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. It does help demonstrate a case of HH being bad however, so avoid using it on weaker weapons (Warbow is still fine as you generally target squishy enemies). You can clear Monolith/Library with a few dead perks. You can clear the crises just fine with average guys using FA. 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. For example a Duelist can start with and throw a Net without ever needing to swap anything, but a 2Hander needs QH to throw a spot Net without costing him turns. Without Indom, Wurms are very capable of killing even good bros in just a few hits. Your team doesnt have to be perfect or built specifically to win legendary fights. A couple of noteworthy options include the Billhook which is 5AP with Mastery, 2H Cleavers for a big headshot Decapitate, or a Fighting Axe/Head Splitter to capitalize on the Axe bonus. These are the best Battle Brothers mods: Legends Mods Beta (Overhaul) 18 Bros in Battle. One mistake players sometimes make is that they think Dodge is a substitution for proper Melee Defense, they spend all of the their level ups on Initiative and leave their defense stat at base. Both can win. Usethis wiki page for a list of named armors and their possible values. The majority of battles later in the game feature large enemy parties that often have a number of weaker enemy types in the deployment which usually makes it very easy to get kills to put Frenzy online. Hybrid: A unit that levels both Melee Skill and Ranged Skill, not to be confused with a melee unit using multiple weapons or a ranged unit using multiple ranged weapons. Nimble: 40/160 Brow line beats other 40% Nimble linesNimble does a wonderful job of mitigating the occasional headshot that you might take, but Brow does allow for a unique armor line to be used that takes advantage of how Nimble works. Guess I'm misunderstanding your post. Using the Wait command will incur a 25% Initiative penalty for determining turn order next turn. So with little or no investment into HP Colossus is already outpacing the other raw stat boosting perks in terms of raw numbers. However, given the chaotic nature of the battlefield, multiple brothers contributing damage, and damage rolls being variable, it is hard to predict how often Executioner helps or does not help. It is recommended you give one of these perks to any bro with 9L so that he can potentially save himself on his next turn. Anti-Barbarians: Chosen hit hardBarbarians are the most dangerous faction in the game right now because they like to swarm you with a bunch of dangerous 2Handers that do a lot of armor ignoring damage. All rights reserved. Not that Berserk is bad in these fights, but there are limits. Nimble usually performs better against weapons with high AID such as two-handed weapons or Crossbows, while Forge excels against repeated weak attacks. This also applies to the additional defense bonus of the Shieldwall skill. For example, an Overwhelm Warscythe or Warbow might never be in danger to need the Dodge defense, but can appreciate Relentless helping them dole out their Overwhelm stacks to better support the team. For example, Warbow can benefit a lot here. If you are highly aggressive then fights can usually be won before Fatigue becomes a problem. FA is all about reliability. NetsNets are great. If someone needs saving and your only Rotations are on your zoned frontliners who cant move and get there then you are in trouble. If you do want Brawny, grab it later once you have your heavy armor and it makes more sense. 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. 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 . If you position your team poorly and end up with a very vulnerable bro, say a guy surrounded by 4 Orcs, then Rotation can save the guy in danger but it doesnt solve the Orc problem. If your morale gets dropped then you take a RES penalty as well which will make you more vulnerable to further Horrify spam. you could probably skip both of them and be fine tbh, If you're in for a long haul some minmax and also a hell of rng luck a cultist with high rank (from cultist origin sacrifices) + nimble bf + cultist armor is something godlike. This makes it an enticing choice for any bro that needs accuracy help which is most cheap bros without stars. Thats not completely terrible by itself but you have to hit twice per Hexe unless you get a headshot. Polearms (and other 2-tile reach weapons)The 5AP cost of Polearms allows them to be combined with other 4AP cost attacks to make the full use of your 9AP. QH allows you to throw them more efficiently, but it does depend on your loadout. Not to be misunderstood, it is completely fine to have one/few dedicated tanks that never deal any damage. While Gunners are a priority target and you want to avoid clumping and/or giving them free reign to shoot you, Dodge can help when they do get shots in. 30% Base Juggler, most 2-tile reach weapons, 2H Swords, Throwing Axes. Tweaks and Fixes. This can be anywhere from 15-25 extra accuracy against shielded enemies and is especially useful against Footman/Ancient Dead who love their shield spam and are highly vulnerable to Duelist given their low HP. Its not a rating scale. Flanker: Harass enemy archersIt is already an effective strategy in some fights to have one of your bros dive into the enemy backline (Adrenaline or Relentless can help). Otherwise, feel free to use the table of contents on the sidebar to jump to perks of interest. Relentless negates this issue. Thats up to you. The advantage here is that the Billhook does better armor damage than all of those except Warhammer. They are not a package deal of course. 0% injury on first shot. 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. This means that Brow cancels out (negates) the modifiers from the 1H Axe and the Brute Trait Taking reduced damage lessens the chance of head injuries. Discussion75% Stun chances are annoying. This technique has been passed down the Armstrong family line for generations!. These units are great for farming armor safely and/or disabling high threat targets and they will need Recover if you want them doing this for an extended duration. Anticipation can let you get away with being less careful about your positioning. With weaker weapons HH still suffers from its old malaise of splitting your damage more, and as such HH should be avoided on weaker weapons. As a general rule, the higher the HP the better 40% Nimble gets. For example, CS Duelist Mace/Hammer deal much better damage, achieving similar injury rates with just normal attacks as the CS Duelist Gash Shamshir due to their innately higher damage output. Mace/Hammer are also extremely good at delivering injuries due to their high Ignore% and two attacks per turn. + Increases the range of tactical options+ Saves FAT (and INI) Additional bag slots are not always needed or justified, Items stored in the bag normally cost half as much FAT (favorably rounded down). So if you give this bro Backstabber then he can drop a Dog for an instant +10 hit chance for his upcoming attack. 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. Thus, shielded Hammers can consistently proc Fearsome on armored targets. If using Dodge and having high FAT, Recover also helps you gain some Dodge value back. Armor damage taken is reduced by a percentage equal to 5% of the current total armor value of both body and head armor. Makes use of the character's current health, current helmet and body armor durabilty, Steel Brow, Nimble, Battle Forged and active Indomitable. ( Squire vs Hedge Knight) You can gain a squire brother in ( Lone Wolf Origin Squire ). For example, you can easily use a 2H Mace without mastery which is far stronger than a Billhook. Quick Hands is a must-have and Duelist could be worth considering as well. Area of effect (AoE) & three-headed flail (3HF) attacks are limited to one stack, removed on hitFA will check all hits on the AoE and adjust your hit chance accordingly for each hit. You want this. Unholds: Prevent throwingUnholds want to throw you around and get at your weaker backliners. However it does have to compete with other valuable early game perks. For blunt injuries it is good but for piercing injuries it is actually bad as the light piercing injuries are more likely to be useful than heavy piercing injuries. 60 minimum, 70+ before LW is recommended which usually means that you are going to have to pick up Mind. See the Game Mechanics section for clarity Brow always reduces the headshot modifier down to 1x. Soon she will be ready for the greatest battle of all - the battle for herself. A Hall of Heroes that displays service flags and every American flag that's ever flown in battle. Worse yet, attempting a rescue will turn off LW. Any unit with QH can now just drop a bomb down quickly and run away if needed. If the Hexe decides to ignore your Resilient guy then he can try and make his way over to stun her. If they've got the Fat to wear whatever 200/200+ armor I've got, BF. So you are saying that I dont need RDF?Yes, thats exactly what Im saying. Even as you do start to tire, it doesnt take much INI to still be getting +5 out of Dodge and that is equivalent to Shield Expert and Underdog most of the time. You can use it to cast Recover for next turn. Anti-Geist/Priest/WarlordThese enemies all have AoE skills that reduce your teams morale. To unlock the second perk row, you need to spend one perk point. If they get hit then they will spend their turn trying to move back toward your line and then immediately flip back to your control without doing you any harm. Review: How close does Elex come to Gothic? In June 1944 Japanese and U.S. navies fought the decisive battle of the Philippine Sea. The extra damage on headshot does not save it here. 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. Two-Handers with mastery can move & attack even when capped on FatigueUsing a two-handed weapon single target attack with mastery costs 12 FAT. You can be very aggressive with 2Handers and/or Polearm users that have poor defense by having Footwork to get out of any halfway dangerous situations. Pathfinder helps Polearms maintain this advantage in all battles. The extra HP also makes you more resistant to Brigand Marksmen which tend to give new players some headaches. . Hit (lose stacks) -> miss (gain stack) -> miss (no stack), Hit (lose stacks) -> hit -> miss (gain stack), Hit (lose stacks) -> miss (gain stack) -> hit (lose stacks), Miss (gain stack) -> hit (lose stacks) -> miss (no stack), Miss (gain stack) -> miss (no stack) -> hit (lose stacks). Check thiswiki page to know more about damage calculation. As HH guarantees a headshot, you can use that to swap in a Sling for a ranged Daze. Anti-Barbarian: Adrenaline the Adrenaline usersBeat Barbarians at their own game by using your own Adrenaline to try and outspeed their Adrenaline. Without QH this would take two turns and is probably two slow, but anyone else can throw the Smoke to save whoever is in trouble. Magic The Gathering, magic cards, singles, decks, card lists, deck ideas, wizards of the coast, all of the cards you need at great prices are available at Cardkingdom. Anti-Ancient DeadAncient Dead have up to 210 armors on Honor Guards and very low hp (55 Legion, 65 HG). Reach will work better on units with naturally high skill, and can benefit from the bro having other accuracy perks to assist in hitting. Crossbows/Throwing:Crossbows/Throwing can be scary with Executioner given their high innate armor ignoring damage. More injuries inflicted doesnt necessarily mean that you will get good ones. If you look at a lot of old guides, some will tell you that you only need 60 HP on your Forge units. Fleeing brothers ignore the distance penalty. Going shield-less: We need more defenseThe extra Dodge defense can help your bro safely go without a shield. Ive been mostly negative about CS so far so lets add some positivity because it isnt all bad. Thats not to say that CS should only be used on Nimble units. Unlocks the Adrenaline skill which puts you first in the turn order for the next round. 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 the other. Provides +1 trade routes and increases the amount of gold gained from trade routes. Winged Mace Double Grip only: 7.42 hits on average. This is legacy from when there were few enemies dealing high AID. Nimble bros will face more Fearsome checks than forge bros. Nimble tends to be worse than Forge in the legendary locations as well, not that you cant bring Nimble bros there or even a full Nimble team, but it is something to be mindful of. Have your heavy armor and it makes more sense Billhook does better armor damage than all those... Flag that & # x27 ; s ever flown in battle have AoE skills that reduce your morale... 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