+ Provides highly valuable MDF+ Helps keep your shield intact+ Easy pickup for any dedicated shieldbro Shield characters have poor offense MDF returns are poor without Heater or famed, Shield gains are not rounded, so you get 1 defense from every 4 natural defense of the shield Round Shields gain +3 Defenses (from 15) Heater Shields gain +5 MDF (from 20) Kite Shields gain +6 RDF (from 25) Famed Shields with higher bases will have those higher bases get boosted Shieldwall will double the bonuses gained Shield damage reduction essentially doubles durability against Split Shield attacks. However, the gains compared to non-Brow 40% Nimble lines are not especially high, so the perk point might be better off spent elsewhere. 15%) for the Banner. Master Archers can have no hat or a Hunter Cap so it is fine on them as well.Head Hunter (continued)Use CasesDamage perk stackingHH enjoys damage bonuses such as Executioner and Frenzy to further lay in the damage. Pathfinder saves FatigueAlso not to be forgotten is the halved FAT cost of movement. Out of all of the factions, Fearsome works best here, and is great in Sea of Tents battles. We drop down to 20% without Bullseye and 40% with Bullseye. Mostly Fat. As exciting as this sounds, the Fatigue cost associated will cap you out quickly, and with the death of the Adrenaline cycle you will need to spend some time on Recover to continue doing this. I will also focus mostly on the first 100, maybe 150 days. 100 RSK archers are also very hard to find and lesser archers will of course benefit more. Designated MartyrsThis isnt a strategy that I am much of a fan of because I think it is needlessly costly, a waste of XP, and not necessary. The value of Colossus here goes beyond just the raw durability. The table shows the mean hits to death (MHtD), the chance to die in two hits (%2HD), the chance to get injured on the first hit (%1HI), and the chance to meet the heavy injury threshold on the first hit (%1HHI).SetupMHtD%2HD%1HI%1HHI68 HP, 300/300 Forge2.4357%100%68.9%68 HP, 300/300 Forge (AFP)3.486.4%28.5%22.7%85 HP, 300/300 Forge (Colossus)2.99.9%100%23.7%85 HP, 300/300 Forge (Colossus + AFP)3.966%24.9%13.3%. The Everyman A multi-purpose characterThis is a front line bro carrying different one-handed weapons, possibly a shield and control or utility tools. They arent going to shoot your guy with 20 RDF whether he has Anticipation or not, they are going to shoot the weakest link. You can use it to swap a weapon for next turn. Gifted is probably the better of the two but theres plenty reason to use both. . It is very similar to Duelist. NimbleForge Meme or supreme?Given that both Nimble and Forge power relies on extreme specialization, using them in conjunction rarely makes sense. Turn order: Faster bros with CS can setup slower brosYou dont actually need to have high Initiative per say, but any Nimble bro with CS can tag an enemy with an injury that Forge units with Executioner can take advantage of later in the turn order. Yes it makes it easier to shoot covered targets, but you shouldnt be shooting covered targets because you are choosing to half your accuracy when there are probably plenty of guys out in the open you could be shooting at with high accuracy instead. For example, if you have 80 MSK / 20 MDF / 50 RES you get +12/3/7 out of LW. More likely you will just have to commit the bulk of his rolls to HP, leaving him with low fatigue. Not to be misunderstood, it is completely fine to have one/few dedicated tanks that never deal any damage. Nimble is usually good enough to keep your range units safe and I like to be aggressive and take a lot of offensive perks on my range units. This makes them vulnerable to high AID attacks such as those from Duelists. 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. You should never be counting on veteran levels to matter on your builds. Chosen are among the harder enemies to injure early. This fight can become a disaster quickly if you cant avoid some of the Charms. 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. This is because from the defenders perspective, the Polearm unit is not adjacent to him, and therefore not factored into the surrounding formula even though he is the one attacking. Still needs to satisfy other requirements for 2h sword . Create an account to follow your favorite communities and start taking part in conversations. + Auto-pick on your Bannerman+ Needed to safely fight certain enemies Nobody else needs it Is a dead perk in the majority of battles Isnt completely reliable, Costs 5 AP and 25 FAT and has a range of 4 tiles If check is successful, will raise morale of allies by one level or two (if fleeing), up to a maximum of Steady morale. to you reader, for your interest in a guide that took a very long time to write to the Steam community for the fruitful discussions and knowledge shared in this guide to the code diggers and wiki editors for their invaluable contribution to the devs, for making this amazing game that we love. Another way to think of shooting at half accuracy is that you are halving your expected damage output. Misconception Underdog is an auto-pick on every frontlinerNo. Both can win. Be careful of the Chosen having Adrenaline though. You dont have to build your whole team around it. Other effect dependent on Mastery type. Take away common offensive perks like Berserk/Frenzy/Executioner and use FA/Gifted/Backstabber instead and you can make this work. FA is all about reliability. You can also use Spearwall to delay the Warriors contact. You can have a few setup bros who weaken enemies for your Berserk/Frenzy users to capitalize on, as there are only so many kills you will be able to get per turn. 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). Whiffing on a Shieldbash is extremely annoying because it prevents you from taking that high ground tile. If you have dedicated Mace units for this job then they might appreciate having Mind to make sure that they dont get hit by Charm themselves. Crossbows/Aimed Shot wont benefit as much due to their higher innate accuracy and lower rate of fire. Shield Bearers Backup shieldsBarbarians and Orcs tend to smash shields and this can be taken advantage of. Mortars do pretty low damage, so while you could just eat the Mortar, you would like to avoid the morale check and the Shellshocked status if you can. ThrowingYes Duelist works with Throwing and it is very good. and rounds it down in your favor Provides Stun immunity from Maces, Orc Young, and Unholds Provides immunity to displacement effects such as Warrior pushing and Unhold Throwing, as well as abilities like Shieldbash, Polearm displacements, and Serpent grabs. Provides immunity to Kraken Tentacle grabs Does not provide immunity to tier 3 Nachzehrer swallowing Does not provide immunity to Priest Horrify, and Horrify status will cancel your Indom. : A -11 hat and -21 armor will provide11 FAT (4 from hat, 7 from body) Ex. You pay up front (a perk point) in exchange for an insurance policy that only rewards you during a bad event (death). Two-Handers with mastery can move & attack even when capped on FatigueUsing a two-handed weapon single target attack with mastery costs 12 FAT. On the galley the British found Nimble ' s log book, some oars from the British vessel Brothers . This is great if you want to skip the first perk line or if you want to take a large number of perks from the bottom half of the tree. See the Game Mechanics section for clarity Brow always reduces the headshot modifier down to 1x. Putting up the Wall on turn 1 means that it will deactivate at some point in turn 2 and if youve been breached then you cant re-enable. Escaping dangerAny unit that you think might be getting themselves into danger and you want an escape ability can make use of FW. Recover might well be a must-pick for this fight. It isnt just useful against Goblins. Theres not a whole lot to say about Rally. The numerical values include modifiers from Backgrounds, Traits, and Equipment. This makes him a prime target for Flies, so Resilient can be a good pick for your Goblin Trophy bro if he is critical to your Goblin strategy. 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. Most players prefer more proactive perks. Rather than fish for low chance shots on him, you can instead just kill his escort after which you can safely walk over and finish him off. If you can dodge crossbow bolts you can dodge a ball.. 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. By the time you clear the crisis (around day 100 lets say), you might have a level 12 or 13 guy. 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. + Improves heavy armor effectiveness+ Scales favorably with named armors+ Strong against repeated weak attacks+ Saves armor and tools Low impact on armor ignoring damage Requires hard-to-get very heavy armor, Formula: 1 5% x (current head armor + current body armor)300/300 70% Forge (1 600 x 5%) Forge value updates withcurrent( maximum) armor and so diminishes over the course of battle as more damage is sustained Armor gained from attachments counts towards the value Only reduces armor damage taken Can indirectly reduce incoming HP damage with improved mitigation from remaining armor A left screen tooltip displays the Forge value. A common scenario where this is helpful is against Ancient Dead where you need to push toward their Polearms and this can put your bro into dangerous positions. The ideal would be a perfect Noble Mail and Steppe Helmet: 250/200 armor for a mere 16 FAT. Gifted/Backstabber dont fall off at high Skill levels in the same way that FA does. If you know what you are doing then this isnt an issue, but if you are a new player you may want to stick to more universally helpful perks early on and specialize at higher levels. This is actually pretty easy to do because they like to target bros that are closer to them. If the Hexe decides to ignore your Resilient guy then he can try and make his way over to stun her. However, it isnt easy to keep the Bannerman in perfect range safely. It can also be of poor value against really weak enemies who just die immediately (i.e. Save my name, email, and website in this browser for the next time I comment. Backstabber in this scenario is worth +10% to any of the 4 bros who can attack Blue, and not extra (i.e. For example, you can run a four front eight back formation where none of the frontliners are connected. Understanding Warrior control is the biggest step to safely skipping on FW. If a bro is dying and his only options to Rotate in his place are your archers then you have another problem. There have been minor edits/changes overall throughout the guide. Two, Flails ignore the defense bonus of enemy shields. 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. Dagger Puncture: Injure almost everything consistentlyBecause it completely ignores armor, Puncture is a great way to set up injuries and with CS you can injure just about everything in the game, even Orc Warriors. 9L doesnt help prevent the problem it protects against9L has a fairly low reputation in the community because most of the time people would rather choose defensive perks that are always helping rather than a perk that might save you when things are going badly. 2Handers and DuelistsThese are your primary damage dealers and they very much enjoy having Frenzy buffs. Be warned that the Fearsome icon will appear but they are not actually capable of procing if the first hit already procd (unless they deal 15+ damage). Fencers: More security on LungingFencers are rather perk starved and you can run them without Underdog for sure, but having it is nice for the extra security, and it means you dont have to be so careful about where you are Lunging around. Set-up brosNot every bro needs to be a killer. Misconception I cant use CS because I want to fight Monolith/LibraryNo. Vs. Student is a perk which is a little boring on the surface, but extremely handy. There are reasons you may want to use those, but they tend to be beat out by other options like Mace/Hammer. DiscussionBurst damage is preferred to waiting around for Bleeds to apply, but you cant always burst everything down so every bit of extra damage is nice to have. 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. Berserk can help your Recover turn be more efficient if you have it. Multiplier stacking: The more the betterDamage modifiers stack multiplicatively, meaning if you have Frenzy up already then Executioner is worth +25% instead of +20% because Frenzy is also multiplying it. Going for a Billhook followed by a Crypt Cleaver is some of the highest damage you can get out of a turn. In perfect 250/200 -8/-8 armor nimble + battle forged = nimble + colossus in terms of survivability and saves you some tools. Misconception Reach is an auto-pick on 2HandersNo. Mid game a power spikeNimble has a tremendous impact on light armored characters and it can reasonably be accessed by day [30-40]. + 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). Chosen mace has 60% Ignore armor and 115% Armor modifier. Press question mark to learn the rest of the keyboard shortcuts. As an example, Duelist + Throwing Mastery Heavy Javelins at 2 range out damages non-Orc melee Duelists. Finally, Berserk depends on being able to consistently hit and kill things. Given that enemies have defense and some of them high, it is hard to have too much SKL. This usually sends the enemy ranged AI into disarray. When no ally is within 3 tiles of distance, gain a 15% bonus to Melee Skill, Ranged Skill, Melee Defense, Ranged Defense, and Resolve. It is better to use the 320 piece if you dont mind the cost. Items placed in bags no longer give a penalty to maximum Fatigue, except for two-handed weapons. Rotation can very well save lives in a way that no other perk can compete with (Footwork kind of). With some luck, you can deal injuries that cut HP by a % on the first attack and potentially deal a lot of free damage. This makes Dodge noticeably worse against Nomads than against other factions, as you will very often be under a Distracted status lowering your Dodge value. Gifted for example gives 4 Fatigue + other stats. Orcs: Indom blocks their skillsOrc Young love their jumping Stun spam and Warriors want to push your guys around. With weapon spec they only cost 12 to swing and since you recover 15 per turn you will not accumulate Fatigue without Berserk or other skills or getting hit. If you need a reminder on how injury mechanics work then go back to the CS section. Everyone knows how annoying enemy Marksman/Arbalester are. Your Polearm bros can be built to take some pressure if necessary, and you can protect your archers well enough without FW if you know what you are doing. Can learn from a swordmaster brother for +1-4 . The reason is that many of the existing guides are outdated in regards to the DLC, only offer brief advice on the perks, focus too much on the end game, or have information I disagree with. This makes it entirely possible to ditch your hat and focus on more body armor. The Knock Back skill gains +15% chance to hit. Ive had 60 Resolve tanks drop to Fleeing just from Ancient Dead walking into his zones at the start of Monolith. If your morale drops then youve basically negated your LW bonus. For example, with an 80 FAT pool fully filled Relentless will save you 40 INI which translates to 6 defense from Dodge. Gunners make for one of the better Bullseye targets. Anticipation lets you worry less about unit placementAlthough Nimble will do a fine enough job to protect your backline in most cases. Since most cheap backgrounds will appreciate multiple stat boosters you cant really go wrong with Gifted here. 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