What makes Duelist so strong? Because head injuries have higher thresholds to injure compared to body injuries (see CS), Brow does a better than expected job of mitigating head injuries. FW can let you get away. Is Gifted bad in the long-term?No. Forge also doesnt care about Bleed/Poison because heavy armor already does a very good job at preventing those. Giants Giants Giants Become unstoppable.. Executioner usefulness is inconsistentExecutioner value is going to be tied into the injury system. Gifted for example gives 4 Fatigue + other stats. Polearms enjoy having great mobility already, and FW adds to that arsenal. Legionaries have 0 MDF unshielded and 50 with solo Shieldwall (SW) Tower Shield. Berserk is the premier offensive perk in the gameThe nature of the game really favors Berserk for two big reasons. Out of all of the MDF perks, Underdog is the one with the least strings attached. Even Hedge Knights can enjoy having Gifted, especially for stacking more MDF. 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). Anti-IfritsTier 3 Ifrits hit hard. Create an account to follow your favorite communities and start taking part in conversations. In summary, nets can turn the tide of a challenging battle. 1Handers are more expensive than 2Handers for their two swings, and defensive skills are expensive. Injuries that debuff enemy HP can be good if procced on an early hit, essentially dealing extra damage as their HP pool is cut, but against already weakened enemies these injuries are wasted. Lash can also fish for the desirable Fractured Skull or Concussion injuries (CS would help here). Recall that once enemy morale drops it lowers their RES, making it easier to get more drops. 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(updated 8/15/20)Nimble Tests With Medium Armor (updated 8/15/20)Nimble Tests with Famed Armor (and More) (slightly outdated)Unhold Fur Cloak vs. Goblins (updated 8/13/20)Guide Release Steam Thread, RedditIncreasing returns from Melee DefenseGuide Release Reddit Thread, Google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. Brawny is going to end up being about 4 levels worth of Fatigue generally, which is competitive with most of the other stat perks. That is a huge chunk of defense for one perk and you didnt put any points into INI for it. Hammer tends to tie or beat Mace against enemies with even somewhat low armor, but the Mace is a more balanced weapon overall. That aside, Polearm units have more perk space than other bros and since they only attack once per turn they really dont like missing. Smart positioning can only get you so far for your tank. Getting to safe HP levels (roughly 80+) usually requires Colossus or a few level-up points investment in the case of particularly tough backgrounds like Hedge Knight and Wildman. Generally speaking, you want to kill enemies either through repeated body hits or repeated head hits, and not a combination of both. In this regard, HH can be a lot more valuable than a sandboxed calculator test can show. Picking up Dodge/Relentless/Underdog, maybe also Gifted/Reach/Overwhelm can allow for even units with poor stats to effectively wield 2handers and achieve a good degree of passive durability due to increasing returns from defense, while still dishing out decent damage. Valve Corporation. Since Barbarian two-handers are capable of 2-4 shoting most bros that arent using Indomitable, 9L actually has a better chance than usual to be meaningful here. ( Squire vs Hedge Knight) You can gain a squire brother in ( Lone Wolf Origin Squire ). The impact of this is marginal at best. Usually it is better to shoot the closer Skirmishers instead but they have decent RDF and Anticipation as well. This makes HH better on bros who have high skill to reliably land their two consecutive shots. Ancient Priests Miasma and Assassin Firebombs are also not mitigated. Again, decide for your needs whether or not more accuracy is worth your perk slot in these cases or if you would rather have a different perk. Even though Forge doesnt improve heavy armor as much as Nimble does light armor it still provides a decent amount of durability making it a valuable, if optional, perk. Compare that to Colossus which is already providing 3.75 levels of hp at only 60 HP, Gifted gives 3 level ups but gives SKL/DEF which are better, and Brawny gives 4.5 level ups to a non-famed 300/300 armor set. Compare to other perks where you always know what you are getting. Lets take a case: If the critical multiplier was applied earlier in the formula, damage taken would have been 11 instead of 6. Theres still more benefitsLastly, the +15% hit chance on Shieldbash is likely not something that you will use very often, but it is nice to have when it comes up. Misconception the character armor got destroyed in a couple of hits so Nimble is badNo. Shamshir is also slightly weaker than a Noble Sword, trading 10% armor damage and Riposte for the ability to Gash. You are going to pick it on your Bannerman no questions asked. There is no need to unzip it. Single target 2Handers have greater damage per FAT efficiency, and AoE 2Handers have nice AoE skills. And at the very least you want 80 free fat. Tanks: Claim important tilesTanks usually want to grab a position and then hold there, so they may not benefit as much from Pathfinder as others. Splitting one or two shields in the Footman/AD/Conscript line can help your team breakthrough. Whips are also a great follow up for a Polearm unit since it can also hit at 2 (or even 3) range giving you a use of your remaining 4AP if you dont need to move. Fatigue support and arrow diversionIf you want to be sure that someone is not going to get shot at then you can take Anticipation. The true immortal guy uses the Davkul armor with Ijirok helmet haha. You might want a backup Spear in case your first one starts breaking. Prepare to die.. 6 defense isnt bad by any means, but most of the time you will not be capped on your FAT. In order to get high Anticipation value you need to devote limited level ups into RDF, but if you already invested heavily into RDF then you dont need Anticipation. Without QH it can be difficult to make meaningful use of your two bag slots which isnt really a problem, but if you want to carry multiple weapons or items then QH will help you use them. It also makes Brow irrelevant when active (see Indomitable). This is especially helpful against Fearsome enemies, and enemies who directly attack your Morale such as Priests. This can allow for a defensive Polearm build that is capable of having a shield out 100% of the time while still attacking every turn. In rare cases a Savant may warp onto your Taunt user but then attack someone else instead Will work on enemy range units who happen to be in 3 tiles range even if they have to shoot past their own units to try and hit you, but it may be ignored if you leave a juicy target out in the open elsewhere Will be ignored in some rare cases. Due to the damage formula, Nimble can even beat Colossus around 85% Nimble. It just doesnt work that way. Beginners start to panic when a character armor is gone because it meant certain death in the early game. Taunt can allow you to control two per turn, FAT allowing, giving your damage dealers some breathing room to move in. If you have a good understanding of positioning and how the AI works then you can skip on FW for better perks. Seethis postby Reddit user WeWantEverything for a graphical visual. This works better on bros with poor stars, where you are more likely to be ok with skipping low rolls in SKL/DEF to level other stats. RelentlessYou can Overwhelm without Relentless, but it does help support it a lot, especially on weapons that eat through FAT. 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. stack multiplicatively with Frenzy, so the more of them you stack together, the stronger they all become. Nets root a target in place, preventing it from moving or being rotated while applying powerful DEF and INI debuffs to it. Dagger specialist PuncturePuncture builds benefit a lot from Executioner since they can usually deal injuries on first hit and can attack three times per turn. For example, an unarmored character with 40% Nimble (60% reduction) effectively has 2.5 more HP (1 40% = 2.5). Early game: Executioner is the only early game direct damage boostI usually recommend taking defensive or accuracy perks early on, but if you want more damage then Executioner is the only damage perk early in the tree (disregarding that accuracy perks are indirectly damage perks). The common argument against Gifted almost always has to do with Veteran levels. The Flail can also be used to setup much more powerful weapons with HH stacks. Barbarians: Protect against high damage ChosenBarbarians field a lot of dangerous 2Handers that pose a huge threat to most bros not using Indom, especially Forge bros. Backstabber starts adding up toward the end of the battle as the enemy team crumbles and you can more easily stack more surround bonuses. Relentless can also help. Fencing: Relentless increases Lunge damageFencers deal more damage the higher their INI so Relentless doubles as a damage perk in this build. Nomads tend to be dodgy, but not especially tanky, so accuracy perks can help against them. Nimble vs Battle Forged; The final answer. With Colossus assumed, Gifted is worth 5 hp and 3 defense which believe it or not is a respectable defensive boost for a Nimble bro, and potentially a large defensive boost if your base defense is already high. Do you need more RDF when you arent the one getting shot?In terms of raw stat value, Anticipation has the potential to offer a huge amount of levels worth of stats. Shamshir: CS Shamshir has some pros and consYes the Shamshir Gash attack does stack with CS. Items placed in bags no longer give a penalty to maximum Fatigue, except for two-handed weapons. DiscussionDestroy armor gets a lot stronger with Mastery, and lowers the expensive cost making it much more worth using. Plus! injuries that debuff enemy FAT arent very impactful as most enemies recover 20+ per turn by default and have large pools. Second being that morale drops with Fearsome were too unlikely to occur. Early game perks are very impactful to your weak bros and skipping on them for Student is a greed play that you should not be making unless you are comfortable with the game. Dodge can offer more raw MDF than any other perk in the game aside from 4-5 stack Reach Advantage or 4-5 surround Underdog. With enough Fat, and little need to patch other stats, make them BF. 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. Basically it would just a better version of the Necro/Noble line. Mace also costs 1 less FAT to swing. What are the deciding factors stat wise for you to make a good brother battle forged or nimble? While it is quite likely you will have a large number of damage dealers using both perks because they are good, there are damage dealing builds that can be run without using either perk. 60 RES puts a -12 penalty on your targets RES for damage based morale checks. Your RES for purposes of the Fearsome penalty includes the Banner buff, Lone Wolf, etc. The chance of a morale drop when taking damage depends on your current modified RES and % of missing hp (after subtracting damage taken). The Qatal and 2H Mace can combo well together doing this. Although you can use Frenzy without Berserk, Berserk makes it a lot stronger, and is generally the better of the two anyway, so youve probably already got it. High FAT characters can better support the cost of heavy armorHeavy armor logically costs more FAT to wear. But there is one thing makes BF in my game terrible. If you are using Indom constantly then it becomes nearly useless as Indom often makes you take zero damage anyway, and your helmet will last twice as long. + A good control tool for your tank units+ Can help protect weaker units from attacks Can struggle in larger battles where you are outnumbered Has to compete with other strong defensive skills Suffers from very rare but annoying inconsistency issues, Basic mechanics and control abilities Costs 4AP, 15FAT, and has a range of 3 tiles Target enemy gains the Taunted status until their next action. Be mindful of enemies who have waited (i.e. There are also a lot of large camps like Sea of Tents where Berserk shines. Another way to think of shooting at half accuracy is that you are halving your expected damage output. Accuracy perks: Missing is a waste of FrenzyFrenzy is only any good if you can hit things consistently. Misconception Executioner is needed to capitalize on CSNo. Rotation can save the day here. If you use Adrenaline on turn 1 and have heavy armor, then turn 2 you can Spearwall and wait (to slow you down next turn). Unique weapon logic is in play. You can clear Monolith/Library with a few dead perks. Then on your second turn phase you move toward them and attack and then use Adrenaline. A couple of damage dealers doing this can make short work of whoever is unfortunate enough to be in their way. If you need a reminder on how injury mechanics work then go back to the CS section. Characters will benefit from Bags as long as the extra given tools are being used. However, since heavy armored characters cannot really benefit from them, youll want to use Nimble if you want to make use of any of these. Lash and Hail also ignore the defense bonuses of shields. There are only so many kills you will be getting each turn, so it is ok to have some damage dealers who do not have Frenzy who can setup the kills for the Frenzy bros. Without FW, if a Warrior is threatening to get around then you need to deal with it somehow. While I would recommended that you raise that aggressively and use things like Colossus so that you arent injured by the enemy sneezing, 9L can help alleviate the risk of having low HP levels if you are concerned about durability. half of 95%). The problem with Anticipation is that enemies arent stupid. Smart targeting: Specifically target enemies with poor headgear and avoid high armorTo reiterate from the main section, smart targeting can go a long way to improving HH value. As negative morale lowers all stats, Fearsome gives both offensive and defensive support for you and your team. Reddit user MrDadyPants has beaten Kraken without Recover. LW multiplies shields/Shieldwall gains as well. This is just about see what you can get a bro to with both nimble and BF. 2H Flail, Greataxe: AoE attacks are awkwardThe spin-to-win AoE attacks are far harder to make use of but can gain huge value from Reach if you manage to get yourself surrounded by large groups of enemies. Pathfinder helps here, especially in the cases where the camp is elevated above your starting position. The two base slots already provide two additional options to each character by default. This guide will take a close look at every single perk, explaining how they function at a basic and deep level, exploring mechanical and situational nuance, and giving tips and advice on how to best make use of each. Now Im not saying this is a bad idea because the perk is good and consistently useful and it is nice to not have to think about surrounding, but interior lineman may benefit more from other perks. Warbows: Increased consistency of first shot injuryWarbows with CS are a great way to tag multiple enemies early on in a fight with Injuries for later exploitation by Executioner bros (or the Warbow user himself). On a per hit basis they do less damage than the above options, but with Bleed damage and Decapitate added in they can out dps Mace/Hammer in some matchups, notably against Nimble enemies like Conscripts. Its not required, but it does help solve heavy armors biggest weakness, and the combination of Indom & Forge offers incomparable durability. Nimble with base equipment beats Forge until its set with 300/300. There is no inherent synergy with Nimble, Duelist, flanking, or things of that nature. Duelist Mace has a 5-27% chance of a first hit injury without CS depending on their armor, and a 40-88% chance with CS. 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. Tanks are also a great candidate to Adrenaline flank the enemy backline to spook enemy range units into running around instead of shooting. The truth is that many builds dont need Recover at all. Supporting Dodge value is a nice side effect, but not the main reason to use Relentless. Pathfinder + Mastery can allow you to swing for 12 and move for 2-3 most of the time, allowing this build to become FAT neutral on most terrain types and still move + attack even when capped on FAT. Helping your high damage bros land their high damage attacks is a lot more useful. Instead you should be looking at the bro in question, what role he can fill, what roles your party needs to be filled, and which perks can help a character succeed in that role. 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. Focusing too much on famed armor is a bit of a min-max mindset, as there is no guarantee you will find a lot of famed armor or that it will roll particularly well or that you will find it early. Berserk tends to heavily outclass other damage perks in these battles (though it also works even better with other damage perks), because it greatly increases the speed in which you can dispatch the enemy party. There were a number of minor buffs to many perks. Two-Handers: CS value depends on weapon choiceFor the most part CS is wasted on two-handers unless you are trying to Injure Unholds, Orc Warriors, Chosen, or Nimble enemies. 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. This makes the Brow line less appealing than in the past, as even with Brow you would be better with the Assassin Set than the 40/160. Rally doesnt need RecoverYou might think Recover is an auto-pick for your Bannerman so that you dont cap and miss on a Rally. Since hit chance is calculated with both your Skill and the enemy Defense, FA is more useful against dodgy enemies like Shield Wall spamming Footman/Ancient Dead/Conscripts, Goblins at range, etc. Not all stats are created equal. Some tips for keeping your backline safe without FWThere are a few enemies in the game that are of higher threat to your ranged units than most. Killing an enemy by Ignoring their armor is a lot stronger than having to wear down their armor first. In bags no longer give a penalty to maximum Fatigue, except two-handed... 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