Good pickup for all Hammer users. This is somewhat similar to CS although with a more focused effect. Since Backstabber is rarely ever bad it is a pretty easy pick up if you are looking for accuracy early on and it will still be good later. Regular attacks can be used on softer targets and Gash as an opening move on heavier units like Chosen. But otherwise, pairing those with another ranged weapon should address any ammunition problem (see the relevant section below). Crossbows/Throwing are great against Chosen both for dealing injuries and killing Chosen faster, and you want to kill them as fast as possible. Warriors have enough armor that most weapons will have a Fearsome window against them. Having Rotations whether they are on your frontline or backline can be a great way to help distribute damage across the whole party instead of putting the full brunt of it onto the frontline. That by no means makes Duelists bad or that you shouldnt use them, but it is something to be aware of. It isnt worth pointing out every instance of this, just assume minor edits throughout. Indom helps you survive these dangerous attacks and control the Unholds. Should I be leveling Initiative?While Dodge does get stronger with higher INI, Dodge alone does not provide a very compelling reason to put points into INI on level up. Legacy info: QH was nerfedQH received a significant nerf in WotN, no longer allowing the free swap of shields, which had the intended effect of killing the ubiquitous QH defense being used at the time. Split Shield damage to shields increased by 50% on Axes only. Anti-Kraken: Save a brother or get back into formationAdrenaline can be good in the Kraken fight since the fight is largely about making sure you dont get dragged around by the Tentacles. If you use Recover then you can Berserk into it for greater efficiency. 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. Dogs in general are great for getting more surround bonuses and more Backstabber value. Going shield-less: We need more defenseThe extra Dodge defense can help your bro safely go without a shield. Athletic/ClubfootedThey stack and Pathfinder applies first. The 1-14 damage effect of Fearsome can only apply one check per 3hit swing. Taking Taunt on a skilled unit doesnt make much sense because you could be spending your time killing instead of Taunting. You can do it to your enemies as well. This is because they swing for 15 FAT normally and you recover 15 per turn, allowing you to always swing if you dont move. 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. Status avoidance and anti-NomadsSimilar to the Hexe Charm described above, using the wait function can allow bros to shave a turn off of status effects if they get hit after they acted and waited. As such, you can go first with Adrenaline, do your turn, and wait. Then if you get hit with a status one turn is removed when you actually end turn. if Martell didn't have the cocky trait, he would have won. Most backgrounds have an average base INI at 105. DiscussionIm going to be lumping all of the weapon masteries into one section. HH is useful against Goblins, low armor or naked Orc Young/Berserker, most human range enemies, and the not too uncommon human melee units who deploy with weak hats. Heavy archers are more resistant to focus fire. Pathfinder helps here, especially in the cases where the camp is elevated above your starting position. In abnormal biomes Pathfinder allows units to move an extra tile (3AP -> 2), and in the case of elevated Forest/Snow you can move two extra tiles (4AP -> 2). Unholds: Prevent throwingUnholds want to throw you around and get at your weaker backliners. Nimble makes do with cheap gear offering immediate return on the investment and beating most of the then available heavy armor options. Lesser Dueling options like regular Axe/Cleaver/Sword/Flail/Spear will benefit more from CS as their lower innate Ignore% makes them less capable of injuries against armored targets as the former weapons. Now Im not saying this is a bad idea because the perk is good and consistently useful and it is nice to not have to think about surrounding, but interior lineman may benefit more from other perks. Arena: Battles are small and shortSimilar to the early game, Arena battles are small affairs and you can reasonably cast Adrenaline several times. We drop down to 20% without Bullseye and 40% with Bullseye. Polearms no longer get -15% accuracy penalty for attacking adjacent targets. This idea usually has something to do with Veteran levels or talented recruits like Hedge Knights. Then they die and decide Dodge stinks. As a generally polite and chilled out sub this is the one topic that tends to divide people, so I've finally decided to put the discussion to rest. Students only combat value is faster levels which means you get stat gains a little bit sooner. Bleeding, Charmed) has its duration reduced to 1 turn. In this regard, Fearsome suffers in the same way as CS and Executioner. Does not stack, but another kill will reset the timer. LWs need a lot of ResolveGoing alone has some problems that might not be immediately obvious. No, but he can work, and instead of the accuracy perks you could instead pickup defensive or utility perks if your bro/team needs those more than the direct killing power of Berserk/Frenzy. Using Colossus on top would still be good, just pointing out this interaction as Colossus is a good pick on Forge, so by extension if Nimble can be better then it is also a good pick. FA can really help them through the growing pains of the early levels. Noble Sergeants do this (though not in the smartest way). This can fully avoid Charm for example. The +1 vision is needed to actually get the +1 range, and does not allow you to wear a -1 vision hat without penalty. This combination makes Berserk one of the best perks in the game for fighting the large and difficult battles you will find later on. Barbarians: They have a lot of RESReavers have 80 RES and Chosen have 90. By the time you are gaining veteran levels you should have already built a party that can clear most or all of the game. Pathfinder can help guarantee mobilityAs Blazing Deserts dropped the AP cost of Rally to 5, Pathfinder can be useful to help make sure you can actually move your two available tiles before casting Rally. Furthermore, wait command gives you a 25% INI penalty for the next turn order which means that if you wait once it is going to be harder to Overwhelm on the next turn. If the Hexe decides to ignore your Resilient guy then he can try and make his way over to stun her. Use Gifted. You do not need to pump RES into your bro to get value here. BBPlanner doesn't share builds between https and http yet. Having your slower range units with Executioner to capitalize on injuries dealt by the archer in front of him is a good way to get value. Misconception I cant use CS because I want to fight Monolith/LibraryNo. + 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. Analysis: Why Gothic 2 Night Of The Raven Is Brilliant, Antichamber Review: A Trip That Will Blow Your Mind, Wabbajack Skyrim Mods How to load hundreds of mods without issues, Kenshi Review: The Ultimate Sandbox Experience, Battle Brothers Review: A Tactical RPG Gem, Starsector Review: An Epic Space RPG Simulation, VA-11 Hall-A Review: Mix Drinks And Change Lives. Perk Pictures are sourced from the Wiki and licensed under the same rules as the whole wiki. The advantage here is that the Billhook does better armor damage than all of those except Warhammer. While Crossbows/Throwing are great at dealing injuries to set up their own Executioner, they like it even better if a Warbow user or another bro can set up the injury first. As you can see from this example, Indom made us take far less than half damage. Even so, regular Rondel Dagger attacks are weak enough that even with three attacks per turn it isnt very impressive. I instead use some sort of medium armor (around 150 to 250, depending on availability). I will also answer some of the most recurring questions coming from new players on the forums, and I will debunk common misconceptions shared among the community. 30% Base Juggler, most 2-tile reach weapons, 2H Swords, Throwing Axes. Brute: HH is not automatically good hereHH can help capitalize on the Brute modifier, but Brute also lowers accuracy which can lead to more wasted stacks. LW can be a good addition to this build. You decide where to go, whom to hire or to fight, what . You cant always just stand around and let the enemies walk into you. Thats comparable to Brawny with two more bag slots on top. Avoiding attacks thanks to a high defense also helps save Fatigue: Related Perks Dodge, Gifted, Shield Expert, Relentless (via Dodge), Reach Advantage, Overwhelm, Lone Wolf, Underdog. If a bro is dying and his only options to Rotate in his place are your archers then you have another problem. Characters will benefit from Bags as long as the extra given tools are being used. One scenario where you may want to use Shieldbash is to knock a guy off of a high ground tile so that you can take it for yourself. Mastery makes Spearwall significantly better by allowing it to continue working even as you get breached. Thats not completely terrible by itself but you have to hit twice per Hexe unless you get a headshot. Ranged weapons: Easier time finding good targetsRanged weapons have the luxury to choose targets easier than melee units can, meaning they can better use HH to bully the enemies that deployed with crummy hats. Resilient gives you a bit of protection here. If you are worried about those types of enemies then Brow can help a bit. Frenzy also depends on being able to hit things to get value. As such, you want to be smart about when you are using this, and also not be wholly dependent upon it for survival. The new grenades are all very useful and give more things to use with Bags and/or QH. If you cant get out of the grabs then you will die. Its a hefty cost, and only situationally meaningful, but it would make ranged heavy enemies (Goblins in particular) easier even without RDF investment on your bros. Anti-GoblinGoblins are the only enemy type that can output enough ranged fire to legitimately threaten Nimble units. You can get a lot of value at base INI and spending level ups on INI doesnt actually help Dodge that much. New books on Robert Johnson, Nick Drake, goth, and Karen Carpenter. This makes Overwhelm a team support perk that is better used against bulky enemies. Armor damage taken is reduced by a percentage equal to 5% of the current total armor value of both body and head armor. Another order based strategy would be to have your fastest Archer have Crippling to spread injuries around and your slower range units have Executioner to capitalize. As distance closes, you will get dropped to the base +10 RDF gain. Goblin City: Multiple Shamans means Flies are more likely, and Ambushers will wear you downWith multiple Shamans it is far more likely than usual that they will cast Swarm of Flies onto you which can take a brother out of the fight for three turns, if it doesnt outright get him killed. Rotation is more of a team player pick while Footwork is more of a get-out-of-jail card. Frenzy will turn off at the end of next turn if you dont get another kill A buff bubble will appear on the left side of the screen when active The damage bonus effects both hp and armor damage Damage bonus stacks multiplicatively with other damage modifiers (such as Executioner) Can turn online mid AoE swing if a kill is made. Riposte: Enemies have no other targetWhether Duelist or shielded, when enemies can only attack you then it guarantees Riposte value. It is important to note that Frenzy turns off next turn, not two turns from now, because it counts the current turn as one of the two turns. Berserk tends to heavily outclass other damage perks in these battles (though it also works even better with other damage perks), because it greatly increases the speed in which you can dispatch the enemy party. Anti-IjirokIjirok gets completely owned by Overwhelm. As in, using Recover on 51 FAT returns 26 FAT Can be used after a 4 AP attack that procs Berserk Recovers on current FAT, not maximum FAT Lowering current FAT will raise current INI by an equal amount. A possible set could include a Crossbow, a Billhook, a one-handed weapon, a Heater Shield, and a Whip. You have higher body armor to help against the far more common body hits, and the rare headshot is shrugged by Nimble/Brow. These and LW are all perks you could reasonably skip if you just stuck with the team. So while Forge does improve on that natural protection it cannot, for balance reasons, be as beneficial a perk as Nimble. First, it grants you the ability to deal morale checks when dealing 1-14 damage as per the old effect. A lot of perks can be boiled down to just stats.. Armor damage = 90 * 0.7(Forge) * 1.15(Armor%) = 72.45. Greatsword, Bardiche, Hammer: AoE gets more stacksThese are your go-to AoE weapons as their AoE attacks are easy to make use of without risking hitting your own troops. One, Lash is very strong with Duelist, and judicious Lash spam will make the Flail as strong as the Mace on average with the added benefit of more head injuries. Large Beasts arent very hard to out-speed either. You want to avoid/prevent these situations in the first place. So another option for your Forge guys could be to take Colossus, raise your HP, and that makes you less dependent on Indom to survive and frees up your AP/FAT/perks to do other things. 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