Comparisons aside, damage dealers would certainly enjoy using all three of them, and they all help improve each other. This is also one of the more rng based fights in the game given your vulnerability on turn 1. Notable here is a hefty chunk of 15MDF. On bros with low Fatigue, Executioner like KF can make more sense than Berserk as the value is not contingent on having enough Fatigue to capitalize on Berserk. Overwhelm: You must outspeed your opponent to get valueOverwhelm needs to go fast in order to work at all and Relentless can help you maintain that speed. There are a number of ways to control this. : 1v1: (1 1) * 5 = 0 surround bonus. Ex. Duelists however have better mobility and can attack multiple times per turn which means that missing is less painful and there is less wasted overkill damage on weakened enemies. In short, teams that rely heavily on a single or few archers or throwers for damage and kills may want to give them Bags, but otherwise Bags rarely matters when it comes to ammunition. One, you arent overly concerned with burst damage and give Bleeds time to tick. Theres nothing wrong with having it on just some guys as some builds benefit more than others. In loose ways Taunt is similar to a Stun. Fleeing brothers ignore the distance penalty. 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. You can reasonably assume that Executioner will increase consistency in kill rates, even if it doesnt always speed up kill rates, but it depends on each weapon/enemy case. This bro will draw ranged ire as the Ambushers scatter around, so the base 10 RDF of Anticipation can help as you charge them. These points can be . QH and Polearm Mastery are great also. Think about why you are using each perk and dont fall into the mistake of lumping things into automatic package deals. They are also not very good at actually killing enemies, so Fearsome can give them a meaningful way to debuff or even remove enemies by dropping their morale. If you want to make use of 9L, consider also grabbing Rotation or Footwork on that bro, and Rotation on other team members as well. Injury delivery: HH increases injury ratesHH on appropriate high AID weapons tends to increase first injury rates with or without CS considered, compared to the same weapon/build that doesnt have HH. They also really like smashing shields and have Axe Mastery for extra shield damage so without Shield Expert your shield is going to break quickly. Dodge is a very strong and oft misunderstood perk by the community. + Improves highly valuable accuracy+ Helps weak to average characters contribute offensively+ Provides more help in bad situations Low return with high base hit chance Can be outclassed by Gifted/Backstabber, Returns are inversely proportional to hit chanceThe following tables show the expected hit chance gain (EHCG) from FA for a base hit chance (BHC).BHCEHCG20%13.8%30%10.9%40%8.4%50%6.4%60%4.7%70%3.2%80%2%BHCEHCG58%5% ( Backstabber)64%4% ( Gifted Ranged)72%3% ( Gifted Melee). Pathfinder works especially well there in conjunction with Adrenaline to reach the enemy back line. Even then it still wins in some cases. 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. On skilled bros, it is usually worse than them. A higher base RES will also make a bro more likely to succeed a Rally check from your Bannerman (see Rally for details). It also doesnt do much in flat normal terrain because you can already move freely there anyway. This means an 80 skill bro using a Mace without any surrounding help has only a 30% hit chance against Walling Legion. Duelists also have the benefit of a free offhand, which means that they can open the battle with a Net or Grenade and toss it without having to do any weapon swaps. Similar deal against Unholds and Lindwurms. Defensively, Rotation allows you to save an endangered brother either by having somebody Rotate into his place or having the endangered bro Rotate himself out of danger. CS/Executioner/Fearsome dont work here. 5 defense for a perk point is still valuable just because defense is so strong, but you may want to compare this to other defensive perks like Dodge/Reach which can beat 5 defense, or even Gifted which is only 3 defense but gives other stats as well. Ive been mostly negative about CS so far so lets add some positivity because it isnt all bad. After, you can either Footwork out if this bro cant handle heat or you can switch to a better 2Hander with QH and continue on the frontline. The critical (headshot) multiplier (1.5) is applied after all other modifiers which is why damage mitigation is so important. The higher the Resolve of the character using the skill, the higher the chance to succeed. For example, in a vacuum, if we deal 10 HP damage, we have a 27% chance to drop morale on Orc Warriors on first hit, and 13% against Chosen. In the early game imo 80+% of your units should go Nimble. You want to avoid/prevent these situations in the first place. In BB, its a much better idea to focus fire your damage on just a few enemies at a time to quickly get kills rather than spreading damage around the enemy party. Generally speaking, just putting a few points of RDF is enough to accomplish this as the enemy AI tends to target the easiest to hit Nimble guy on your front line. Single target 2Handers are most able to get away with skipping Mastery. 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. It is the best passive perk that a Nimble brother can take to increase their durability. Doing this does prevent the Bannerman from moving that turn however. This penalty is more significant than it might seem and will lead to a lot more morale drops. Looking for a better famed helm now. Duelist also doesnt provide any value against naked enemies. 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. The Berserk AP allows you to immediately attack again with a Frenzy buff. Having even just one Mace unit with Resilient can make Hexe fights a lot easier, and I highly recommend you do this if you find Hexe battles challenging. With some INI investment and Relentless you can attempt to achieve a state of permanent Adrenaline. You could make him a shield tank which is fine, but another option is to try and squeeze out whatever offense you can from him. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. Repositioning: Ignoring ZoC can let you improve your position and/or flankRather than escaping, you can use FW to dance around a mothball of units ignoring ZoC and getting into more favorable positions to reach certain enemies or use AoE skills. All trademarks are property of their respective owners in the US and other countries. One, you can use it to help protect valuable brothers you want to make sure stay alive to a high level. Mind is an auto-pick here. Berserk synergy: Attack more2Handers can easily proc Berserk due to their high damage, and more attacks means more chances for Reach stacks. A front liner and a back liner will get the same value out of Backstabber. Pathfinder is good on any unit. Nimble is much more vulnerable to this problem here than Forge. This is a nimble tank build for beginners who is having hard time finding a tank material but desperately needs tank/banner tank who will last till late game. Faster killing means less danger for your team. Using Adrenaline you can jump into them late in one turn and go first in the next and try and score some quick kills before you get Punctured or Rooted. Dodge + Shield: Stacking MDF is strongShields are heavy and shield bros often like using expensive support/defensive skills, but combining Dodge and a shield can get you to a very high level of passive defense, which due to increasing returns from defense can allow for very dodgy bros. Works better on shieldbros who plan on attacking as that is cheaper than casting defensive skills. It is not too hard to have cleared the map, including legendary locations, by day 150 or 200 with a team of mostly average to good bros. Honor Guard is 55. Arena valueThe small scale of the Arena makes Overwhelm better there, especially against dangerous high tier enemies. This also applies to the additional defense bonus of the Shieldwall skill. If your build wants to spam these skills then Dodge will not be as useful to you. So Decapitate buffed by Executioner works very well. You can outspeed them with a slower bro if they wait and you dont, and you both use Adrenaline. Not all stats are created equal. Early game: Keep good bros aliveRotation is excellent in the early game when you have a bunch of weak and fragile scrubs that cant take more than a few hits. Heavy armor users that want more FatigueBrawny is pretty straightforward, if you want more Fatigue and your armor is heavy enough to get good value out of the perk, then consider picking it up. Without Indom, Wurms are very capable of killing even good bros in just a few hits. Most humans will need you to invest into INI to reliably start out-speeding (100+ after gear is recommended), and Barbs can cheese past you with Adrenaline. If your whole team is doing this you can likely crush many Goblin encounters. This makes Underdog a great pick for AoE bros that want to make the most of their AoE skills. Generally speaking, trying to level your Resolve naturally with a couple +4 rolls and maybe a Trophy is more efficient than using a perk point to fix a bros Resolve problem. Since Forge requires very heavy armor, character builds should plan for 300/300. A notable enemy that isnt immune is the Conqueror, making Stunning a great way to limit him. 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 . This mobility allows them to reposition a little bit each turn to try and claim high ground tiles, stay in cover, or get clear shots. However, grabbing a crucial tile in-between the lines or running up a hill to secure space for your team can be important. Makes use of the character's current health, current helmet and body armor durabilty, Steel Brow, Nimble, Battle Forged and active Indomitable. But 10% of the targets remaining armor, after armor damage has been accounted, is subtracted from this. 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. Frenzy also wont help much in battles with few but strong enemies like Lindwurms. Our brother has no other perks here. Gameplay ; By p0ss; 330.3MB ; 3.0k-- Download 3 Collections for Battle Brothers chevron_right. It is unlikely these guys will survive very long so 9L being weak in the long term isnt really a problem. With smart timing on your part, you can avoid some of the downsides to Splitting. 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. Assuming your Banner has respectable MSK, Fearsome can be a good way to translate his RES into some debuffs. + Crucial for some builds to function+ Fuels other strong skills+ Probably mandatory for the Kraken* Not needed on many builds in majority of battles Costs a whole turn to use, Mechanics Costs 9 AP Rounds odd numbers up in favor of the user. Save my name, email, and website in this browser for the next time I comment. Even though the absolute mean survivability hasnt gone up much, Brow protects against poor rng cases and against crippling injuries which is valuable. The earlier you deal an injury the more time the debuff has to give you value, and the earlier you can setup your own or other Executioners. Taunt works best on bros who rarely ever plan on attacking because if you cant hit anything anyway then you might as well use your AP/FAT protecting your teammates instead. Arena: Battles are small and shortSimilar to the early game, Arena battles are small affairs and you can reasonably cast Adrenaline several times. 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. Without famed armor it is never worth it, you are better off specializing. Since only very heavy armor can compete with Nimble, and it takes a long time to acquire heavier armor, Nimble is one of the strongest perks in the midgame. 3Head Flail: Up to six checks on one targetFearsomes interaction with the 3-Head is a bit unique. The two base slots already provide two additional options to each character by default. At this stage of the game, very heavy armor sets arent available or at best in limited supply. Due to the damage formula, Nimble can even beat Colossus around 85% Nimble. Relentless can hard counter their tactics and cause them to waste turns trying. Indom is probably the strongest perk in the game, but you are not forced to use it on everybody to survive. Duelists are another of your primary damage dealers and really enjoy Berserk. Normal: Death in 7.06 hits. Poor synergy with the wait commandThe wait command is a powerful tool at your disposal that gives you more tactical options. The Gilded weapons are more threatening to Nimble units than Forge units. Roman is the attacker and he is adjacent to the blue hat Raider along with 2 of my other bros with Swords. LW should have an escape/defense planWhether it is running away through FW, or QH Smoke Bomb (Recover recommended), or hunkering down under a shield, LWs should have a plan in case things go bad in order to buy time for a rescue. The ideal injuries are those that debuff enemy Skill or damage. Backgrounds with natural high starting FAT like Wildman and Farmhand or characters talented in FAT thus make better recipients for heavy armor and the BF perk, being able to use costly abilities without having to recover every other turn. 1Handers and 2H Cleavers: Two checks per turnAlthough having not as high of a ceiling as the above options, these weapons still attack plenty enough to deal a bunch of checks. With Mastery however you are almost FAT neutral (16 per turn) which is great for bros with FAT problems or if you want to maintain high INI. It can also be of poor value against really weak enemies who just die immediately (i.e. Some builds can function with as little as 30 or 40 FAT pool, others really enjoy having 80+. At worst we get +10 RDF which is modest. NetsNets are great. However, Spetum and Duelist Fighting Spear are capable of getting procs on Orc Young consistently right away. I said before that enemies arent stupid except that they can be. The 5AP capability of Polearms makes the Billhook so much better than these weapons overall, even if Longaxe/Polehammer are more damaging sometimes. An unassuming bro with FA, Gifted, and Backstabber can be viable through end game. Bannerman: He should have 100+ RESYour Bannerman should hit 100+ RES to reach the Fearsome penalty cap of -20. I'm not saying that fatigue is ALWAYS bad on front liners. For example, by the end of a 20+ zombie fight you are probably pretty Fatigued, but do you really need Recover to mop of what is left? Another short an obvious answer is that Duelists make the best use of your famed 1Handers. This can make Colossus the preferential pick if you are trying to decide between this and other stat boosters, assuming that you want to be raising your HP. 6 defense isnt bad by any means, but most of the time you will not be capped on your FAT. As HH guarantees a headshot, you can use that to swap in a Sling for a ranged Daze. This can allow your faster bros to get first strikes on enemies and hopefully land some injuries to allow your Executioner to capitalize. Anti-Marksman/Arbalester/GunnerA lot of the time these guys stand out in the open anyway giving you free shots. Reach weapons and ranged weapons benefit more from this as they have a little better freedom on available targets. Accuracy perks can help you more consistently land your hits to both turn Frenzy online and keep it going after. The enemies are still there and your brother is still in danger. It really depends on the build and what your comfortable FAT level is. Misconception Nimble builds are worse than Forge buildsIt depends. Instantly gain a level up to increase this characters attributes with maximum rolls but without talents (stars). Despite existing early in the perk tree, Brawny wont actually start giving good value until you get your hands on some heavy armor which tends to take some time. In that sense Adrenaline is better on Forge units because they are relatively slow. The bonus to hit chance in melee is doubled to +10% for each ally surrounding and distracting your target. Game Mechanics Updated Relentless interaction with Initiative Added decimal calculation mechanics Added ranged hit chance mechanics, Fast Adaptation Updated mechanics/charts for the change to 10% stacks Added mentions of Handgonne Added Confidence/Lone Wolf mechanics Added slightly to some Use Cases Updated Fast Ad. AP cost of Polearm actions reduced from 6 AP to 5 AP. Forge impacts weak and medium attacks far more than high damage threats that heavy armor is vulnerable to. Recover can help 2H builds but it is by no means a necessity. Due to the wisdom of Nexus, we have created a Github where you can find the latest files. If the first hit deals 15+ damage, then the second hit deals 5 damage, the second hit gets the proc, and the third cannot unless it also deals 15+ damage. BowsUsing QH just to swap arrow stacks is a very poor use of a perk point. You might be wondering why Im creating a perk guide when several already exist. They can be combined for additional protection against injuries and AID. Supporting Dodge value is a nice side effect, but not the main reason to use Relentless. Barbarians: They have a lot of RESReavers have 80 RES and Chosen have 90. It isnt a practical idea to be splitting everyones shields and most annoying shield enemies have Shield Expert which makes their shields more durable. You can be successful in Battle Brothers (BB) using many different strategies so bear in mind that even if I do not value a perk highly it doesnt mean you cant make it work. Related perks Colossus, Recover, Executioner, Dodge, Fortified Mind, Steel Brow, Anticipation, Shield Expert, Brawny, Relentless, Rally the Troops, Overwhelm, Lone Wolf, Head Hunter, Nimble, Battle Forged, Fearsome, Duelist, Killing Frenzy, Indomitable. If FW is something you would often use than this wont be a reasonable substitute, but as a panic option to save endangered bros you can carry a Smoke or two on the team and free up a perk slot away from FW. You can of course use both. You can do it to your enemies as well. Swords.. Misconception Berserk/Frenzy are auto-picks on every damage dealerNo. Having a few Indom tanks is recommended against Wurms. There are some weaknesses to be aware ofThere are a few things to keep in mind on Berserk however. Students only combat value is faster levels which means you get stat gains a little bit sooner. Without it, light armor wouldnt provide enough protection and heavy armor, as in the past, would dominate. You can use CS and not use Executioner. Im talking of course about using a 1Hander without a shield. QH solves this problem by allowing you to use a Billhook/Whip/Nets instead of the Banner but still have the Banner out at all times. LW builds are perk starvedLW appreciates many perks.. too many. Nimble benefits more here than Forge. Heavy armor Forge units tend to have better resistance to light armor ignoring damage attacks than Nimble does. All rights reserved. Another good use of Brow would be if you have a nice light famed body armor which you can pair with the Necro Hat and Brow. + 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. For backliners, I usually prefer Nimble to give them more stat boosts instead of levelling Fat every time, that and keeping their Fat pools high and init higher than most frontline; I usually use my backline to chew through armor as the enemy approaches, then use concentrated attacks to assist the killing power focused Frontline in bringing down does quickly. As nice as that sounds, you are usually better off taking a perk that is going to help protect you from damage and injuries during the fight rather than hoping 9L saves you in the end. Dark Age - New Class Scenario Pack. Executioner needing an injury to gain value might seem like a big problem, but it isnt really that hard to set this up. This makes it normally pretty difficult to get morale drops on them. 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. The effect that Overwhelm applies is quite good. + Provides enormous and unparalleled increases in durability+ Is favored by the damage formula+ Provides immunity and control against annoying enemy abilities Is expensive to cast. Duelist drastically increases damageDuelist is a strong enough perk that it enables an entire build style that would otherwise be completely ignored without it. A full set of 300/300 armor also costs about 14k Crowns, money that could be otherwise spent on weapons, recruits, or named items. SomeWyrdSins 1 yr. ago. For example, Warbow can benefit a lot here. If you wanted to do a build that attempts to injure Orc Warriors on first hit then HH can help. 9L is better against dangerous enemiesStatistically speaking, 9L is actually pretty good, especially against the more dangerous enemies in the game that can kill even high leveled brothers in a few hits. You can even move 6 or 7 if you really wanted to by having multiple people Rotate chain the same guy forward. Miscellanea Mechanically it adds to Skill, even though your stat card wont show it. 1% injured by 3rd shot. It is not particularly strong in either case. Misconception Forge builds are better than Nimble buildsIt depends. AoE attacks are expensive yes, but you should have enough of a FAT pool to use them a few times after which you can switch to single target attacks. Misconception Nimble builds are better than Nimble does are property of their AoE skills ways Taunt similar... Stupid except that they can be a good way to translate his RES into debuffs. 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Damageduelist is a nice side effect, but most of the time these guys will survive very long 9L. The absolute mean survivability hasnt gone up much, Brow protects against poor rng cases and crippling! 1 ) * 5 = 0 surround bonus you will not be as useful to you the defense. Very strong and oft misunderstood perk by the community absolute mean survivability gone! Frenzy buff right away % for each ally surrounding and distracting your target Bannerman.