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Moonshine Rhyme
Mar 26, 2010

Hate Hate Hate Hate Hate

800peepee51doodoo posted:

Its true, I thought I'd included a bit about that in my original post but I must have deleted it. That's probably going to give the edge to the mace but I think hammers look cool so I'll probably nerf myself over it lmao

Definitely, I think once you know the game well enough it's fun to mess with non-meta stuff like duelists and what-not. My last run was nearly all maces on everyone, 2h included, and that with good bro rolls I steamrolled all of the regular content

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Tin Tim
Jun 4, 2012

Live by the pun - Die by the pun

What's the gear strat against schrats? I assume you need longaxes or 2h axes to bust their shield but what weapons do reasonable damage to them once you get past the shield?

I ran into two of them and had to throw away some fodder brothers to flee from that poo poo :(

The Lord Bude posted:

For what it's worth this has been probably the best expansion in terms of stuff added so you should probably get blazing deserts.
Started a new run and found my first whip pretty quickly!

dogstile
May 1, 2012

fucking clocks
how do they work?
Scrats i just swap to all axes if i can. Failing that your standard 2h mish mash will do, you just need axes for the shields. If you can swap to as many polearms as possible.

The Lord Bude
May 23, 2007

ASK ME ABOUT MY SHITTY, BOUGIE INTERIOR DECORATING ADVICE

Tin Tim posted:

What's the gear strat against schrats? I assume you need longaxes or 2h axes to bust their shield but what weapons do reasonable damage to them once you get past the shield?

I ran into two of them and had to throw away some fodder brothers to flee from that poo poo :(

Started a new run and found my first whip pretty quickly!

Re Schrats. You need to break the shield in order to do meaningful damage to them; although you can still do tiny amounts of damage through the shield - when the shield is up they take 30% of normal damage. 1h axes and longaxes will do the trick, but most 2handed weapons - greatswords, hammers, maces, axes, most 2h cleavers, etc will also have shield break. Shield break has a 100% hit chance, so if you don't have extra bros in order to swap out your archers you can give the archers longaxes and use them as shieldbreakers. Additionally they have 75% damage reduction from arrows and bolts and 50% from Javelins; but take extra damage from the firelance (the wiki doesn't mention handgonnes or fire pots but I'd assume those are super effective as well - I haven't actually run into any since the new expansion came out to test). I think any non piercing weapon is fine to use on them.

They are immune to injuries and most status effects, although they can be dazed. They have 600hp and no armour. If you do 60 damage or more in 1 hit they spawn a sapling if there is a free hex adjacent to them - if you can surround them completely then they won't spawn a sapling.

They do a pretty nasty AoE attack - 3 hexes in a straight line; 70-100 damage; 85% vs armour and 50% armour penetration. Thanks to the high armour penetration your guys tend to get battered up a lot and you generally leave the fight with lots of injuries. Always clear any saplings asap; aside from reducing incoming damage you can trigger morale drops from killing them. Saplings don't seem to have the damage resistances that the big ones have, you can use your archers to take them out.

Tin Tim
Jun 4, 2012

Live by the pun - Die by the pun

Thanks! I'll try to stay away from contracts that involve them for now since I neither have the extra gear to swap to nor enough good stats in my line :v:

Current run is going very slow and sorta painful tbh. Fighting for every little gain while the majority of my crew has good defense but awful offense. Really need to roll on some squires/sellswords but my cash stack is rear end and I'm getting an abundance of delivery/caravan missions that require me to travel across half the map. I just wanna stab some dumb raiders for monies is that too much to ask?

E: Annd right away I get a 2k contract for a bandit camp that had a couple of thugs and a leader. This fuckin game...

In b4 bounty hunters jump me on the way back :rolldice:

E2: 4,5k in the bag things are looking up!

Tin Tim fucked around with this message at 15:57 on Oct 1, 2020

Fabricated
Apr 9, 2007

Living the Dream
The skull ratings seem insanely trollish and I'd wonder if there's some sort of X-com style "help" that you get at various difficulty levels if you didn't also get 1 skull contracts that obliterate you. 3 skull bandit contracts that are literally like a half dozen thugs and a raider or whatever just baffle me. I mean, I'll totally take like 2k to brutally slaughter a handful of thugs with bludgeons and no helmets but it's just weird to take a "freebie" 1-star caravan mission going somewhere I was going anyway that throws like 3 orc fights at me in a row.

The Lord Bude
May 23, 2007

ASK ME ABOUT MY SHITTY, BOUGIE INTERIOR DECORATING ADVICE
stars for caravan missions I'm pretty sure are entirely a function of distance. Any encounters on the way are pure chance - you just got unlucky that orcs came across you. The game doesn't spawn enemies specifically to go after you.

Moonshine Rhyme
Mar 26, 2010

Hate Hate Hate Hate Hate
Caravan missions definitely have hard-coded attacks, you can see regular patrols avoid the stack of goblins that beelines you

TheBeardyCleaver
Jan 9, 2019
Not sure about the hardcoded attacks, but groups that normally would piss off at first sight of the company will still attack the caravan you're attached to, unless hopelessly outmatched. Sometimes even then. Regular patrols will sometimes ignore wandering groups as well.

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.
There’s definitely an aspect of hardcoded attacks, I used to play my old seed enough to know the general spawn points of stuff and it would absolutely spawn Orcs/goblins/bandits and sometimes even Mercs in places they did not normally show up. It’s seems very random though, some caravans you won’t see a drat thing.

That being said the stars on a mission are pretty much entirely on a function of distance as stated. I used to almost never see 3 stars as no town to town trip was more than 3 days on that map, whereas on the newer Blazing maps I’ve seen with the terrible road gen I see 3 stars and 6+ days regularly. There might be a slight influence from added spawns or whatever but it’s not significant.

Mazz fucked around with this message at 19:24 on Oct 1, 2020

Southpaugh
May 26, 2007

Smokey Bacon


Caravans are still the worst contract but I see famed items in shops regularly now when the well supplied buff is up.

Donkringel
Apr 22, 2008

Tin Tim posted:

Thanks! I'll try to stay away from contracts that involve them for now since I neither have the extra gear to swap to nor enough good stats in my line :v:

Current run is going very slow and sorta painful tbh. Fighting for every little gain while the majority of my crew has good defense but awful offense. Really need to roll on some squires/sellswords but my cash stack is rear end and I'm getting an abundance of delivery/caravan missions that require me to travel across half the map. I just wanna stab some dumb raiders for monies is that too much to ask?

E: Annd right away I get a 2k contract for a bandit camp that had a couple of thugs and a leader. This fuckin game...

In b4 bounty hunters jump me on the way back :rolldice:

E2: 4,5k in the bag things are looking up!

Also be careful of hexen contracts, they can charm schrats as their bodyguards.

I found this out after I equipped a hexen killing team, bowmen and whips.

It is incredibly hard to kill one schrat with whips, daggers and bows.

TheBeardyCleaver
Jan 9, 2019

Donkringel posted:

Also be careful of hexen contracts, they can charm schrats as their bodyguards.

I found this out after I equipped a hexen killing team, bowmen and whips.

It is incredibly hard to kill one schrat with whips, daggers and bows.

Unholds are only slightly easier :v: I tend to keep some weapons in the back pocket. If they don't have quickhands they rarely switch them if charmed (that I've seen). Had some gnarly happenings on a quickhanded hammerbro. 50 mdef guys are rather hard to disarm, oddly enough. Oh, and careful with the daggers. My duelist is not trusted with a dagger around hexen anymore.

Tin Tim
Jun 4, 2012

Live by the pun - Die by the pun

Donkringel posted:

Also be careful of hexen contracts, they can charm schrats as their bodyguards.
Oh wow that's rude af

Also those javelins that break normal shields in a single hit? Not a fan. Not at all

dogstile
May 1, 2012

fucking clocks
how do they work?
Convinced those only exist to gently caress over the player, because a player is never going to bother using them.

800peepee51doodoo
Mar 1, 2001

Volute the swarth, trawl betwixt phonotic
Scoff the festune

dogstile posted:

Convinced those only exist to gently caress over the player, because a player is never going to bother using them.

Lol yeah, shield breaking is such a trap. Congrats, the guy who spent every turn shieldwalling is now a double-grip murder machine isn't that wonderful! I don't think it's too far off to say that some of the mechanics aren't intended to be used by players. Things like Crippling Strikes aren't really helpful for the player to use but really loving suck to get hit by. The injured enemy will almost certainly be dead in a turn but your guy will be running around with a fractured hand for the next 2 to 5 days or whatever.

Speaking of Hexe fights, I was looking over the perks to try to get a sense of what's changed and if any of the dead perks could serve some purpose and came up with a Hexe-hunter build I want to try. I'm thinking Lone Wolf, Resilient, Fortified Mind, Footwork and Mace or Cleaver spec with the idea of running down the Hexe and tanking Charms. High INI would be useful, I think, to do the move-then-wait trick so that any Charm that does land is ineffectual. Granted, this would be a super specialized build and almost certainly not worth it but might be fun. It could also run down Geists and Necros maybe, esp with a whip. I probably won't be able to try it out any time soon, though, judging by how well my runs are going these days lmao

Fabricated
Apr 9, 2007

Living the Dream

800peepee51doodoo posted:

Lol yeah, shield breaking is such a trap. Congrats, the guy who spent every turn shieldwalling is now a double-grip murder machine isn't that wonderful! I don't think it's too far off to say that some of the mechanics aren't intended to be used by players. Things like Crippling Strikes aren't really helpful for the player to use but really loving suck to get hit by. The injured enemy will almost certainly be dead in a turn but your guy will be running around with a fractured hand for the next 2 to 5 days or whatever.

Speaking of Hexe fights, I was looking over the perks to try to get a sense of what's changed and if any of the dead perks could serve some purpose and came up with a Hexe-hunter build I want to try. I'm thinking Lone Wolf, Resilient, Fortified Mind, Footwork and Mace or Cleaver spec with the idea of running down the Hexe and tanking Charms. High INI would be useful, I think, to do the move-then-wait trick so that any Charm that does land is ineffectual. Granted, this would be a super specialized build and almost certainly not worth it but might be fun. It could also run down Geists and Necros maybe, esp with a whip. I probably won't be able to try it out any time soon, though, judging by how well my runs are going these days lmao
Injuries are very good to apply to big bags of HP like orcs or anyone with a dangerous weapon you can't guarantee a kill on before they swing on you again.

There ARE a lot of things in the game that are wonderful for NPCs to be annoying with and only mildly useful/useless to you. Like Nine Lives for example- but Nine Lives is so bad it typically results in the same thing for enemies that have it (Nine Lives procs, then they eat a deathblow immediately after).

Tin Tim
Jun 4, 2012

Live by the pun - Die by the pun

So far I've not encountered a hexen fight where I couldn't just snipe them with my archers in the first few turns :shrug:

I mean if they use hex they get to live a turn longer and can maybe make it into some form of cover but so far I've not seen their AI be clever about that sort of thing. Spread your archers along your back-line so that when your front gets charmed they don't bind two of them in melee and you should be good. You can also make your front take a step forward before the charms hit them to keep your archers free but it's not that reliable due to the init order

800peepee51doodoo
Mar 1, 2001

Volute the swarth, trawl betwixt phonotic
Scoff the festune

Fabricated posted:

Injuries are very good to apply to big bags of HP like orcs or anyone with a dangerous weapon you can't guarantee a kill on before they swing on you again.

I feel like overwhelm would be better in most cases for something like that. Injuries are so random. Some of them are devastating, like concussions, and some of them are essentially ignorable like grazed eye socket or ripped ear whereas Overwhelm would be a flat, guaranteed reduction in MSK, hit or miss. Also tons of enemy types don't take injuries so its a dead perk in a lot of fights.

Tin Tim posted:

So far I've not encountered a hexen fight where I couldn't just snipe them with my archers in the first few turns :shrug:

I mean if they use hex they get to live a turn longer and can maybe make it into some form of cover but so far I've not seen their AI be clever about that sort of thing. Spread your archers along your back-line so that when your front gets charmed they don't bind two of them in melee and you should be good. You can also make your front take a step forward before the charms hit them to keep your archers free but it's not that reliable due to the init order

I've certainly had a few, usually with multiple Hexe where they cast multiple charms and lock up the archers anyway. Also if you don't have good archers those fights can be a real bummer. The thought behind having that build I described is that Hexe tend to try to charm the closest bros so even if they don't make it to the witch before the archers can roll some hits, they can tank the charms. I have no idea if it would work and, like I said, is likely not worth it even if it did but it seemed like a way to try out some different specialist/gimmick builds

Tin Tim
Jun 4, 2012

Live by the pun - Die by the pun

800peepee51doodoo posted:

I've certainly had a few, usually with multiple Hexe where they cast multiple charms and lock up the archers anyway.
Yeah okay I guess you can get screwed like that if their numbers are high. My highest so far was three of them so maybe I'm overestimating the archer impact

800peepee51doodoo posted:

The thought behind having that build I described is that Hexe tend to try to charm the closest bros so even if they don't make it to the witch before the archers can roll some hits, they can tank the charms. I have no idea if it would work and, like I said, is likely not worth it even if it did but it seemed like a way to try out some different specialist/gimmick builds
I didn't mean to prevent you from trying a wacky build :v: According to the mechanics it should work like that yeah but you also got to consider that the chaff enemies will likely go for your charm tank too if he's out front and stuff like unholds/schrats will gently caress them up

Also, tfw you raise a wildman tank and he turns out great except for the one stat that matters

Donkringel
Apr 22, 2008
I got a hosed up event. A group of prositutes offered to service my men for 1.3k. pricey but I was curious for the event text. I figured nothing could go wrong.

God drat bandits/guards attack us while all my men are naked. My merc captain kills two bandits and the prostitute leader stated that the bandits are her dumbass guards. She then re-negotiates the deal to a mugging. We pay twice the price and they leave us alone.

Except I misunderstand and I think they mean twice the price to still have sex with my men. So I say no deal thinking that we just call it a wash.

Uhmmm no. My merc captain avatar butchers the lead prostitute. And a guard. My naked men grab their weapons and kill all the guards and the prostitutes are killed as collateral damage.

Every single brother takes a temporary injury from 2 to 8 days.

After reading the text I sat there a bit dumbfounded what I just chose.

My company's reputation is kind.

Holy gently caress.

dogstile
May 1, 2012

fucking clocks
how do they work?
Just admit you wanted to read the sex text :v:

Fabricated
Apr 9, 2007

Living the Dream
Wait until your whole band of hardened mercs gets hosed up by a bunch of kids with rocks

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Fabricated posted:

Wait until your whole band of hardened mercs gets hosed up by a bunch of kids with rocks

I do not gently caress with those kids unless I have a Hedge Knight, some things ain't worth it.

rideANDxORdie
Jun 11, 2010
They definitely need to separate out enemy and bro perks if they ever do a sequel, the injury-related perks and nine lives in particular are annoying as gently caress on the enemy team and worthless at worst and niche at best on your guys. Even with the awesome change to fearsome, I didn't feel like the ancient dead needed that particular buff - or at least maybe not as strong, even the lowly auxiliaries are dropping resolve by 12 on top of the easier threshold to trigger the check

The Lord Bude
May 23, 2007

ASK ME ABOUT MY SHITTY, BOUGIE INTERIOR DECORATING ADVICE

Donkringel posted:

I got a hosed up event. A group of prositutes offered to service my men for 1.3k. pricey but I was curious for the event text. I figured nothing could go wrong.

God drat bandits/guards attack us while all my men are naked. My merc captain kills two bandits and the prostitute leader stated that the bandits are her dumbass guards. She then re-negotiates the deal to a mugging. We pay twice the price and they leave us alone.

Except I misunderstand and I think they mean twice the price to still have sex with my men. So I say no deal thinking that we just call it a wash.

Uhmmm no. My merc captain avatar butchers the lead prostitute. And a guard. My naked men grab their weapons and kill all the guards and the prostitutes are killed as collateral damage.

Every single brother takes a temporary injury from 2 to 8 days.

After reading the text I sat there a bit dumbfounded what I just chose.

My company's reputation is kind.

Holy gently caress.

You were attacked by bandit prostitutes. They got what they deserved. They probably killed/robbed other travellers.

800peepee51doodoo
Mar 1, 2001

Volute the swarth, trawl betwixt phonotic
Scoff the festune
Not sure if I've found a bug or if there's something I'm missing about how the "Have a roster of 12" ambition works. I got that ambition with 11 guys on my team and immediately picked up a cheap brawler but the ambition wouldn't trigger. I ran around for like 2 days and nothing. I happened to check the Recruiter in the retinue and it indicated I had only recruited 10/12 which is weird. Now, I'd picked up a couple of guys in events earlier but they were trash and either got killed off or stripped naked and dismissed in the desert with 10 gold and vague directions to the nearest town. I've definitely recruited more than 10 guys by this point. I picked up two more recruits and the ambition triggered instantly with my 14 man crew. Oh, and I'm doing a Northern Raider start, so its not an issue of a 16 bro roster for peasant militia or manhunters. Its super weird and kind of annoying but maybe there's some reason for it?

While I'm here - what mods are you all running? I can't imagine playing this without the 4x time warp and autopause on enemy reveal. Its a slog without it. The added tooltips that show stat ranges on recruits is super helpful and saves me having to keep the wiki open on another screen. I have the mod that shows the effects of the town modifiers and the one that gives buy/sell price modifiers which are neat but not a game changers. I'm also running the expanded try out mod that shows stars for recruits. That one might be a bit cheaty but it loving sucks throwing a billion gold at completely worthless bros. Any other good QoL or otherwise interesting mods to check out?

vyelkin
Jan 2, 2011
The only mod I play with is the veteran levels mod that gives a few extra stat points at veteran levels and an additional perk every 3 levels. I like playing way into the post-lategame and that mod really makes it enormously more fun.

rideANDxORdie
Jun 11, 2010

800peepee51doodoo posted:

While I'm here - what mods are you all running? I can't imagine playing this without the 4x time warp and autopause on enemy reveal. Its a slog without it. The added tooltips that show stat ranges on recruits is super helpful and saves me having to keep the wiki open on another screen. I have the mod that shows the effects of the town modifiers and the one that gives buy/sell price modifiers which are neat but not a game changers. I'm also running the expanded try out mod that shows stars for recruits. That one might be a bit cheaty but it loving sucks throwing a billion gold at completely worthless bros. Any other good QoL or otherwise interesting mods to check out?

I'm like you in the sense I use mostly QoL mods, and you've got all the same ones I use here. The only things I use that you didn't mention is the named item % chance mod, which shows you the chance for a camp or location to have legendary loot: https://www.nexusmods.com/battlebrothers/mods/282. I also use the increased champion spawn rate mod but turn the values way TF down from what the mod maker set them at - it's very simple, just editing a text file and the mod listing walks you through how to do it

800peepee51doodoo
Mar 1, 2001

Volute the swarth, trawl betwixt phonotic
Scoff the festune
I might check out the increased champion mod. I've been holding out because you can get the bounty hunter eventually but this run is on day 50 and I've only found one famed item so far. Its a shield of course.

Tin Tim
Jun 4, 2012

Live by the pun - Die by the pun

What backgrounds(other than hedge) for 2h guys do you like to roll on after you've moved into a solid midgame position? I used to like sellswords but they might got nerfed since I last played because I'm seeing a lot of low health and stam bases with them. Wildmen also used to be a staple for me but their base in Matt/Mdef hits them hard quite often without top stars and rolls. I also like rolling on farmhands but it takes ages until you find one with Matt/Mdef stars and decent base in Matt/Res

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Militiamen can do it. As can Nomads. Nomads can do anything. Gladiators can be good for it, too.

Also, I'm not really seeing the benefit of Assassins. They feel like worse Swordsmasters: Expensive as hell but with cripplingly bad Fat and HP.

Palcontent
Mar 23, 2010

800peepee51doodoo posted:

Not sure if I've found a bug or if there's something I'm missing about how the "Have a roster of 12" ambition works. I got that ambition with 11 guys on my team and immediately picked up a cheap brawler but the ambition wouldn't trigger. I ran around for like 2 days and nothing. I happened to check the Recruiter in the retinue and it indicated I had only recruited 10/12 which is weird. Now, I'd picked up a couple of guys in events earlier but they were trash and either got killed off or stripped naked and dismissed in the desert with 10 gold and vague directions to the nearest town. I've definitely recruited more than 10 guys by this point. I picked up two more recruits and the ambition triggered instantly with my 14 man crew. Oh, and I'm doing a Northern Raider start, so its not an issue of a 16 bro roster for peasant militia or manhunters. Its super weird and kind of annoying but maybe there's some reason for it?

Ambitions don't complete immediately after you fulfill them. Sometimes it takes a couple days to trigger. If it's bothering you you can sometimes trigger them by repeatedly camping for a second or two. That seems to do it more often than not.

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

I've finally got a cult off the ground and in a good enough place, c'mon, Davkul, start taking some of my losers and make the others into your dark champions already.

The sacrifice being a wholly normal random popup event feels kind of annoying.

800peepee51doodoo
Mar 1, 2001

Volute the swarth, trawl betwixt phonotic
Scoff the festune

Tin Tim posted:

What backgrounds(other than hedge) for 2h guys do you like to roll on after you've moved into a solid midgame position? I used to like sellswords but they might got nerfed since I last played because I'm seeing a lot of low health and stam bases with them. Wildmen also used to be a staple for me but their base in Matt/Mdef hits them hard quite often without top stars and rolls. I also like rolling on farmhands but it takes ages until you find one with Matt/Mdef stars and decent base in Matt/Res

I think any of the mid tier backgrounds can work pretty well with good rolls. Sellswords, Raiders, Nomads, etc all have the same hp and stam ranges so it depends on the individual rolls and talent distribution. Adventurous Nobles seem better to me now though? They have higher stam range (up to 105) and much better resolve. lovely Rdef though which could be a problem in some fights. If you build two handers for single target damage, you can make them stam neutral with weapon spec and pathfinder, so thats something to consider with less-than-optimal characters.

Palcontent posted:

Ambitions don't complete immediately after you fulfill them. Sometimes it takes a couple days to trigger. If it's bothering you you can sometimes trigger them by repeatedly camping for a second or two. That seems to do it more often than not.

I know, that's why I was running around for a few days first. It usually ticks over within a day. It was definitely something out of the ordinary.

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

I hate lovely RDEF on no-shield guys not because they can't take a couple shots, but because if one of your guys have noticeably worse RDEF it will 100% make the AI aim every shot at them and focus fire is as dangerous for you as it is for the AI.

vyelkin
Jan 2, 2011

Night10194 posted:

I hate lovely RDEF on no-shield guys not because they can't take a couple shots, but because if one of your guys have noticeably worse RDEF it will 100% make the AI aim every shot at them and focus fire is as dangerous for you as it is for the AI.

One of the most annoying things in this game is going after big goblin camps because before you even get to move they shoot 20 arrows into whichever frontliner has the lowest RDEF, which is enough to incapacitate even a unique-heavy-armour battleforged bro in a single turn.

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

vyelkin posted:

One of the most annoying things in this game is going after big goblin camps because before you even get to move they shoot 20 arrows into whichever frontliner has the lowest RDEF, which is enough to incapacitate even a unique-heavy-armour battleforged bro in a single turn.

Oh, and because they have fortifications to hide behind now and a shaman loving you as you try to climb the hill, you also then eat all the nets when you get up the hill and they throw their lovely little bolas at you for 20 armor each forever too.

They're beatable, but I think I lot of the design of gobbos is focused around annoying you enough to make mistakes. If you stick to your plan you'll usually win, but it's like they're tailor made to make you go 'goddamnit, this guy can kill one of these fuckers, revenge' and then oh no he's surrounded and pikes and knives and flies and oh no.

800peepee51doodoo
Mar 1, 2001

Volute the swarth, trawl betwixt phonotic
Scoff the festune
I haven't done any goblin camps since the expansion but my go to strat was a backline of archers and a frontline of kite shields. I remember two handers being a bad idea.

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Fabricated
Apr 9, 2007

Living the Dream
The worst thing about gobbos is being pissed off at archers enough to have some 2h guy charge in and base like 3 of them up- then out come the loving daggers and they literally never miss their bullshit 5% chance punctures.

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