any QH user to save an endangered bro with a well timed Smoke. ( Swordmaster Teaches) May learn from a hedge knight for +1-4 . Bros are usually distinguished as Nimble bros or Forge bros when discussing perks/builds. Welcome to the largest Battle Brothers mod, expanding on nearly every aspect of the game to increase variety and replay value. Riposte no longer has a -10% accuracy penalty. Lets take a case: If the critical multiplier was applied earlier in the formula, damage taken would have been 11 instead of 6. Any shield smash cannot hurt you and getting more wasted enemy turns is great. Each point of RES reduces these chances by 1%. The penalty to hit chance when shooting at a target that has no clear line of fire is reduced from 75% to 50% for ranged weapons. In that regard, Underdog gives more value the worse the position becomes, and thats a nice trait to have. A weaker recruit will have less consistency getting Reach stacks up and have less defense to stack it on. There are three ways to get more value out of ReachThe first is to increase your bros skill. Related Perks Nimble, Battle Forged (via having more remaining armor after attacks), Indomitable. With CS they will even injure Chosen consistently and headshots are more likely to get Concussions or Fractured Skulls which are some of the best injuries. Nothing special here, you want more stats? Their weapons (particularly the Mace/Hammer) come with extremely high AID and damage, and Chosen can come in hordes. 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. injuries that debuff enemy FAT arent very impactful as most enemies recover 20+ per turn by default and have large pools. 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. Brute does however lower your skill, and that can be a good point in favor of Flail. My Banner is also capable of attacking Blue Hat here. This is why even though perks like Colossus and Brow can be nice for the extra passive defense and injury avoidance for Forge, if you are using Indom, Brow is almost irrelevant and Colossus isnt as impactful as normal either. AoE can be awkward as well, as the group targeting can make it difficult to get the target you want to hit with the stack while the stack is primed. Adrenaline can help you rescue another brother from getting dragged. That Swordmaster isnt all that scary when he drops to Fleeing while his health is still near full. Every turn they spend doing so is a turn bros themselves arent smashed. Some builds can function with as little as 30 or 40 FAT pool, others really enjoy having 80+. Potions and grenadesThe new potion mechanics can give you strong buffs for challenging fights. Rally doesnt need RecoverYou might think Recover is an auto-pick for your Bannerman so that you dont cap and miss on a Rally. Qatal on the other hand can output decent damage, and very good damage with Deathblow if setup. shieldbros). This is a 3vs1 adjacency so all three of these bros get 2 surround bonuses. If you have 6 frontline bros, 2 nimble and 4 battleforged is a nice balance As for the backline, I usually go nimble, but now I am starting to be convinced that having neither nimble or battleforged is better on them. Understanding Warrior control is the biggest step to safely skipping on FW. In this case youve put a new guy in danger instead and spent a lot of AP/FAT doing so. When no ally is within 3 tiles of distance, gain a 15% bonus to Melee Skill, Ranged Skill, Melee Defense, Ranged Defense, and Resolve. ( Squire vs Hedge Knight) You can gain a squire brother in ( Lone Wolf Origin Squire ). Super tanks: Set up two-turn Indom + ShieldwallIf you want your tank locked down and sturdy for two turns, you can use Adrenaline to setup a two turn Indom + Shieldwall as described in the main section. Taunt is another control tool for our arsenal. Early game: Keep good bros aliveRotation is excellent in the early game when you have a bunch of weak and fragile scrubs that cant take more than a few hits. Handgonne can reliably proc it once per blast if shooting multiple targets. You arent a real adventurer unless you are carrying a hundred things that you will never use.. You can of course use both. Melee Defense (MDF) gets exponentially more valuable the more you already have. This gives you an extra turn of Spearwall guaranteed compared to not having Adrenaline. How valuable is more FAT for this bro?It isnt all that uncommon to see people in the community claim that Brawny is an auto-pick for Forge units and I think that this is shortsighted. Accuracy perks can help improve HH consistencyAs stacks are lost on missing, picking up Gifted and/or Backstabber can increase your returns on HH by reducing your odds of missing. Stun is a nice option though in a pinch. QH has a lot of obvious offensive uses, allowing the bro to switch between weapons depending on the circumstances, or even swapping weapons mid turn. If you're looking for your saved builds, swap back to plain http. 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. Not having to spend money on heavy armor means you have more money to spend on weapons, recruiting, or famed items. Rotation can also work here. In this way, Gifted is actually very strong on a bro with 40+ MDF already. Second being that morale drops with Fearsome were too unlikely to occur. Taunt can allow you to control two per turn, FAT allowing, giving your damage dealers some breathing room to move in. Taking Taunt on a skilled unit doesnt make much sense because you could be spending your time killing instead of Taunting. It solves the problem of character with low amount of FAT who would otherwise struggle wearing heavy armor. Lone Wolf: Underdog is an easy pickIf you are trying to Lone Wolf then you are very likely going to get surrounded by multiple foes and will very much appreciate having Underdogs defensive support. i think nimble's problem is that it only reduce health damage - barbarian can hit you once for 200 damage and thats it, even if you take no health damage - your armor will be in shambles. 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. Usethis wiki page for a list of named armors and their possible values. You have a lot of cheap and weak bros who cant hit anything, have no defense, and dont have enough durability to take hits to begin with. Resolve can help you dodge the ever dangerous Charm status. Taunt can do well if you bring a tank. Chosen (updated 8/13/20)Huge + Brute CalculationsNimble Tests with Gifted/Steelbrow (updated 8/15/20)Nimble Tests With Medium Armor (updated 8/15/20)Nimble Tests with Famed Armor (and More) (slightly outdated)Unhold Fur Cloak vs. Goblins (updated 8/13/20)Guide Release Steam Thread, RedditIncreasing returns from Melee DefenseGuide Release Reddit Thread, Google DocsMorale Check MechanicsEnemy DataBackground Stat Ranges, Projects by OthersBuild Planner by UnislashPerk Calculator by EveryCrime, Battle Brothers Review A Tactical RPG Gem. This is where you need to decide for yourself whether it is worth cutting your accuracy in half to try and shoot these targets vs whatever is guarding them. The nice part about these Duelist options is that they deal consistently good damage without having to resort to special attacks or Orc penalties to do so. The Everyman A multi-purpose characterThis is a front line bro carrying different one-handed weapons, possibly a shield and control or utility tools. For a detailed analysis as well as more Nimble vs. Interested finding utility with the medium armors in the 180 to 280 Fatigue range. Barbarians), as Taunting them will be wasted if they have no AP left for their second action. Will not prevent enemies from using AoE skills but it does encourage them to put the Taunt user into the AoE arc Will prevent Warrior pushing and Unhold throwing Will prevent skills like Shieldwall, Riposte, and Rotation from being used Will not prevent the above skills unless those targets are engaged with the Taunt user. With Nimble, enemy ranged units should never be a threat to you (unless you go stand out in the open for multiple turns in a row for some reason). This guide is not short. There is no inherent synergy with Nimble, Duelist, flanking, or things of that nature. The best weapons to use HH are going to be those with high armor ignoring damage (AID). Tanks want to hold down dangerous positions so that other teammates dont have to. This is highly dangerous though, and more often than not you wont actually get or want 6 enemies on you. Most weapons can function well enough on a normal FAT pool, but using these skills multiple turns a fight on top of weapon usage will drain FAT extremely quickly, making Recover handy to continue usage. Gaining skill does become less helpful the more you have though, so lower skill units will benefit more than higher skill units. Check thiswiki page to know more about damage calculation. It is one of only a few ways to ignore Zone of Control which gives you a lot of tactical flexibility. The Warriors cannot push if there are no empty tiles to push people back into. Dodge can help make up for that and it isnt uncommon for Fencers to start the battle with +20s from Dodge. Assassin armors are rare/hard to acquire, however. Gifted competes well against other stat boostersGifted is a lot stronger than some people in the community give it credit for. The harder Barb fights will also have Unholds in the mix. ?Yeah I hear you. Berserk is better in many of the hardest fights in the game. + Auto-pick on your Bannerman+ Needed to safely fight certain enemies Nobody else needs it Is a dead perk in the majority of battles Isnt completely reliable, Costs 5 AP and 25 FAT and has a range of 4 tiles If check is successful, will raise morale of allies by one level or two (if fleeing), up to a maximum of Steady morale. Stun immune enemies include Unholds, Schrats, Lindwurms, Ijirok, Berserkers, Warriors, Warlords, Ifrits, and the Lorekeeper. Reach will work better on units with naturally high skill, and can benefit from the bro having other accuracy perks to assist in hitting. Refer to the example in the mechanics section. If you are engaged by 3+ enemies than Underdog is worth 10+ defense. WarbowsThe community seems to like Overwhelm archery but it has some problems. The two movement also lets you more easily get around your own bros when you are trying to find tiles you can attack from. Scatter mechanics are complicated but there are a few takeaways to consider. Forge. Every fight can be won with a full Nimble team. Moving twice with a two range weapon lets you reach enemies 4 tiles away, and often being unzoned in the back gives Polearms some of the best flexibility to move around and influence the battlefield wherever they are needed. This means every frontliner can be engaged by four enemies. Gifted and Lone Wolf are the only perks in the game that raise both your accuracy and your defense. It is good in the other fights as well with the exception if Ijirok where it is useless. If you can skip on Brawny then you can obviously take a different perk instead, so think about what is more valuable to you (perk/statwise) rather than just assuming Brawny is needed. Generally speaking, you want to kill enemies either through repeated body hits or repeated head hits, and not a combination of both. With a 75% Ignore stat you are almost always doing way more than 10 damage so Destroy Armor makes you worse against most foes not named Orc Warrior or bigger. Gifted is worth 5 RES with Mind assumed, plus two other stats dependent on what your Bannerman needs. Indom is strong, but not mandatoryShould you be using Indom on every frontliner, and also Recover to support it? Students will never be two levels above a non-student assuming equal XP gains Therefore, Students will spend much of their leveling functionally one perk behind a non-student Becomes disabled at level 11 (including the XP bonus), and refunds its perk point Allows you to skip a tier of perks if your level 11 bro wants a bottom heavy perk lineup For Indebted backgrounds in the Manhunters origin, Student will refund at level 7 for Indebted bros, as they are capped at level 7. Due to the damage formula, Nimble can even beat Colossus around 85% Nimble. Extra hit chance is appreciated here, even if it isnt used very often. Many attacks from dangerous enemies such as Chosen, Unholds, Lindwurms, Two-Handers, Crossbowmen can pierce through armor. You dont have to build your whole team around it. Resilient is the best counter to some dangerous effectsThe main draw of Resilient is of course the reduced Charm duration. Fencers can also easily activate Berserk for Recover efficiency. 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