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Ash Crimson
Apr 4, 2010
Where are good places to farm low-level bandits?

I'm currently holding off battling until i get more money through trading, but would like to actually start sooner rather than later.

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Nullkigan
Jul 3, 2009
Just find a cluster of towns near a reaonably rough (say hilly or mountainous) road and keep checking them for bandit or escort quests. Rank up your affiliation with a great house and you might get a 'per head' patrol contract.

The quests you can get are tied loosely to your XP, Manpower, and equipment values, as well as your relationship with the local powers. You're unlikely to get orc berserkers straight off the bat (or if you do it'll only be one) and you'll rarely get asked to hand over packaged by actual knights before you've got a little kit under your belt.

I'm not actually sure how the different components are put together to get to the challenge rating for quests, but generally the more it pays the more likely you are to need to to kill something tough. Remember that you can read the offer, then decide to come back later if you want.

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


Finally started playing this, should've done so sooner. Its great. So far the Lady's Lament Company (guess which banner) has finished thr intro contract and one simple bandit cleanup with only one death (:rip: Bernhard the brave, now we don't have to specify which Bernhard).

I'll probably go back through the thread tomorrow, but anyone got any good starting/beginners tips for getting off the ground? Saw some good stuff about weapons earlier but what kind of jovs should I be seeking early on? Should I hire lots of cannonfodder early on or try to develop a smaller quality group?

What are some dudes to look at if I'm hoping for someone with potential as an archer/crossbowman?

John Charity Spring
Nov 4, 2009

SCREEEEE

Galaga Galaxian posted:

Finally started playing this, should've done so sooner. Its great. So far the Lady's Lament Company (guess which banner) has finished thr intro contract and one simple bandit cleanup with only one death (:rip: Bernhard the brave, now we don't have to specify which Bernhard).

I'll probably go back through the thread tomorrow, but anyone got any good starting/beginners tips for getting off the ground? Saw some good stuff about weapons earlier but what kind of jovs should I be seeking early on? Should I hire lots of cannonfodder early on or try to develop a smaller quality group?

What are some dudes to look at if I'm hoping for someone with potential as an archer/crossbowman?

Early jobs to look out for are things like message/package delivery or simple bandit-hunting jobs. Avoid anything about fighting goblins or greenskins for a long while; things involving the undead are probably within your capabilities, as long as it's not triple-skull (that's essentially difficulty rating).

I like to get a full group of 12 as soon as I can afford it. The best recruits with potential for ranged combat are poachers, hunters, bowyers, maybe deserters/militia too. Oh and witch hunters. Forested settlements with associated buildings (hunters' lodges, fletchers, etc) will provide the highest chance of getting most of those recruits.

TheWetFish
Mar 30, 2006

by FactsAreUseless

Galaga Galaxian posted:

good starting/beginners tips for getting off the ground?

At the beginning you are starved for resources like equipment and warm bodies but you do have some gold . We need to understand some core mechanics to work out what to spend that gold on early game.
Some of the most important mechanics are to hit chances and surrounded.

- High to hit chances helps the lethality of your band. Dead mobs have less chance of killing you. On that note, anything that reduces enemy to hit will help win a battle but also your ongoing war against attrition and injury. Relevant defence bonuses are subtracted directly from the enemy's to hit chances.

- Surrounded is a +5% commutative bonus to hit chance for each and every friendly that is adjacent to your target. This is potentially a massive advantage since a completely surrounded foe has a +25% chance of being hit and that bonus is applied to each and every brother surrounding them who hits them. This can quickly dispatch an enemy extremely quickly and snowball into more opportunities to surround targets.

So important things are to hit bonuses, defence bonuses, positioning and numbers of bodies. Let's look out for those.

- Pitchforks bring a handy +10% to hit with their Impale action and allow for re-positioning enemies with Repel. Some Farmers still carry their own Pitchforks.

- Spears provide an excellent +20% to hit Thrust while Spearwall can situationally hamper enemy movement.

- Shields contribute bonus defence, enables enemy displacement with Knockback and shields bigger than a Buckler permit highly defensive Shieldwalls. Shieldwall in particular can let a battle brother stall one or even two enemies by themselves for quite some time.

- Nets are single use consumable, off-hand items with an extreme ranged to hit bonus that temporarily prevent enemy movement. This can empower outnumbered warbands to effectively fight fewer opponents at once and start to get those critical surrounding formations. Fishermen and Rat Catchers can sometimes bring their own net.

- More friendly bodies provides more opportunities to use positioning and surround enemies. Generally try to bring 12 warm bodies if at all practical.

There is a huge amount of additional information that will prove useful to learn later on, regarding mechanics such as fatigue, damage, armour, elevation, moral, reach, perks, dogs and environments.
For now this should get your feet under you and hopefully not see too many friendlies in graves under those feet. Unless they were cheap to hire and the job paid well, in which case gold is life.

IthilionTheBrave
Sep 5, 2013
-Be sure to read the abilities that your equipment give you, as they often have details that are unmentioned in the weapon's raw stats. Examples are the +20% to hit from spears, as well as the +10% to hit from pitchforks, pikes, and swords.

-Expanding on this, different weapons have different specialties. Axes are good at destroying enemy defenses (either due to their high armor damage or shield split ability). Maces can be used to briefly stun opponents. Flails are good at thwacking things on the noggin and have a chance to ignore shields. Spears can discourage enemy placement, while swords can discourage attacks. Pikes can push enemies away to give breathing room, while billhooks can yank unfortunate foes into a dangerous position or out of an advantageous one. Daggers can straight up ignore armor (and with the mastery perk, attack faster than any other weapon). Bows can be great against lightly armored enemies due to a high RoF, and crossbows are good at punching through heavy armor.

-Using two-handed weapons (other than polearms) can be a risky proposition. Even if you load the brother down with your best and shiniest armor, the lack of a shield (and the high damage potential of his weapon) means enemies will try to focus on him opposed to anyone else. They are powerful, but in my experience they work best either very early on or much later after significant perk and stat investment. Conversely, enemies with two-handers can be a high priority target for the same reason (high damage potential combined with higher vulnerability).

-Polearms are pretty awesome, it's strongly suggested to give them to your ranged specialists. It's also probably a good idea to give them to newly hired brothers who aren't quite caught up so they can safely contribute to a fight. Dunno about everyone else, but most of my losses have come from the new guys always wearing red shirts when I put them on the shieldwall with everyone else.

-On the subject of hit and defense bonuses, elevation does play a role in those. For everyone. Archers in particular like height advantage because it increases their weapon range, but if you have the chance to take the high ground, then go for it. Try to avoid attacking uphill if you can. Try to bait the enemy into coming to you in that situation. This won't work if the enemy heavily favors ranged combat, though (such as goblins), so be prepared to try charging in and pushing the enemy out of the way with shield slams and pitchforks/pikes so you're on even ground.

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


Thanks for the tips guys, think I'll start over now that I've had a few more battles and learned a few things.

Except I can't think of a new name. Anyone else have trouble thinking of a company name? :v:

caedwalla
Nov 1, 2007

the eye has it
It's okay to pick up men with poo poo backgrounds early on. A 60G cripple could end up with decent stat growth and acceptably low HP/fatigue until you get late game. I've had awesome luck with the Brawler profession. They're cheap to hire and often have pretty beefy stats. They also have an awesome random event while on the road.

Once I'm full and have some spare money I'll start looking to hire bastards or sellswords to replace any farmers/beggars/whoever that have underperformed. I don't fire whoever I replace though. On veteran especially its a very good idea to have 3-4 men you can rotate in after close fights. Here recently I won a very rough battle with a bandit lord, and on my half day walk back to town bounty hunters ambushed me and demanded his head. If I hadn't rotated in the B team after the initial fight with the lord it would've gone much worse.

Unrelated, has anyone fought vampires? A friend streamed a fight of his mid tier company + caravan hands against 4 withered vampires and it was a compete slaughter. They lack armor but are difficult to hit and teleport around instead of walking. They also seem to regen health when they land a hit.

Them being called withered vampires makes me wonder if there are some even higher tier?

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


Attacked a bandit camp. Lost 3 men, two decent prospects with a level up, and had a fourth lose an eye. In return got a billhook, pike, two 120ish hp helmets, a few hand weapons (axes and flails), lots of food, and ~500 gold in loot.

Worth it I guess? I need to use my abilities more.

Galaga Galaxian fucked around with this message at 08:04 on Sep 28, 2016

John Charity Spring
Nov 4, 2009

SCREEEEE

ubercrunchy posted:

Unrelated, has anyone fought vampires? A friend streamed a fight of his mid tier company + caravan hands against 4 withered vampires and it was a compete slaughter. They lack armor but are difficult to hit and teleport around instead of walking. They also seem to regen health when they land a hit.

Them being called withered vampires makes me wonder if there are some even higher tier?
I've fought them and beaten them without too much trouble - my advice is don't use archers against them at all as their teleporting means nowhere on the battlefield is 'safe' and a 'second line' doesn't exist.

TheWetFish
Mar 30, 2006

by FactsAreUseless

Galaga Galaxian posted:

Attacked a bandit camp. Lost 3 men, two decent prospects with a level up, and had a fourth lose an eye. In return got a billhook, pike, two 120ish hp helmets, a few hand weapons (axes and flails), lots of food, and ~500 gold in loot.

Worth it I guess? I need to use my abilities more.

Sounds pretty worth it for just starting out. The perhaps more important question is what happened during the battle?
Did you outnumber them, were any of your men surrounded, were you able to reposition any problematic enemies, were you able to withdraw serious injuries or broken armour from the front lines, etc?

Nordick
Sep 3, 2011

Yes.

ubercrunchy posted:

Unrelated, has anyone fought vampires? A friend streamed a fight of his mid tier company + caravan hands against 4 withered vampires and it was a compete slaughter. They lack armor but are difficult to hit and teleport around instead of walking. They also seem to regen health when they land a hit.
Yeah I've run into them a few times. They're not much trouble now that I have a full band of well-armored badasses and I know how to deal with them, but my first encounter was really goddamn brutal. They're fiendisly good at teleporting into positions where a minimum of your guys can get at them.

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


TheWetFish posted:

The perhaps more important question is what happened during the battle?

Forest battle. My nice little line had a bunch of trees in front of it essentially narrowing and funneling towards the bandits.

Figured I'd stay put and pepper the with archer fire as they advanced but instead they backed up a bit and their own archers were in a better position so I perhaps foolishly advanced, sending a few guys around the tree line to try to flank the archers.

Got bogged in the middle because I tried to cram too many men into the narrow area and they couldn't get around eachother nor take advantage of numbers. Most of the guys that went down felt really sudden. I think I need to turn the HP/Armor bars to always on.

In hindsight I probably should've fell back and seen if the bandits could be drawn out. However I don't think my archers outranged theirs because of elevation.

TheWetFish
Mar 30, 2006

by FactsAreUseless

Galaga Galaxian posted:

Forest battle. My nice little line had a bunch of trees in front of it essentially narrowing and funneling towards the bandits.

Figured I'd stay put and pepper the with archer fire as they advanced but instead they backed up a bit and their own archers were in a better position so I perhaps foolishly advanced, sending a few guys around the tree line to try to flank the archers.

Got bogged in the middle because I tried to cram too many men into the narrow area and they couldn't get around eachother nor take advantage of numbers. Most of the guys that went down felt really sudden. I think I need to turn the HP/Armor bars to always on.

In hindsight I probably should've fell back and seen if the bandits could be drawn out. However I don't think my archers outranged theirs because of elevation.

Sounds like you've already got a pretty good grip on what happened and some good ideas on how to avoid it, so that's excellent.

Different types of enemies will act more or less dumb. Animals like Dire Wolves will get stuck into the closest warm body regardless of everything, even if it is a shield or spear wall. Bandits will factor whether they think they have ranged superiority into their positioning and tactics. One popular tactic is to give a lot of brothers crossbows as secondary weapons, so that bandits and such will close to melee.

If I know or suspect bandit archers (or crossbows!) then I will often gear up for no ranged combat and attack them at night. Nighttime penalties are really severe on ranged combat; -50% ranged skill as well as vision range penalties.

I generally preference fighting on relative flat plains where I can fully take advantage of my numbers, since I tend to run with a full band of cheap chaps early on. If I must fight in restrictive terrain like a Forest or Mountain then I bring a higher ratio of polearm weapons. The 2 hex reach attack allows much higher lethality for those inevitable choke points. They also enable some extra repositioning mechanics which can be handy to safely get a wounded brother out of the choke point front lines.

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


TheWetFish posted:

If I know or suspect bandit archers (or crossbows!) then I will often gear up for no ranged combat and attack them at night. Nighttime penalties are really severe on ranged combat; -50% ranged skill as well as vision range penalties.

Aye I just attacked a bandit camp at night for a contract and the fight went much smoother. My three ranged guys took a few potshots, but quickly drew their polearms and joined the scrum. We dispatched the melee guys than overran the archers who did almost nothing but hit a shield once or twice. The only losses were a pair of shields to bandit axemen.

What you say about keeping a variety of gear on hand to adapt to the opponent seems pretty important, just gotta build up a stock of equipment. Though at about 18-20 days in, I think I'm doing alright so far.


Galaga Galaxian fucked around with this message at 07:22 on Sep 30, 2016

TheWetFish
Mar 30, 2006

by FactsAreUseless

Nice, that'll start to build up pretty quick

I seem to be a special snowflake with regards to carrying extra equipment. Conventional wisdom appears to be to carry at least one different type of weapon, an extra shield and that the Quick Hands perk is extremely powerful as a result.
I tend to play fairly drawn out battles, stalling some areas for quite some time so fatigue build up and maximum fatigue becomes extremely important to me. As a result I don't like carrying extra equipment as it reduces maximum fatigue. (Except Knives, which are terrible but have zero max fatigue cost to carry)

If you want to have some fun learning the fatigue mechanics then take it to the extreme and try using looted Orc weapons. The have truly ridiculous damage stats but are balanced by costing a ton of max fatigue to carry, on top of stupid amounts of fatigue for each use. Mind you, max fatigue is less of an issue if you one or two shot everything.

Special shout out to the Orc two-handed "Man Splitter" axes for when you absolutely must split an enemy in two with just one hit. Vertically. :black101:

When I am starting out I often like to lean heavily on Knives & Daggers. They are generally quite substandard outside of specific niches and will cause me to suffer a lot more more attrition as a result of their subpar lethality. If enemy armour is reduced to zero then that armour piece will not appear as loot. Stabbing weapons let me Puncture past armour, which keeps the enemy armour intact for later looting. Basically blood sacrifice to effectively receive a lot of leather and metal armours early on

caedwalla
Nov 1, 2007

the eye has it

On Ulf specifically I'd drop the spear, equip the axe and carry an extra shield on his belt if his max fatigue will support it. 59 melee skill is right around where you stop needing the extra 20% hit chance from a spear, and they don't perform well against heavily armored enemies like orcs.

Soup du Journey
Mar 20, 2006

by FactsAreUseless
speaking of fatigue, what kind of max fatigue should i be aiming for on a top-of-the-line, armored-to-the-gills frontline tank? also, do you guys stick the colossus perk on all your boyos? i keep going back and forth on that one

Coolguye
Jul 6, 2011

Required by his programming!
Colossus basically always gets taken on all of my guys, the only question is when. I generally insist on having in the 60 ballpark of Fatigue when I'm going into a fight, and the armor class anyone rolls with stems directly from that - granting that about 100 armor is the minimum I allow on anyone. If Colossus makes sense in that context to upgrade armor, it'll get taken next levelup. If it doesn't, something else will get taken.

Soup du Journey
Mar 20, 2006

by FactsAreUseless

Coolguye posted:

Colossus basically always gets taken on all of my guys, the only question is when. I generally insist on having in the 60 ballpark of Fatigue when I'm going into a fight, and the armor class anyone rolls with stems directly from that - granting that about 100 armor is the minimum I allow on anyone. If Colossus makes sense in that context to upgrade armor, it'll get taken next levelup. If it doesn't, something else will get taken.
interesting. i've been trying to avoid burnout, so i haven't played too much lately, and i think i'm still processing the increased utility hp's gotten lately. for my linemen i tend to upgrade MA, MD, RD every levelup. that's reasonable, right?

also, new update this morning:

quote:


A new contract variant, overhauled Necromancers and Fallen Heroes, balancing changes and bugfixes - all this and more in this week's update!

Please note that this is likely going to be the last update to the game for a while. As explained in last week's roadmap, we'll now start working on the last big update to the game. Because most of the upcoming changes are interconnected and we'll have to break savegames one last time, we'll have to do this as one big package to be released when everything is done. Of course, we'll always keep you up-to-date with what we're working on in our dev blog posts right here!

Changelog
  • Added 'Defend Settlement' contract against greenskins.
  • Added overhauled Necromancer with new visuals and additional skill.
  • Added new Fallen Hero Wiedergänger and potential bodyguard for necromancers together with a few new lootable armors and helmets. The classic skeleton variant will eventually be replaced as part of the upcoming undead overhaul, but remains in the game for now.
  • Added hint to injury tooltip reminding the player that injuries will only heal if the company has medicinal supplies on stock.
  • Changed introductory contract to no longer show the 'Hire at least 3 more men' objective once the player has done so but not yet completed the other objectives.
  • Changed introductory contract to have one less opponent in the final battle on lower difficulty levels.
  • Changed bonus effect of 'Spear Mastery' perk to having the 'Spearwall' skill no longer be disabled once an opponent manages to enter the Zone of Control, and continue to work on any further opponents attempting to close in.
  • Changed attribute gain per levelup to be slightly higher for initiative.
  • Changed position of fatigue and morale bars in panel for selected character of tactical UI.
  • Fixed amount of provisions/ammo/medicine not being properly displayed in red when at zero on the worldmap.
  • Fixed raiders stopping their attack on a settlement when the player cancels an ongoing 'Defend Settlement' contract.
  • Fixed issue with 'Defend Settlement' contract getting confused about kidnappings that didn't happen because the player already killed all attackers before they could act.
  • Fixed player being able to fast travel by ship to hostile settlements and get contracts there.
  • Fixed morale flags not getting removed in after-combat-report for suvivors with permanent injuries.
  • Fixed inventory filters resetting on actions such as equipping an item.
  • Fixed 'Bruised Leg' injury not reducing initiative like it should.
  • Fixed 'Footwork' skill being usable when rooted.
  • Fixed various minor issues.

Fat Samurai
Feb 16, 2011

To go quickly is foolish. To go slowly is prudent. Not to go; that is wisdom.
Speaking of stats, what do you use as "cutting points" for your mercs? Someone said 60 Melee at level 4, which seems a good value.

Doctor Schnabel posted:

for my linemen i tend to upgrade MA, MD, RD every levelup. that's reasonable, right?

Myself I go with a mixture of MA, MD, RD and Fatigue (if I have a Sergeant or two, they get morale occasionally), depending on the values.

Nullkigan
Jul 3, 2009
Sixty fatigue is nowhere near enough against stuff like undead. It's what, three turns of actions before you have to take a turn without doing anything?

Soup du Journey
Mar 20, 2006

by FactsAreUseless

Fat Samurai posted:

Speaking of stats, what do you use as "cutting points" for your mercs? Someone said 60 Melee at level 4, which seems a good value.
this is also a good question. corollary: since i'm paying a fortune to keep that sellsword (or hedge knight or whatever) around, what numbers should he have at the end, roughly, for me to be getting my money's worth?

Coolguye
Jul 6, 2011

Required by his programming!

Nullkigan posted:

Sixty fatigue is nowhere near enough against stuff like undead. It's what, three turns of actions before you have to take a turn without doing anything?

ghouls aren't unbreakable so 3 rounds of getting their poo poo kicked in and they're ready to call it a day. wiedergangers, sure, you're gonna have a lot of people sucking air pretty fast, but wiedergangers aren't that dangerous individually. you can just toss up shieldwall when the line is tired (this nets them ~15 fatigue per turn iirc) and they'll basically never get hit, and support them with the polearm second line. when the polearms are tired, you can pull out the flails and use lash; wieders with smashed heads don't get back up. that's all ignoring that spearwall is brilliantly effective against wieders too, i frequently have half of my line doing it while the other half is resting before the clash starts, with crossbows firing every turn until someone gets in too close.


Fat Samurai posted:

Myself I go with a mixture of MA, MD, RD and Fatigue (if I have a Sergeant or two, they get morale occasionally), depending on the values.
i personally feel that MA is the only truly inarguable upgrade for everyone. killing something will always trump everything else in this game. beyond that, it depends on what they rolled well on. fatigue is always helpful. health is good for the linemen, as is melee defense and ranged defense obviously. resolve becomes very good with higher level skills but you need to build up to it when you see it early on to maximize its effect.

my general approach is to always raise MA if it's anything besides +1, and then beyond that just raise whatever they've rolled well for. even if a lineman ends up with decent RA, you can just give them some throwing axes.


Doctor Schnabel posted:

this is also a good question. corollary: since i'm paying a fortune to keep that sellsword (or hedge knight or whatever) around, what numbers should he have at the end, roughly, for me to be getting my money's worth?

well with more elite professions like hedge knights and sellswords remember that the signing bonus alone sets you back a good few thousand, so as long as you have a line on good work you should probably keep them around. if you're in a tough spot where you're afraid of not being able to pay people though, they should probably be the first ones to go because as good as elite professions can be they're not going to be as good as two reasonably equipped brawlers, woodcutters, or farmers.

i frequently don't fire people after i've hired them for much this reason, signing bonuses become a serious part of my problem otherwise. that said, i will not hesitate to fire people with a seriously rotten trait on them, like dastard. i mostly only hire and check the dreg classes like cripple and refugee, because some of those guys are unaccountably good despite coming from crappy backgrounds, and their hiring bonuses are small enough that it's not a big deal to churn a couple.

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


How many archers/crossbowmen do you guys tend to use? Right now I have 3 ranged dudes, and the other two guys in the back just have pitch forks. I should probably hand them a bow even if they are poo poo at ranged just to potshot while the enemy closes (And to encourage them to close).

marshmallow creep
Dec 10, 2008

I've been sitting here for 5 mins trying to think of a joke to make but I just realised the animators of Mass Effect already did it for me

Is there a level cap?

I watched Overhype's l.p. of the perk and injury update and admit I find watching people nurse and build up their little bands kind of pleasant. Like something to watch on a drowsy afternoon, I guess. Anyone doing ongoing lps you guys would recommend?

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


First encounter with Orc young went well. New guy died, a bit unsurprising considering he is man #13 (if I don't count). Handsome pay aside, this made it totally worth it:

Tin Tim
Jun 4, 2012

Live by the pun - Die by the pun

Fatigue and melee/ranged skill are my almost 100% on every lv raises. Fatigue can be skipped a few times for archers, but everyone else needs as much fatigue as they can get. 70-80 with hauberks+weapons is the middle ground you want to aim at for good characters imo. The third raise varies from guy to guy, but I like to have 50 resolve on everyone in a speedy manner so I pump that a bit more than others may do. It's just real good to have some protection against morale fuckery and negative effects from enemies like ghosts.

Speaking off undead, how do people successfully deal with fallen heroes? After all this time playing, they remain the one enemy type that I can't really get a good handle on. Their defenses and armor is just so drat good and iirc they also have damage reduction for most weapons since they're boners


marshmallow creep posted:

Is there a level cap?
12

Coolguye
Jul 6, 2011

Required by his programming!

Galaga Galaxian posted:

How many archers/crossbowmen do you guys tend to use? Right now I have 3 ranged dudes, and the other two guys in the back just have pitch forks. I should probably hand them a bow even if they are poo poo at ranged just to potshot while the enemy closes (And to encourage them to close).

i use (shield line - 2) second liners, so in a full 12 man deployment i'll be rocking 5 second liners and 7 front liners. second liners get, standard, a crossbow and a lance, and when resources allow i'll eventually issue 2h swords as well. people who develop especially high ranged accuracy (65+) get a bow instead.

i don't necessarily raise ranged accuracy on second liners, because my presumption is that they're going to fire at most twice before the melee starts and then they're going to be using lances until the fight's over.

for fallen heroes i prefer flails. like you said they're way too resilient to gently caress around with so focusing on the head is one of the only ways i've been able to efficiently get a kill on them. i do the same stuff for orcs though

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


I've been having trouble finding crossbows is there any trick to finding equipment? I'd love to get some Long Axes, but they're so expensive (1200+). I'm mostly working off salvage for weapons right now, though I've snagged armor at decent deals here and there.

I wish the game kept track of past members. Just a simple list like "Bernhard, Farmer, Level 2. Joined on Day 1, killed/discharged on Day 5"

Coolguye
Jul 6, 2011

Required by his programming!
bowyers will carry some lower tier crossbows very reliably

caedwalla
Nov 1, 2007

the eye has it

Galaga Galaxian posted:

How many archers/crossbowmen do you guys tend to use? Right now I have 3 ranged dudes, and the other two guys in the back just have pitch forks. I should probably hand them a bow even if they are poo poo at ranged just to potshot while the enemy closes (And to encourage them to close).

My current company is six frontliners with shields, backed up by four pike/pitchforkmen and two archers that switch to pikes once ranged isn't an option. Long term goal is to convert two pike men to regular 2handers, but it's proving difficult to amass enough heavy armor/money on Veteran.

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


Coolguye posted:

bowyers will carry some lower tier crossbows very reliably

Assuming Bowyers are one of those little town things, I can't find a single one on the map. :(

I think I'm finally established enough that I'm gonna start doing what you guys said like cutting level 4+ dudes who don't have a 60 in melee skill. What do you guys think of the Crippling Strikes (lower threshhold to inflict injuries by 33%) and the executioner (+20% damage to enemies with injury effects) abilities? Seem like they'd be useful to pepper among my frontliners.

I've been grabbing student for everyone's first perk, the rear line guys get Quick Hands after that, but otherwise I've been unsure what to get. I've been using a smattering of Colossus, crippling strikes, and executioner so far. I also put Adrenaline on my two-hander guy, thinking one day I'll find a chance for him to do his whirlwind attack, but it never happens, adrenaline still comes in handy though. A few of you mentioned pathfinder, and I can see that being useful, yeah, especially after a recent fight in a thick forest.

TheWetFish
Mar 30, 2006

by FactsAreUseless

Galaga Galaxian posted:

What do you guys think of the Crippling Strikes (lower threshhold to inflict injuries by 33%) and the executioner (+20% damage to enemies with injury effects) abilities?

I'm really curious about this. Can anyone confirm the injury roll mechanics?

Injuries are potentially caused when HP damage is done and the chance is proportional to HP damage and target's max HP (and some unknown coefficient). I have a feeling a higher ratio of damage to max HP will weight the injuries towards more severe results but I haven't objectively measured it. I think I also remember reading that certain injuries are either heavily weighted by weapon type or possibly there are separate injury tables for weapon types.

Edit: This dev blog post drops a lot of hints; http://battlebrothersgame.com/dev-blog-79-progress-update-injury-mechanics/

quote:

In combat, injuries are inflicted if an attack surpasses a certain threshold of hitpoint damage relative to the maximum hitpoints of the character hit. The higher the maximum hitpoints of a character, the more difficult it is to inflict injury upon them, and the more damage inflicted, the more serious the potential injury may be.
...
The type of injury inflicted depends on the weapon used, with blunt weapons inflicting different injuries from cutting or piercing ones.

So given that more damage can cause more serious injuries, I'll be picking up Executioner a lot more. It would still be really good to know the specifics of the mechanics, such as whether Crippling Strikes lowers only the threshold for receiving a relatively minor injury or if it makes more serious injuries proportionally more likely as well.

TheWetFish fucked around with this message at 08:02 on Oct 1, 2016

Nullkigan
Jul 3, 2009

Coolguye posted:

ghouls aren't unbreakable so 3 rounds of getting their poo poo kicked in and they're ready to call it a day. wiedergangers, sure, you're gonna have a lot of people sucking air pretty fast, but wiedergangers aren't that dangerous individually. you can just toss up shieldwall when the line is tired (this nets them ~15 fatigue per turn iirc) and they'll basically never get hit, and support them with the polearm second line. when the polearms are tired, you can pull out the flails and use lash; wieders with smashed heads don't get back up. that's all ignoring that spearwall is brilliantly effective against wieders too, i frequently have half of my line doing it while the other half is resting before the clash starts, with crossbows firing every turn until someone gets in too close.

I meant skeletons and necromancers. Spear/shield wall cost as much fatigue as you can regenerate per turn, and skeletons come with 2-3 : 1 headcounts. If a necromancer is around, they raise more skeletons and any fallen brothers. Necromancers have morale, I don't think skeletons do. They're not as individually dangerous as a bunch of other foes, but the sheer numbers rapidly take their toll, so it's better to avoid full plate and pocket lochabers when facing them. They're basically one of the main reasons I tend to have a lot of maces on the shieldwall. They're also the reason I usually prefer having a second weapon to going to the 200+ point armours - I broke a really expensive greatsword and a bunch of tier 2-3 weapons trying to hack through the masses on a two-parter contract.

I've yet to actually find a proper necromancer den since the injury system was added. Way too many of my experienced brothers were getting major injuries that required retirement even if they didn't fall in battle, for some reason. I'll come back to it in a content patch or two.

WhiskeyWhiskers
Oct 14, 2013


"هذا ليس عادلاً."
"هذا ليس عادلاً على الإطلاق."
"كان هناك وقت الآن."
(السياق الخفي: للقراءة)
Anyone else getting a whitescreen and crash on launch since the last update?

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


So for "Patrol Road" contracts where you're supposed to collect heads, do you actually have to follow the road?

Nullkigan
Jul 3, 2009
No, but you do have to return within the alloted time and additional bandit camps etc may spawn near the route in question.

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


So the "melee skill to 60 by level 4 or cut" metric seems good for the frontline, but what do people aim for on the rear line? Do you work on improving rear skill, or just pump melee for polearm poking, a bit of both?

Also, the house companies have standard bearers! I want a standard. :(

Galaga Galaxian fucked around with this message at 20:01 on Oct 2, 2016

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Commoners
Apr 25, 2007

Sometimes you reach a stalemate. Sometimes you get magic horses.
Is reducing renown if you get wiped out and barely survive with just a few of your members a good idea? Right now I'm in a recruit meat grinder because I'm not finding groups of lovely bandits to train my newbies up on, so they're just getting trounced really badly even on level one contracts.

My favorite guy so far is my brain damaged tiny knight who has 90 resolve at level 4 and is basically immune to fear. I'm going to get him rally the troops and sergeant when he eventually levels up so he can scream at everyone to make them brave.

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