Due to diminishing returns from Berserk across the party as well as its other limitations that I described, it is completely fine to skip Berserk on some bros. For some bros it just doesnt make a ton of sense to use Berserk such as bros with very poor FAT, shield bros, Overwhelm bros, or setup bros who are designed to help other bros proc Berserk rather than proc it themselves. Although the enemy does get to attack still, presumably your tank should more than capable of avoiding or absorbing the hit. Lone Wolf: You need high RES to safely LWThe LW perk encourages you to run off by yourself which often leads to getting surrounded which leads to a lot of morale checks. It is important to note that Frenzy turns off next turn, not two turns from now, because it counts the current turn as one of the two turns. My name is Inigo Montoya. Second being that morale drops with Fearsome were too unlikely to occur. Injury deliveryGiven the higher Ignore% of Duelists and multiple attacks per turn, they can be very good at delivering injuries on first hit to most enemies, even without CS. It also lets you swap with dogs you drop, allowing you to use a very expensive pseudo Footwork if necessary, or allowing you to swap your dog out if hes biting down that armor you are trying to knife for. Frontline: The Arrow MagnetAn interesting use case for Anticipation comes from understanding enemy AI tendencies. A Heater with Shield Expert grants a large defensive boost, making it far safer to allow this bro to be surrounded for more Riposte chances while also increasing his chance of dodging to actually get Riposte value. This tactic works better the more bros on your team have Adrenaline and the lesser enemies are faced, but it can still be effective with just one or a few bros using it. With Fearsome, you can translate that pumped RES into some offensive debuff pressure on your foes. As an accuracy perk, FA often gets compared against Gifted and Backstabber. But Dodge value drops off over the fightDodge haters are usually quick to point out that the value decreases over the fight but this sort of misses the point and also assumes you max your Fatigue immediately somehow. Mind does boost the gain provided by Resolve trinkets, Lionheart Potions (for tough fights), and the Banner, so keep that in mind when you are evaluating it. Fatigue support and arrow diversionIf you want to be sure that someone is not going to get shot at then you can take Anticipation. For these reasons a high Resolve score is a must for anyone looking to LW. Rotation allows you to swap with NPC units, so that dumb Billman who jumped into the frontline can be saved (if you want), or that Footman trying to steal your Knight kill can be removed. 'High HP Low Fatigue' means you level fatigue. + Grants large passive damage mitigation+ Provides resistance to injuries+ Enables late game light armor builds+ Nimble armor is cheap and easy to loot+ Protects against burst damage and damage going through armor Vulnerable to focus fire and damage over time (DoT) Sustained burst damage is less common than repeated attacks, Formula: 0.4 + (FAT penalty above 15)^1.23 0.01A 20 FAT penalty gives: 0.4 + 5^1.23 0.01 = 0.472 (displays as 47%)For 15 or less FAT penalty, Nimble value is 40% (60% reduction)For 43 or more FAT penalty, Nimble offers no protectionNimble value drops off exponentially, rewarding low FAT penalties close to 15 (see table below) Only mitigates HP damage Nimble damage reduction is more valuable because it occurs early in the damage calculation, before the 10% reduction from remaining armor and before the critical multiplier A left screen tooltip displays the Nimble value Neither the Brawny perk nor the Strong and Fat traits affect Nimble but armor attachments that alter FAT penalties do Nimble does not reduce damage from DoT effects, but may help avoid sustaining them since bleeding/poison can only be inflicted with attacks that deal 6+ hp damage Does not mitigate Miasma or Fire Pot damage. Unholds: Prevent throwingUnholds want to throw you around and get at your weaker backliners. Smoke Bombs: Anyone can Footwork nowThe new Smoke Bombs step on FWs shoes as an escape tool. And at the very least you want 80 free fat. You dont have to be that extreme about it, It isnt all or nothing. You want this. 0% injury on first shot. 2Hander + 1Hander + Berserk + RecoverRecall the synergy that 4AP attacks have with Berserk/Recover. : A -10 hat and -20 armor will provide 9 FAT (3 from hat, 6 from body) Ex. Shooting targets in the front can still lead to scatter shots, but they are less likely since you will be less likely to miss in the first place. This makes Underdog highly desirable here to help mitigate against the increased attacks and surrounding. Misconception CS is better the more bros that have itIve seen this a few times and Im not entirely sure why. Given the high volume of Young bouncing into your Spearwall you can get a lot of morale drops here. Misconception Indom allows me to get away with bad MDFSort of, it is definitely worth considering Indom if your defense is bad for the extra insurance, but surviving more hits will not necessarily save you if you cant avoid anything in the first place. A complete database of Shakespeare's Monologues. If you leave a low HP/RDF archer in the open he can get peppered. Barbarians try doing this to you and it is terrifying. It isnt uncommon to lose bros who get into an unfortunate situation despite the rest of the battle going well and your team being mostly healthy. LW can help you skimp on Skill for more defensive/Resolve investment, but doesnt that defeat the purpose of using LW on the archer to begin with? A damaged enemy could very well get injured or drop morale from taking that damage which may weaken their ability to hurt you if they do get their turn. Whiffing on a Shieldbash is extremely annoying because it prevents you from taking that high ground tile. Wasting your turns fishing for low accuracy hits on these guys would be better spent winning the battle instead by killing their support, who are often vulnerable to range fire. + Provides a large global damage increase+ Does better in larger/more dangerous encounters+ Synergizes well with Berserk Requires setup Buff can be wasted if you miss, The 2 turn timer starts right when the kill is made, which means that it counts this current turn. Two, you have the FAT to use Decapitate when enemies are below half health. First being that old Fearsome did nothing for you if you dealt 15+ damage. Gifted competes against other perks as wellThere arent very many ways to gain accuracy. Every fight can be won with a full Nimble team. This makes HH better on bros who have high skill to reliably land their two consecutive shots. Adrenaline/Indom: Strong skills but expensiveThere are many strong activatable skills you can be picking up and Brawny can help you use them more often. HH allows for smart targeting for high valueCalculator tests aside, BB is a dynamic game, and we can be smart players. To illustrate, the following are some example bros vs. Against Bladed Pike and most weapons Brow is very underwhelming because your helmet is already doing its job to protect you. Thats up to you. What about 2H Cleaver? This is especially troublesome for your Goblin Trophy user as he is immune to Vines/Nets but not the Flies, so if you wanted him to go hunt the Shamans he is going to want Resilient or else get ruined by Flies. Recover if needed. These are the best Battle Brothers mods: Legends Mods Beta (Overhaul) 18 Bros in Battle. Most backgrounds have an average base INI at 105. Then on turn 3 you should go last because you are a slow Forge unit, meaning your Indom/Spearwall/Reach/etc holds through turn 3 as well, allowing you to get two turns out of one use of the skill. This makes headshots weaker than expected, which disfavors Brow. Nimble usually performs better against weapons with high AID such as two-handed weapons or Crossbows, while Forge excels against repeated weak attacks. Duelists: No special interaction with InitiativeFor maybe thematic reasons, some people seem to think that Duelists are supposed to be fast and dodgy. At 0AP, Adrenaline could be used on the same turn as Recover, which combined with heavy armors interaction with Initiative and the wait command allowed bros to infinitely maintain buffs like Indom/Shieldwall/etc. 3HF and AoE: HH is awkwardThe 3HF cannot do the same shenanigans as the regular Flail, because the 3-hit combo makes Hail unable to prime your stacks, as the stack is gained and lost before Hail finishes yielding no stack. Given that enemies have defense and some of them high, it is hard to have too much SKL. Making them a tank with Taunt can make sense. One, you arent overly concerned with burst damage and give Bleeds time to tick. + Indirectly provides highly valuable MDF+ Very good on bros on the edge of your formation+ Still decent on interior bros+ Stronger the more danger you are in Provides no value in 1v1 situations, Normally, each case of surrounding provides a +5% chance to hit. The value of Colossus here is going to depend a lot on how dependent you want to be on Indomitable to survive dangerous high AID attacks such as from Chosen. Dark Age - New Class Scenario Pack. This is the ceiling for Brawny value. Both perks proc on a kill giving them the same condition for value. Early turn blitz Win the fight quicklyUse Adrenaline to go all in on the first few turns in an attempt to gain a decisive opening that aims to win the fight quickly. DiscussionSplitting shields is usually not a worthwhile strategy because it takes a lot of time (AP) and FAT to do so, you give enemies a buff (Double Grip) when you break their shield, and you force them to attack you (they cant Shieldwall). Because Nimble gets huge mitigation to HP damage taken it is capable of face tanking with its HP stat. Relentless can help you achieve this goal without having to resort to Adrenaline. You do not need to pump RES into your bro to get value here. When no ally is within 3 tiles of distance, gain a 15% bonus to Melee Skill, Ranged Skill, Melee Defense, Ranged Defense, and Resolve. Duelists/2Handers/PolearmsAny damage dealing build is going to appreciate more damage. Some of the weapons perform far better than the others. 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. Alternate starts, commanders, camping, world generation, art, effects, new enemies, new weapons, new skills and AI changes. A 100 skill archer (nonconfident, flat ground) doing an 8 range Aimed Shot against a covered Hexe with Bullseye has only a 45% chance to hit. The third way is to have high base MDF. Goblin Shaman/OverseerAs annoying as these guys are, with high RDF and Anticipation and decent enough health to take multiple shots, shooting them in cover is a really bad idea. That being said, even with Shield Expert they will still break eventually (even quickly). Easy pickup here. Every stat is huge. Hitpoint damage taken is reduced by up to 60%, but lowered exponentially by the total penalty to Maximum Fatigue from body and head armor above 15. Dont expect anything on the Warriors though as you wont deal any damage through their armor. Misconception Duelists are best with Sword/CleaverNo. I said before that enemies arent stupid except that they can be. Warscythe could potentially use both. For example, a unit with 85 skill using a 2H Hammer is skilled enough that he can function well without Backstabber but not so skilled that Backstabber has become bad. However, the gains compared to non-Brow 40% Nimble lines are not especially high, so the perk point might be better off spent elsewhere. However, with Indebted capping at level 7, perks are at a premium, and the Whipped status already grants a large SKL bonus, making Backstabber harder to justify compared to other options. Although the effect is good, Overwhelm can be awkward, and theres some issues to be aware of. This occurs before things like Morale, Lone Wolf, Nightime, Injuries, etc., meaning those effects will modify the stack value up/down from the base 10% yield. A missed arrow that scatters into a nearby target is counted as a hit and will remove stacks even if the arrow hits an obstacle such as a rock or tree Hitting a shield is treated as a miss as you would expect and you gain a stack A buff bubble will appear in the left of the screen where you can see how many stacks you have. Brawny beats it regularly on non-famed 300+ armor but once you have famed armor, which is almost always lighter, then Brawny and Gifted start to be closer. You can attack three times per turn or twice with some room to move around. Finally, Backstabber is really easy to get value out of as you are naturally going to be getting surround bonuses every battle anyway. You dont have to build your whole team around it. A notable enemy that isnt immune is the Conqueror, making Stunning a great way to limit him. In the Black Monolith and Sunken Library, legendary locations filled with Undead resistant to piercing damage, being able to carry more Throwing Axes would prove especially useful. See the Game Mechanics section if you need further clarity on this. +15% accuracy on Disarm is huge, and many people commonly add Cleaver Mastery to their Polearm users just to have improved Disarm utility. The majority of your Dodge value is going to depend on your base INI and how fast your build generates FAT. Even though heavy armor doesnt need Forge as much as light armor needs Nimble, and even though Forge does require at least heavy armor to start mattering, as a defense and survival oriented perk, Forge offers great value. Nimble is much more vulnerable to this problem here than Forge. Remember, the more MDF the better. This makes Dodge a great pick for Nimble builds using 2Handers. Even so, regular Rondel Dagger attacks are weak enough that even with three attacks per turn it isnt very impressive. For example, if you have 80 MSK / 20 MDF / 50 RES you get +12/3/7 out of LW. If you like a slower and more defensive team then Recover might be more useful for you. Furthermore, you can use Adrenaline to make sure you out speed a charmed brother who is posing a danger. Injuries are big a problem in the early game because you dont have reserve bros to sub in and because you really dont want to be spending your little money on Temple healing, Medical Supplies, or replacement bros. Too many injuries early on can end a campaign. One mistake players sometimes make it thinking that Reach can let them get away with low defense and this is a bad idea. Even better, if you can out speed the Hexe naturally (she has 100 INI and no equipment penalty) or by using Adrenaline then you can act first and move forward and wait turn. The Hexe then Charms you but you have no AP left because you already moved. The following tests retain only the twenty five strongest, most damaging enemies.ArmorBaseForgeDiff.Diff.%210/2103.844.240.410%250/2504.445.040.614%300/3005.326.280.9618%300/3205.566.641.1219%. Fortunately, Nomads tend to attack first and debuff after, which isnt the smartest ordering of their actions. An opportunity and financial cost that can set you back. Shoot the much easier to hit Skirmishers instead to start morale problems and give your frontline some freedom to move forward. However, all 3 hits can apply checks at 15+ damage, and all checks benefit from the Fearsome penalty Split Man: Only primary hit can use the 1-14 damage effect, both hits can apply checks and both benefit from the Fearsome penalty AoE: Each hit of the AoE is capable of procing Fearsome Undead and Ancient Dead are immune to morale checks Enemies with monster Resolve (Lindwurms, Schrats, Unholds, etc) are either immune or mostly immune to Fearsomes effects, as their RES is so high that even the penalty doesnt bring them above minimum drop chances Assumption: The minimum %chance to drop morale is likely 5%. Pathfinder on normal flat terrain drops the cost of movement from 4 to 2. Polearms: Mobility is one of their main advantagesSince Polearm Mastery lowers the AP cost of Polearms to 5 they are able to move 2 tiles per turn, even change elevation and still attack. See the Pathfinder section for details. Should I be leveling Initiative?While Dodge does get stronger with higher INI, Dodge alone does not provide a very compelling reason to put points into INI on level up. This is the important part. You want to keep your talented prospects alive and Rotation can help, whether it is on the talent itself or on lesser bros. MartyrsI dont like designated martyrs personally, but if you are into that and the guy survives for awhile then he may find some use in Rotation to save other guys who are more important. More injuries inflicted doesnt necessarily mean that you will get good ones. This removes 9Ls old weakness to Cleaver enemies. WhipsWhip Disarm is a great control ability that is nice to have available for your team, but the Whip itself is a very weak weapon. As an example, lets look at a bro vs. some Chosen. Since you only have 5 shots per stack you are going to end up switching stacks once or twice. While the DLC have made Resolve more important than prior (Hexe, Fearsome), it is usually feasible for most backgrounds to achieve a decent Resolve score without resorting to this perk for help.How valuable Mind is compared to the other stat boosters is going to depend on what your comfortable Resolve target is. Single target 2Handers are most able to get away with skipping Mastery. I already touched on Hybrids, but you can also make a melee build that combines a Polearm with a 1Hander, 2H Cleaver, Warbrand, Whip, or a Net(s). Most of the time that doesnt really matter because naked enemies are very soon to be dead enemies, but against something like Unholds, Duelist doesnt actually help. Lindwurms/Schrats: Protect against dangerous attacksUnless you are doing some kite cheese, the best strategy with Wurms is to have a super tank stand in range of the head doing nothing but Indom/Shieldwall while everyone else safely attacks the Tail from 2 range. Being unzoned and highly mobile also helps them find good targets. For example, a super tank that never cares about attacking anyway doesnt need a Mastery. Relentless can also help. Nimble makes late game light armor builds viableNimble used to be hard to play with but since the B&E DLC it has been reworked to give light armored characters a fair chance at survival even up to the late game. The Smoke grenade makes Rotation/FW a bit worse. You can use this principle to setup 2-turn activated effects such as Indom or Spearwall. Kiting: Make enemies chase you across the mapPolearms are already a good kiting weapon due to the their reach and 5AP costs. Lastly, with a good understanding of the game and how to properly position your team and formation, you often dont need Rotation at all. DiscussionPolearm Mastery is one of the better Mastery effects. The longer answer is that there are pros and cons of each. You still want other defensive perks, MDF, and team support to keep your bros alive. Crossbows and Heavy Javelins have high Ignore% with their respective Mastery (and Duelist for Javs). 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). Nimble builds can take Relentless if they want INI support, and Gifted if they just want more stats. 100 armor Young will need to hit the wall 5+ times before they reach the Fearsome window. A unit with lower accuracy might be better off taking accuracy perks instead of Frenzy to improve his damage. Nimble measurements after 80 days only have Padded Leather, Leather Lamellar Armor, Southern Mail Shirt, Basic Mail Shirt. Acid flasks are more rare, but another option you can carry. Instead I will be talking about other aspects of the Mastery. Wait command: Extend Indom timingIndom will last until the start of your next turn, so using the wait command to slow yourself down (25% INIT penalty next turn) can be a good way to artificially extend your Indom duration. Without famed armor it is never worth it, you are better off specializing. DiscussionIm going to be lumping all of the weapon masteries into one section. They also have good Dog synergy and good mobility. When trying to decide between Reach or another perk, try and make a guess as to how much defense you are going to generally be getting. If these guys survive long enough to level up, 9L is a pretty good pick to allow them to distract for an additional hit. Nimble and Forge: Nimble and Battle Forged are the go-to mitigation perks so they will be referenced a lot when talking about other perks, as most bros will want one or . You dont need superstars to beat the game. In fatigue-efficient medium-to-heavy armours with ~400 total durability, adding just Nimble would enhance durability more than adding just BF. As such, you want your LW to be self sufficient, which generally takes an exceptional bro and careful planning/positioning. For example, Overwhelm Warscythe and Warbow will appreciate the help, but Overwhelm Sword might not need it. The enemies are still there and your brother is still in danger. Wars and ally unitsYour own Dogs and ally units will not turn off LW, so in the Noble/Holy War and sometimes in the other Crises you can get LW value with much greater safety by hanging around a friendly squad. The YouTuber responded in a video, saying he took his brother to court for harassment. One option could be to have a Duelist start with Spearwall and then switch to a better Duelist option afterward, or to give a Thrower a backup Spear. There is no inherent synergy with Nimble, Duelist, flanking, or things of that nature. As a result, heavy armor is good at negating HP damage from weapons with low AID but is still vulnerable to attacks dealing high AID. Reach weapons not classified as Polearms do not gain these bonuses such as Poleaxe, Polehammer, etc. However, there is a specific use case for CS here and that is as an anti-Chosen mechanism. Fallen Heroes get -20, Warlords -18, Gunners -14. Your frontline is at much higher risk of having FAT problems than your backline and that can block them from trying to Rotate themselves out. Valve Corporation. For example, Warbow can benefit a lot here. 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. It isnt really the way you should be evaluating perks in game. Incidentally, surrounding an isolated enemy will try his Resolve harder. You can deal injuries plenty enough without CS to make fine enough use of Executioner. 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. This is a guide for Battle brothers beginners who are struggling to build a brother and want a build that lets you get away with some mistakes.This video exp. They will just attack somebody else instead and putting a ton of RDF on your entire team comes at a high opportunity cost. 2H Mace or other single target strikes: Not as good for ReachAlthough not the greatest for gaining Reach value, defense is still highly valuable. A +5 in INI equates to +.75 defenses which is still worse than even just a regular +1 in MDF unless you have some other reason to want the INI . Misconception Forge builds are better than Nimble buildsIt depends. Injury immune enemiesAlps, Schrats, Ifrits, Kraken, Dogs, and Undead are immune to injuries where CS will provide no value. Orc Warriors like to push your team around and jump into fragile backliners. Assassin/Thief/Gambler/Ratcatcher: High INI base makes Dodge betterThese cheap and common (except for Assassin) backgrounds start with higher INI than most generic backgrounds and except for Ratcatcher they also start with extra defense. Bianca can handle this herself!. 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. Switching stacks once or twice the Fearsome window Fearsome did nothing for you target! Look at a bro vs. some Chosen your entire team comes at a high score! Hat, 6 from body ) Ex enemy does get to attack first and after! 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