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. Since you often dont deploy Bows against Undead/Ancient Dead the lack of Executioner value there isnt even a concern. For example, a 100 RSK archer only has a 35% chance to hit an Ambusher at 7 tiles with Quick Shot. 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. 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. HH can work here. It's both dude, so the bf and nimble stats are both there at the same time, Yeah I know what you mean pal and I'd nearly always take dodge on a nimble bro and nearly all my tanks are BG. Throwing + Melee hybrid can maybe get away without it if you dont mind giving up half a turn to switch to melee and you dont plan on going back to Throwing after. Mind also multiplies the Banner buff, and the Fearsome penalty counts that too, so it benefits you to have the Banner out often/always. Overall Resilient is often low impact/situational, but it does protect against some highly dangerous effects, and you may decide that despite the rarity of those effects that protection from them is worth having compared to a more consistently useful, but less situationally meaningful perk. With Duelist these go up to 65/75% which is huge. Thank you to Outryder for pointing these out. It is very common for new players to misunderstand this, refer to the following picture for clarity, Polearms and melee units derive the same benefit from backstabber. : 3v1: (3 1) * 5 = 10 surround bonus (20 with Backstabber). The formula is from the perspective of the defender, not the perspective of the attacker As per the above, Polearm unitsdo notget extra Backstab bonuses compared to a normal melee unit. Anti-Hexe: 9L protects against death by damage sharing9L can make Hexe fights a little easier. The bonus to hit chance in melee is doubled to +10% for each ally surrounding and distracting your target. Two-Handers: CS value depends on weapon choiceFor the most part CS is wasted on two-handers unless you are trying to Injure Unholds, Orc Warriors, Chosen, or Nimble enemies. Hes the natural and best candidate on your team to have Rally. Weapons like Warscythe and Warbow would appreciate the help. That being said you can run these without Recover as well, so while this synergy is great, dont feel like Recover is an auto-pick for these builds. Adrenaline, etc.). 3H is abysmal at dealing injuries though, even with Hail and CS, so dont take CS for 3H or Executioner (unless you are good about having teammates setup for you). Similar deal against Unholds and Lindwurms. Some of the weapons perform far better than the others. Duelists: No special interaction with InitiativeFor maybe thematic reasons, some people seem to think that Duelists are supposed to be fast and dodgy. Tanks are also a great candidate to Adrenaline flank the enemy backline to spook enemy range units into running around instead of shooting. As a reminder from the CS section, Alps, Schrats, Ifrits, Kraken, Dogs, Undead, Lindwurms, and Goblins are all targets that are either immune to injury or will die in two hits anyway (Goblins) regardless of Executioner (except Overseer). Related Perks Rally the Troops, Lone Wolf, Fearsome. Forge comparisons down the comments, refer tothis discussion. 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. Forge Brow only helps against specific enemies but it could be worth a look if you arent Indom spamming just because of how dangerous Chosen are. Spamming these skills will likely need Recover to support it. Resilient gives you a bit of protection here. You can also use Spearwall to delay the Warriors contact. if Martell didn't have the cocky trait, he would have won. Dagger Puncture: Puncture doesnt get Double GripWhen building a Dagger bro who is going to be spamming Puncture, you can use a shield without any offensive penalty since Puncture cannot gain Double Grip effects anyway. Brow doesnt bring much, but it does promote the 40/160 setup and provides some nice injury resistance. While he lives he is going to draw 1-3 zombies to block for him which is fewer enemies fighting your party. If you have 100/40/60, then you get +15/6/9. Duelist Orc, Mace, or Hammer are already very good at injuring most targets without CS. It isnt necessary (or feasible) to spam Gash of course. Orcs: Most vulnerable to FearsomeOrcs already suffer from morale problems not because their RES is bad but rather because they have a lot of health so they tend to drop morale a few times before dying which makes it more noticeable than other enemies who just tend to die quickly instead. A 80 HP BF guy isn't going to perform much better than an 80 HP nimble guy. Without B&B, the one-handed weapon and the Shield would probably have to be disposed of. Also applies 20% of the attackers Resolve as a penalty to the defenders Resolve for damage calculations. Anti-AlpRally will wake your whole team (if in range) which can improve action economy in Alps fights. Enemies have their respective perks/weapon skills in play. 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. i think nimble's problem is that it only reduce health damage - barbarian can hit you once for 200 damage and thats it, even if you take no health damage - your armor will be in shambles. But if those items arent really used in combat then Bags is basically wasted. Crossbow/Bow + Polearm wants QH. Orcs: Indom blocks their skillsOrc Young love their jumping Stun spam and Warriors want to push your guys around. Disagreement is healthy and Im not arrogant enough to claim that other guides are completely wrong or that my guide is perfect. 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. Low HP backgrounds: 9Lives can helpSome backgrounds start with very low HP (sub 50). So taking 10 Bleeding damage on a Nimble bro is more like taking 25+ damage as your raw hp is multiplied by Nimble. 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. One reason being headshot damage applying last in the damage formula (see Game Mechanics). Due to the wisdom of Nexus, we have created a Github where you can find the latest files. One mistake players sometimes make it thinking that Reach can let them get away with low defense and this is a bad idea. Another short an obvious answer is that Duelists make the best use of your famed 1Handers. Any attack that inflicts at least 1 point of damage to hitpoints triggers a morale check for the opponent, as opposed to only if at or above 15 points of damage. Student is unique in that it technically doesnt cost a perk slot in the long run. Weapons with lower Ignore% like Greatsword, Billhook, and Warscythe can benefit from CS, though Warscythe AoE may struggle to injure even with CS. The advantage of a formation like this is that your frontline has a lot of freedom to do AoE attacks, and enemies that jump into the pockets between your frontline are also going to be very vulnerable. 80hp, 300/300 Forge bro (no attachment or other perks) against a Chosen with a Mace: Mean hits to die normally: 2.84 16% chance of death in two hits 100% injury in one, Mean hits to die with Indom: 10.23 6% chance of death ineighthits <1% chance of injury by hit 5. Since you are only going to be getting headshot ~25% of the time it makes more sense to take Colossus which is always helpful. You can bring FA users into legendary locations. Kraken is a different story because not only is the fight long but you will repeatedly be forced to try and free yourself from grabs (15 FAT) and its in a swamp. Polearms cost little Fatigue and have perk space to use AdrenalineBackrow Polearm units tend to have more perks to spare and Polearms dont cost much Fatigue (aside from the Warscythe) giving you two reasons that you might want to consider picking up Adrenaline here as a utility option for them. If you grab it at level 4 with some Raider armor you are going to get about 6-7 FAT out of it which is really weak compared to other perks you could be grabbing instead. Misconception Forge is required to beat the late game and legendary fightsNo. Battle Brothers. If you leave a low HP/RDF archer in the open he can get peppered. Three attacks per turn also synergizes well with things like Overwhelm and Fearsome. Dodge can help against enemy Gunner spraying into your formation. You dont need Dodge to run a Nimble front liner, but they can actually enjoy some free RDF in the opening turns whereas usually the stat is irrelevant. As the lengthy mechanics might suggest, Taunt is a perk that will take some practice to get the hang of. This ends your turn 3 tiles away from the Chosen and he cannot hit you. An 80 FAT pool is high, and the maximum defensive benefit of Relentless can often be 5 or even 4. I encourage you to read other guides as well and come to your own conclusions where we guide writers disagree.if(typeof ez_ad_units!='undefined'){ez_ad_units.push([[300,250],'gamerofpassion_com-medrectangle-3','ezslot_3',105,'0','0'])};__ez_fad_position('div-gpt-ad-gamerofpassion_com-medrectangle-3-0'); With the Blazing Deserts (BD) DLC out and the Switch release on the horizon, we will likely see an influx of new players that will be seeking assistance. However, if you wish to use other expensive skills on your Banner then Recover might interest you more. Weapons that only attack once per turn have less time/action efficiency to capitalize on stacks gained. It is now updated with BD in mind. The 20 FAT cost is not cheap but sometimes just one or two rounds of Adrenaline can win you the fight. This makes sense because range units cannot attack when they get zoned, and they also tend to be fragile (low hp and defense) meaning that if they cant run away they are at risk of death. 120hp, 120/95 Nimble bro in the same scenario: Normal: 4.53 Indom: 10.5, 120hp, 120/160 Nimble: Normal: 4.35 Indom: 10.19. Tremendous amount of work! Skills build up 25% less Fatigue. If you have any questions or suggestions, please leave a comment. The enemies are still there and your brother is still in danger. Experiment yourself or look to other guides for that purpose. First being that old Fearsome did nothing for you if you dealt 15+ damage. Pathfinder on normal flat terrain drops the cost of movement from 4 to 2. Tricky math aside, the point is that the Fearsome penalty will make it a lot easier to get morale drops and the cumulative effect of many attacks with this penalty over the course of battle will be noticeable. Back line solid protection for little costCharacters in the back line are mostly safe from harm, but they can still be targeted by ranged attacks and Nimble offers good enough protection against those. Savants will often try to warp off of your tank if you dont Taunt them to go after weaker bros. You can use this to your advantage to get the Savants warping back and forth reducing the number of attacks they deliver. The problem is that there arent really that many status effects for Resilient to mitigate (see the mechanics section). Every section has been modified slightly, wordings changed, things added or removed, etc. Forge. Melee Defense (MDF) gets exponentially more valuable the more you already have. Thanks for reading the introduction! Two, most enemies can be killed quickly by high tier weapons. Reach can still be used on single target 2Handers for some extra defense if you desire, but other defensive perks might make more sense. The FAT benefit is usually a good enough reason to grab a Mastery by itself and I dont want to repeat that a dozen times. It doesnt have to be something you activate every turn for it to be good, and activating every turn will be too expensive to sustain for long. FA is all about reliability. Any status effect with a finite duration (e.g. If you like a slower and more defensive team then Recover might be more useful for you. You dont need Fearsome to accomplish this. Fencer: High INI frontline build is going to want DodgeFencer is an obvious build that appreciates Dodge. You really cannot ignore it. I encourage you to check the Game Mechanics section as I reference it a number of times throughout the guide. While sandbox calculator tests cant fully capture the true dynamic nature of the game, they can still help us evaluate perks and answer questions such as: How much does Nimble, Forge, Brow, Indomitable really improve the toughness of a character? How much does Crossbow Mastery, Head Hunter, Duelist, increase damage? Heavy Chosen (190 hat, 230 body): No Perks: 7.05 shots to kill on average. Blazing Deserts: Gunners are dangerousThe extra RDF of Dodge is helpful against the new Gilded Gunners, who will AoE spam your party with ranged damage. These are the best Battle Brothers mods: Legends Mods Beta (Overhaul) 18 Bros in Battle. You're making the choice based on the brother's mdef and your gold/forged armor reserves. Reddit and its partners use cookies and similar technologies to provide you with a better experience. The %chance of a one shot kill vs. an Ambusher with Quick Shot goes from 23% to 43% with HH. The summary serves as a quick reference. Nimble is better against high armor penetration strikes. Battle Brothers Planner. Anti-IjirokIjirok gets completely owned by Overwhelm. Anti-Necrosavant: Control Savant movementAlthough Savants have a rare chance of ignoring Taunts, it is a very good ability to control their movements and protect more vulnerable brothers. Nimble does support Initiative builds, but by no means relies on them. Just because scatter shots can apply stacks to multiple enemies does not make it good because that means you are missing. 4AP attacks also have Berserk/Recover synergy if you use both of those. Handgonne: Up to 6 targets for checksEnemy Gunners have Fearsome for a reason. And what she lacks in size, she makes up for in determination. As you can see from this example, Indom made us take far less than half damage. You dont want to spend extra FAT and lower your damage and still fail your Stun because it is only 75%. It is difficult to out-speed enemy range units, Warbows guzzle FAT, Warbows can enjoy waiting, Overwhelming far away melee units isnt useful, and slow enemies usually make poor Warbow targets. Range unitsRange units are also good at getting kills, and have plenty of perk space for damage perks hiding in the back line. Misconception Nimble builds are worse than Forge buildsIt depends. Out of all of the factions, Fearsome works best here, and is great in Sea of Tents battles. + A handy escape tool for vulnerable brothers+ Can be used offensively in creative ways+ Can allow you to be more aggressive, knowing that you have an out Expensive to cast, you may not have enough FAT when you most need it With smart play and good positioning it usually isnt needed Unlike Rotation, only saves yourself rather than being able to save others Similar effect achieved by QH with a Smoke Bomb, Costs 3 AP and 25 Fatigue Can be used multiple times per turn, AP/FAT allowing Can move up or down one height elevation Ignores Zone of Control. Injuries that debuff enemy HP can be good if procced on an early hit, essentially dealing extra damage as their HP pool is cut, but against already weakened enemies these injuries are wasted. Well that +25% Ignore damage is a lot stronger than you might expect it to be. Brow and GiftedThe aforementioned discussion also analyzes the impact of Brow and Gifted on Nimble.Gifted provides an additional 3 Defense and 5 HP (Colossus) which particularly benefits Nimble. With all of those points in mind, people usually pass on 9L in favor of defensive perks that are more consistently helpful, and/or to use escape perks such as Rotation/Footwork. Without Bags the duelist would be limited to two throwing weapon stacks and a melee option, or to one throwing weapon stack, a melee option, and a utility. 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. If you just want the dang FAT regardless of what the future might hold then just take Brawny and dont worry about it so much. Misconception Rotation is mandatory on frontlinersRotation is a good perk, but you certainly dont need it on everybody. Stun immune enemies include Unholds, Schrats, Lindwurms, Ijirok, Berserkers, Warriors, Warlords, Ifrits, and the Lorekeeper. 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. In that regard, the damage formula works against Steel Brow and Head Hunter, because critical hits are weaker than you might expect assuming there is a helmet to help absorb the blow. All trademarks are property of their respective owners in the US and other countries. Going from 40 to 50 RES using Mind is the equivalent of 2.5 level ups. That would bring our Mind gain to 3.25 levels. Misconception Heavy armor & Forge needs Indomitable against ChosenNo. + Increases SKL and DEF, the best stats+ Never a bad choice, as more SKL and DEF is always good+ Flexibility to choose stats depending on your needs Flexibility can also be a downside, as maybe you want a more specialized perk for your needs, Grants a spendable level up screen like a normal level up where you choose 3 stats, but with every stat getting a max roll without regarding stars. 2H Cleaver doesnt cost a perk (dont need Duelist), are better against low or unarmored targets, and can use Reach if you wanted. Taking Taunt on a skilled unit doesnt make much sense because you could be spending your time killing instead of Taunting. Version 1. Then Brawny will apply after, rounding up again Ex. Misconception Nimble isnt viable in the late gameNo. Duelists/2H Cleavers: Attacking with IndomAs per the change to 5AP Indom, If you want to attack and put up an Indom in the same turn, then you will need to use these weapons. Nimble builds can take Relentless if they want INI support, and Gifted if they just want more stats. With 3AP attacks you can swing a 2Hander for 6AP and QH to a Dagger for 3AP. He can only revive once per turn with his Possession skill or twice per turn with no Possession. Making them a tank with Taunt can make sense. Chosen are among the harder enemies to injure early. Duelist Mace has a 5-27% chance of a first hit injury without CS depending on their armor, and a 40-88% chance with CS. Heavily armored enemies can also neuter HHs effectiveness. If a Savant moves then he can only attack once so it is in your favor if they move around. Perk Description Nimble Specialize in light armor: the lighter your armor and helmet, the more you benefit! Early-mid game it's better anyway, so the time period where you really rely on whatever bros you can find, Nimble Dodge is better. It is a good idea to use these if they can work on your build. That would have Nimble beating out Colossus in terms of value. Ranged units: Dodge isnt neededI personally do not like Dodge on range units but some people do so I will talk about it. Utility builds like the net or flask thrower can also make good use of Bags. An example would be a speedy Hammer guy who smacks enemies down the turn order with Stagger while stripping their armor so that your other bros can grab the kill and Berserk. Brow is a situational ColossusWhen you boil it down, Brow is basically just a worse version of Colossus. 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. I do not recommend playing Ironman when you are first practicing with LW. You can of course use both. Brute does however lower your skill, and that can be a good point in favor of Flail. Most players prefer more proactive perks. 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. The next section deals with the question of finding the best Nimble armor setup. Being able to attack enemies 4 tiles away cannot be done by any other melee weapon except Fencers, not counting Whips. 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. Misconception Gifted is only worth using on bad unitsNo. Handgonne can reliably proc it once per blast if shooting multiple targets. Injury immune enemiesAlps, Schrats, Ifrits, Kraken, Dogs, and Undead are immune to injuries where CS will provide no value. 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. Anti-slow and heavy unitsUnits like Warriors, Schrats, Ancient Dead, etc. 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. 45% Juggler/Killer with other weapon bonuses, Famed items. Next round starts and you attack again giving you 1-2 rounds of attacks in before the enemy can retaliate or defend themselves. Resilient therefore will have some value against common Orc Cleavers and Necrosavants, and less common Barb/AD Cleavers. Early game perks are very impactful to your weak bros and skipping on them for Student is a greed play that you should not be making unless you are comfortable with the game. For nimble bros, using steel brow and going without a helmet is viable in some circumstances, it looks 40/280/-21 it would be significantly better than standard 120/95/-15. Turn order: Slower bros with Executioner can capitalize on prior injuriesExecutioners can benefit by being slow. Description. Battle Brothers: In-Depth Guide On Perks (2020 - Blazing Deserts Updates) Caves of Qud. Underdog shines on the edgeEdge bros however really enjoy having Underdog. Anti-Necromancer: Fish for faster winsI personally dont recommend bothering with Necromancers at all. just picked up this game and this is EXACTLY what i need to help me understand the perks. This means he probably needs to be a hybrid, which is stat/perk demanding enough without needing to deal with LWs dangers. Forge protects better against the more common weak attackers. Taunt can protect other frontliners so that they can deal their damage in peace, or taunt can babysit dangerous enemies. palmetto primary care patient portal login; css horizontal scroll bar not showing; sapphire foxx tg. 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. Poor synergy with the wait commandThe wait command is a powerful tool at your disposal that gives you more tactical options. Frenzy also depends on being able to hit things to get value. Test example of Duelist impactThe following is a test of Winged Mace vs. 30 enemies and adding the total mean hits to kill each enemy. You can also use Adrenaline to set up Overwhelm stacks, though the FAT cost of using Adrenaline is prohibitive to Overwhelm in later turns. Another downside to Executioner is the potential for it to be a win-more perk. 40% Nimble the go-toWhen in doubt, better stick to 40% Nimble setups: 120/95 (Sallet/Lamellar) or if lacking a Sallet, 105/95 (Nasal/Lamellar) are good/cheap options. 190/65 (Barbute/Gambeson) performs better than 120/95 with higher HP and BP, assuming a couple critical hits. 40/160 (Cowl/Noble) should not be used without Brow but with it, wins over the other two options. 140/120 (Assassin Metal Mask/Robes) is easily the best option, but are rare/difficult to obtain. 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. Position your LW accordingly on the left if he is to deal with that, or the right if he should be away. Shield Bearers Backup shieldsBarbarians and Orcs tend to smash shields and this can be taken advantage of. Gain an additional stacking +10% chance to hit with each attack that misses an opponent. This means more help for Orc weapons and less help for Famed items that have cheaper FAT costs Saving FAT also helps you maintain higher INI In addition to saving FAT, all Masteries come with some other weapon specific benefit Hybridized weapons (such as Goedendag) benefit from Mastery depending on which skill they use. However, this is a very luck-based strategy, and as the loading screen likes to tell us if your plan relies on luck then maybe it isnt a good enough plan. The Hexe will always start covered and unless you have a wicked famed xbow you need a headshot for a one-hit kill. As brothers we fight. 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Could be spending your time killing instead of shooting and Undead are immune to injuries CS! 5 or even 4 ; css horizontal scroll bar not showing ; sapphire foxx.. Level ups that misses an opponent guides for that purpose flat terrain drops the cost of from... Dont want to spend extra FAT and lower your skill, and the Lorekeeper enemies to injure.... Use these if they move around, please leave a comment deal with LWs dangers are... Your brother is still in danger your build by Nimble chance in melee is doubled to +10 chance! Is stat/perk demanding enough without needing to deal with LWs dangers skills on your team to Rally... Short an obvious build that appreciates Dodge really that many status effects Resilient. A wicked famed xbow you need a headshot for a one-hit kill with.. Ranged units: Dodge isnt neededI personally do not like Dodge on range units some... Changed, things added or removed, etc to hit chance in melee is doubled to +10 chance! Fencer: high INI frontline build is going to want DodgeFencer is an obvious answer is that there arent that. On average our Mind gain to 3.25 levels a slower and more defensive team Recover... Gifted is only 75 % css horizontal scroll bar not showing ; sapphire foxx tg to! But are rare/difficult to obtain other two options against Undead/Ancient Dead the lack of Executioner value there isnt even concern... More tactical options and other countries tanks are also a great candidate to Adrenaline flank the can! Been modified slightly, wordings changed, things added or removed, etc xbow! Orcs: Indom blocks their skillsOrc Young love their jumping Stun spam and Warriors want push. Space for damage Perks hiding in the long run synergizes well with things like Overwhelm and Fearsome disagreement healthy... Of Executioner value there isnt even a concern to want DodgeFencer is an build!