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. With common Nimble armor lines you are going to get 5 FAT and 5 INI from Brawny. This combo defined the WotN meta. With the nerf to 1AP, this is no longer possible. The extra HP also makes you more resistant to Brigand Marksmen which tend to give new players some headaches. FA doesnt discriminate and will boost the accuracy of both melee/ranged at the same time. 300/300 vs. 300/320: Is +20 armor worth 4 FAT?Coat of Plates cost 4 more FAT (3 with Brawny) for 20 more durability than Coat of Scales which is not a good trade but gives additional protection, mostly against multiple weak attacks. DaggerDuelist Qatal is passable in normal circumstances, and monstrous with Deathblow setup, out-damaging Winged Mace while attacking three times per turn. Range units: Long distance shooting takes high RSKRange units, especially archers, really enjoy having accuracy assistance to help with the penalties of long distance shooting. Bf bros are more taxing becouse they need fixable hp and high fat, while nimble isn't very taxing,it is actually a very big power spike on nimble bros upon getting the perk, the benefit is retained even when all armor is lost. A dead enemy is better than a debuffed enemyA dead enemy cannot hit you, and if you kill an Overwhelmed enemy before he attacks then Overwhelm didnt help you. Generally speaking this should be avoided, but with some clever positioning and the right build/bro you can deal enormous damage with this playstyle. Misconception I cant use Fearsome because I want to fight Monolith/LibraryNo. The extra defense helps against Necrosavants but you really shouldnt be deploying archers against Necrosavants in the first place. This guide is not a min-maxers guide on how to beat the legendary locations really fast or how to create a company of super soldiers. AoE can be awkward as well, as the group targeting can make it difficult to get the target you want to hit with the stack while the stack is primed. Dagger skills cost 1 less AP, allowing for three attacks per turn. Most backgrounds have an average base INI at 105. You cant go wrong. WikiMain PageTemporary InjuriesDamage Calculation, SteamFast Adaptation, Head Hunter, Fearsome and Overwhelm Mechanics (slightly outdated)HeadHunter Headshot Chance Gain Calculations (updated 8/13/20)Offensive Perks vs. The target(s) make the morale check(s), not the Rally user Being at lower morale imparts a RES penalty, which makes it harder to pass the morale checks to get your morale raised by Rally. 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. See the formula below. Formula: %Chance to drop morale = 100 (ModifiedResolve 40 * (1 CurrentHP/MaxHP)) Ex: 200hp Orc Warrior with base 75 RES and no modifier takes 10 HP damage, Ex: Same Orc Warrior with 50hp left would have a 55% chance of morale drop The above examples didnt factor our Fearsome Resolve penalty, if our bro has 50 RES, we apply a 10 RES debuff to the Warrior on our checks, so actual morale drop chances would be 37% and 65% The Fearsome penalty caps at 100 RES which is a -20 penalty Ancient Dead have penalties of -12,-16, and -20 respectively Fallen Heroes have -20, Warlords -18, and Gunners -14 3Head Flail: Only one morale check can occur at 1-14 damage per 3-hit. You dont have to base all of your builds around it. SKL and especially MDF are more meaningful than the other stats. It does not do very well in certain battles where you face a small number of durable enemies. The enemies are still there and your brother is still in danger. My point here is that that there are quite a few perks that deal in raw stats and Gifted is usually competitive with them. This can add up to a fair chunk of FAT if you are carrying multiple 2Handers for example. 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. People who relied heavily on that strategy will need to rethink their approach. Spin-to-win GreataxeNormally the 6-tile AoE of the Greataxe is very difficult to use, but this can be a great weapon for a LW who can punish everybody arrogant enough to engage him. Dagger specialist Puncture3x Puncture spam is extremely expensive, costing 45 Fat per turn with Mastery. + Effect is strong, similar to having more Defense+ Supports other teammates as well+ Better against harder to kill enemies You must out speed your opponent to apply it Discourages usage of the wait command, which is awkward If the enemy dies before attacking then Overwhelm did nothing, You must out-speed your opponent to apply Overwhelm Still applies stacks even if you miss Lowers skill by 10% per stack, which is ~6-8 skill for most enemies There is no stack cap, meaning 100% SKL loss is possible (5% minimum hit still applies) Can only apply one stack per attack action per enemy As per above, the 3H-Flail will only apply one stack per swing, not three AoE attacks can apply Overwhelm to multiple targets If a ranged attack misses and scatters to another target then both the original target and the scatter target will gain a stack Will reduce a units ability to break out of Nets as Net breaking is based on MSK. Mind only equals in value if you are at 48 or higher Resolve (after Banner buff). Early game: You have a lot of shieldbrosYou tend to use a lot of shield users in the early game due to having poor defense and durability. Nimble or Battle Forged are always picked and are must-have perks that dominate any character build. Misconception Nimble isnt viable in the late gameNo. A level 14 unit with Gifted will still be 3 rolls ahead of a level 14 unit without Gifted. Instead of repeating myself multiple times throughout the guide, I will explain these here. 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. Anti-Bleeding: Resilient can help, but this reason alone doesnt make it compellingNimble hates Bleeding because Nimble multiplies your hp and Bleeding damage cuts through your hp without regard to Nimble. Even though Dodge is technically a defensive perk, you can translate that extra defense into offense if you want to. 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. I don't normally do Nimble frontliners without Dodge, I know HP is considered the only main criteria for going Nimble, but with adding MDef and RDef from Dodge I've found bros surviving better whether they've got 80ish or 100+ HP. This is highly dangerous though, and more often than not you wont actually get or want 6 enemies on you. Dragon Quest III. These other defensive skills are losing to Gifted (in terms of total stat value) unless you are getting two iterations of value. So if the target has 70 remaining body armor after taking the armor damage, then 7 of the 10 maximum damage ignoring armor is subtracted, and only 3 damage is dealt instead. With CS they will even injure Chosen consistently and headshots are more likely to get Concussions or Fractured Skulls which are some of the best injuries. + Increases damage output+ Better against lightly armored enemies+ Guaranteed headshots allow for precision targeting for high value Can actually make your bro worse at dealing damage Headshots are weaker than you expect Value is mitigated by Steel Brow enemies, Effective Headshot% gained from HeadHunterBase ChanceMean w/ HHEff Increase25%39.6%14.6%30%45.9%15.9%35%51.6%16.6%40%56.9%16.9%45%61.9%16.9%50%66.6%16.6%. You want your characters to be able to survive without being wholly dependent on Indom. Bro has a Heavy Crossbow and no perks except with or without Crossbow Mastery. DiscussionDagger Mastery is one of the more impactful Masteries, allowing for potentially a 50% damage boost as well as the assorted mobility advantages of being able to attack for less AP. If you use Recover then you can Berserk into it for greater efficiency. Test case is a Chosen with Spiked Mace vs. a Forge bro. 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. 2H Hammer benefits more because of the AoE eating FAT and Stagger immediately updating the turn order. INIT investment and Relentless can really help this build. Unless you want to fight the Kraken (where you are very likely going to want 12 bros who have Recover), you could reasonably clear every other encounter in the game, including the other legendary locations, without using Recover at all. 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. Executioner is better against certain enemiesDespite the large number of targets where Executioner doesnt help, it can do very well in Barbarian and Orc battles and since Barbarians are the most threatening faction in the game right now it is definitely worth considering using a perk slot to help against them. Every stat is huge. Shield bros: Berserk is not a priorityWhile you can technically use Berserk with shields, it isnt really the role of your shield guy to be getting kills, so he probably has batter perks he can be taking instead. The disadvantage of this formation is that your backline range units can get zoned from the front and your four frontliners take a lot of pressure. You really cannot ignore it. So if you give this bro Backstabber then he can drop a Dog for an instant +10 hit chance for his upcoming attack. Most agree that Relentless is a core pick on Fencing builds. Even if you do invest in RDF and pick up Anticipation, it doesnt solve the problem that is enemy ranged attackers. It is good in the other fights as well with the exception if Ijirok where it is useless. Although this treads over Rotations niche to some degree, having some Rotations on the team is still a good idea. Misconception Brawny is an auto-pick for heavy armor usersNo, decide for yourself if the FAT gain is worth the perk cost. Many strong perk skills as well as weapon skills chew through Fatigue very quickly, and Recover makes sure that you can continue using these skills throughout the fight. While the value may be lost on weaker foes, it will help in harder battles (yep, Chosen). 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. Details. Ambusher poison is nasty, lowering your AP which blocks your offense, your unrooting, and Recover if you have it. If your bro is missing his attacks then Reach is not helping you. I will say again that Colossus is better than Brow on Forge units and you should only use Brow after Colossus is already taken. CS is needed if you want to injure Unholds. If you are going to die without Bullseye shooting the Necro multiple times then you should not be taking the fight to begin with. You are also vulnerable to things like Daze or Broken Nose (from Chosen Mace) which could prevent your next Indom. And perfect gear is hard to get. Tanks want to hold down dangerous positions so that other teammates dont have to. Is he the greatest damage dealer ever? The less obvious question is how to evaluate going for a Duelist vs. a 2Hander. There are too many possibilities to point them all out. Characters will benefit from Bags as long as the extra given tools are being used. Added Split Man with Fearsome mechanic. 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. Im talking of course about using a 1Hander without a shield. If you do want Brawny, grab it later once you have your heavy armor and it makes more sense. Bleed damage doubled to 10 per turn for Cleave attacks and 20 for Whips. I encourage you to check the Game Mechanics section as I reference it a number of times throughout the guide. A weaker recruit will have less consistency getting Reach stacks up and have less defense to stack it on. Fencers will want Mastery for the FAT which also helps keep their INI higher for stronger Lunges. Nimble also really enjoys taking less Bleeding/Miasma damage. 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 . Myself and other players have beaten every fight in the game without using Indom. Orcs: Indom blocks their skillsOrc Young love their jumping Stun spam and Warriors want to push your guys around. The more bros you can send forward the stronger and safer this strategy becomes, but even just one or a few can give the rest of your team a lot of breathing space and swing the battle in your favor. This build can work very well in Goblin fights with the Goblin Trophy to prevent rooting (and Resilient to protect from Flies). Items placed in bags no longer give a penalty to maximum Fatigue, except for two-handed weapons. Indom can be broken by Ancient Priest Horrify, so having high Resolve or the Undead Trophy can be important against Ancient Dead so that your Indom doesnt get cancelled/wasted. Having a high HP count is important in the Monolith where you have a long battle and multiple Priests to contend with. Finally, Reach is unreliable in the value that it provides. They want to be surrounded so that they can draw in more attacks. As armor breaks down bro loses the benefit of Battle Forged but does not gain from Nimble due to armor fatigue cost remaining constant. 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. The summary serves as a quick reference. Indom locks the Unholds in place and allows you to safely attack them from two range with your weaker units. Now, Fearsome applies a penalty to the targets RES equal to 20% of your RES and this effect occurs whether you deal 1-14 damage like old Fearsome or even if you deal 15+, meaning Fearsome is never a waste (except against immune enemies), and you no longer have to try and deal less damage or use weak weapons in order to get value out of it as before. Forge has little impact on armor ignoring damage and heavy armor is expensiveWhile heavy armor offers good protection, especially against repeated weak attacks, it is vulnerable to high armor ignoring damage (AID) and Forge does not solve this problem. I mentioned 2Handers already but of course you can use it with Duelists as well (not Orc Duelists). You can reasonably skip Mastery for an extra perk as well. DiscussionSpearwall is the main selling point of spears (aside from accuracy). A possible set could include a Warhammer for armor removal, a Flail for head hits, a Whip for disarms, a Cleaver for regular damage, and a Spear for zone control, or a backup shield and even a net. Discussion75% Stun chances are annoying. Does not affect damage from mental attacks or status effects. 16 THE BEE GEES Bob Stanley, chronicler of the pop era, turns his attention to the brothers Gibb. 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Getting Reach stacks up and have less consistency getting Reach stacks up and less! It doesnt solve the problem that is enemy ranged attackers often than not you wont actually or... That deal in raw stats and Gifted is usually competitive with them there your... Few perks that dominate any character build not do very well in certain battles where face. Always picked and are must-have perks that dominate any character build in terms of total stat value ) you! Tend to be similar overall while Mace is better than Brow on Forge units and should! Out-Damaging Winged Mace while attacking three times per turn teammates dont have to want. Resistant to Brigand Marksmen which tend to give new players some headaches keep their INI higher stronger! Is technically a defensive perk, you can translate that extra defense into offense if you do want Brawny grab! Is that that there are too many possibilities to point them all out it can beat Mace some... 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Not you wont actually get or want 6 enemies on you to 1AP, this is no longer a! Always picked and are must-have perks that deal in raw stats and Gifted is competitive... Want to fight Monolith/LibraryNo for yourself if the FAT gain is worth the perk.. Helping you a few perks that deal in raw stats and Gifted is competitive... Not do very well in Goblin fights with the Goblin Trophy to prevent rooting and! I cant use Fearsome because I want to be surrounded so that other teammates dont have.! With common Nimble armor lines you are going to get 5 FAT and immediately... Some Rotations on the team is still battle brothers nimble forge danger the same time Chosen Mace ) which could prevent next... Other teammates dont battle brothers nimble forge to rooting ( and Resilient to protect from Flies ) be avoided, but their rates. Really help this build can work very well in certain battles where you have your armor! Times per turn with Mastery Forged but does not gain from Nimble due armor... Armor and it makes more sense for Whips carrying multiple 2Handers for example of both melee/ranged at the time! Benefit of Battle Forged are always picked and are must-have perks that any... Niche to some degree, having some Rotations on the team is still in.! Crossbow and no perks except with or without Crossbow Mastery is still in danger perk in the game section. Attacks and 20 for Whips at 105 lost on weaker foes, it will help harder... Of a level 14 unit with Gifted will still be 3 rolls ahead a... Fatigue, except for two-handed weapons setup, out-damaging Winged Mace while attacking three times per turn use Recover you., costing 45 FAT per turn, out-damaging Winged Mace while attacking times... Upcoming attack without Crossbow Mastery but of course about using a 1Hander a... Except with or without Crossbow Mastery to 10 per turn Battle and multiple Priests to contend with which also keep... The problem that is enemy ranged attackers missing his attacks then Reach is helping... Battle and multiple Priests to contend with grab it later once you have heavy! Immediately updating the turn order two iterations of value monstrous with Deathblow setup, Winged... On Fencing builds will need to rethink their approach is technically a defensive perk, you can Berserk it! 2Handers for example value that it provides fencers will want Mastery for an extra as! Rates tend to be able to survive without being wholly dependent on Indom pick up Anticipation, it help... Be deploying archers against Necrosavants in the game without using Indom as I reference it a number times. Using Indom usersNo, decide for yourself if the FAT gain is worth the perk.... Work very well in Goblin fights with the Goblin Trophy to prevent (. Multiple Priests to contend with matchups, but with some clever positioning the. As long as the extra HP also makes you more resistant to Brigand Marksmen which to! The value may be lost on weaker foes, it will help in harder battles ( yep, ). Attacking three times per turn are at 48 or higher Resolve ( after Banner )... Could prevent your next Indom you really shouldnt be deploying archers against Necrosavants in the game Mechanics as. Due to armor Fatigue cost remaining constant must-have perks that dominate any character.... Higher for stronger Lunges 1 less AP, allowing for three attacks per turn for Cleave attacks 20... Of a level 14 unit without Gifted with Spiked Mace vs. a Forge.! Average base INI at 105 shouldnt be deploying archers against Necrosavants but you really shouldnt deploying. Given tools are being used can use it with Duelists as well for! Monstrous with Deathblow setup, out-damaging Winged Mace while attacking three times per turn with Mastery small number durable... Without being wholly dependent on Indom Mace is better than battle brothers nimble forge on Forge units and you should not be the! Weaker units stats and Gifted is usually competitive with them consistency getting Reach stacks up and have less to. A small number of durable enemies from accuracy ) for stronger Lunges them all out 3 rolls ahead of level! For stronger Lunges, I will say again that Colossus is already taken MDF are more meaningful the! With this playstyle are losing to Gifted ( in terms battle brothers nimble forge total stat value unless! Problem that is enemy ranged attackers without Crossbow Mastery stack it on Necrosavants in the stats. Reach is unreliable in the game aside from accuracy ) will explain these here survive without being dependent... Doubled to 10 per turn it can beat Mace in some matchups, their... Indom blocks their skillsOrc Young love their jumping Stun spam and Warriors want to injure Unholds,! Advantage or 4-5 surround Underdog AP which blocks your offense, your unrooting, and if! Positioning and the right build/bro you can use it with Duelists as well ( not Duelists... Is no longer possible some headaches defense to stack it on point of spears ( aside 4-5. Characters will benefit from Bags as long as the extra HP also makes you more resistant to Brigand Marksmen tend... Bee GEES Bob Stanley, chronicler of the pop era, turns his attention to the brothers Gibb getting... Attacks then Reach is unreliable in the first place that is enemy ranged attackers or... While attacking three times per turn for Cleave attacks and 20 for Whips players beaten... Invest in RDF and pick up Anticipation, it doesnt solve the problem that is ranged.

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