battle brothers nimble forge29 Mar battle brothers nimble forge
With the lightest 300 famed armors Brawny value could be as low as 11 FAT, or only 2.75 levels worth. Melee Defense (MDF) gets exponentially more valuable the more you already have. What makes Duelist so strong? Misconception Nimble is all about Initiative, Dodge, Duelist, Footwork and flankersThis is a trope. 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. FA is all about reliability. Most backgrounds have an average base INI at 105. Misconception Gifted is only worth using on bad unitsNo. if Martell didn't have the cocky trait, he would have won. Mind is an auto-pick here. Has anyone run calculations for a Battle Forged / Nimble build best armor combination? The perks compliment each other very well. Going first or early in the turn order is valuable as acting before enemies can allow you to kill or debuff them before they get to act. In this specific team composition, Anticipation can actually provide pretty good value. Second, Fearsome grants a malus to the targets RES score equal to 20% of your RES score. Fearsome will have a relatively high increase in morale drop chances against them, compared to not having it. 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. 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. The backbone of the Gilded are their Nimble Conscripts. Student is unique in that it technically doesnt cost a perk slot in the long run. Tanks: More controlEnemies will try to avoid fighting tanks if they can reach weaker targets. Forge. Duelists: CS value depends on weapon choiceDepending on your weapon of choice, CS has differing value for Duelists. For example, a Hammer user that switches to a Sword/Cleaver after he knocks down the armor, or a Spear user who switches to a better weapon once his Spearwall is breached. So the immediate reaction would be that Bullseye just doubled your accuracy in this situation. Anti-hexe: Avoid CharmsHexe are one of the more dangerous enemies in the game. When no ally is within 3 tiles of distance, gain a 15% bonus to Melee Skill, Ranged Skill, Melee Defense, Ranged Defense, and Resolve. Then when your second move comes around you stand still and then flip back to your control, negating the Charm entirely. While it is quite likely you will have a large number of damage dealers using both perks because they are good, there are damage dealing builds that can be run without using either perk. Everyone knows how annoying enemy Marksman/Arbalester are. Anti-Polearm: Tanks can struggle to draw Polearms without TauntPolearm hordes (Ancient Dead) are highly threatening to your damage dealers and it is difficult for a regular tank to exert his influence over these enemies. Alternatively, use your first move to move around the edge and use Adrenaline. In loose ways Taunt is similar to a Stun. If you take Mind at 40 RES (after Banner buff) you get +10 RES. Duelists also have the benefit of a free offhand, which means that they can open the battle with a Net or Grenade and toss it without having to do any weapon swaps. shieldbros). With the cycle dead the synergy has gotten worse. In rare cases, leaving an injured enemy with say a Broken Arm blocking a tile that his buddies behind him cant fill can be useful, but usually you are better off going for kills. To unlock the third row you need to spend two perk points. Also good against Swordmasters/Blade Dancers and other dodgy enemies, especially in the Arena where your normal counters and ganking may not be available. The Smoke grenade makes Rotation/FW a bit worse. It also helps if this bro has high FAT (or low FAT intensive build) so that he may actually afford to use Rotation/Footwork even late into the battle after taking a lot of damage. FA will win out however, when your hit chance is low like against Shieldwalling enemies, and when you cant surround. Three, battles tend to be small and evenly matched, so a Taunt user controlling one or two enemies can give your team a good advantage. Fortified Mind and Resilient are two of the best perks for this fight, and decrease danger to poor rng. It is worth noting that this is based on current RES and not base RES, so things like the Banner aura, Lionheart Potions, and Lone Wolf will boost the Fearsome penalty. Other interesting points of note is that the Brow Nimble line had the best injury avoidance, and that Brow was relatively more useful on lower hp units and lower defense units. Because single target 2Handers take little FAT and can benefit greatly from Dodge, it makes them one of the least stat demanding damage dealing builds in the game. LW multiplies shields/Shieldwall gains as well. Anti-Orc/Barbarians: Your shield wont last long without Shield ExpertOrcs and Barbarians have dangerous axes and 2Handers. We drop down to 20% without Bullseye and 40% with Bullseye. This makes Underdog a great pick for AoE bros that want to make the most of their AoE skills. (Focusing solely on stats and not the stage of the game, how many good armors you have, etc.). Usually, base FAT is sufficient for Nimble characters so leveling their HP instead should be a priority. If you are just going to be using single target attacks then your FAT generation is low and Relentless wont be as strong here. Battle Brothers Planner. Pathfinder on normal flat terrain drops the cost of movement from 4 to 2. Turn manipulation can be helpful to get the upper hand early. Tanks want to hold down dangerous positions so that other teammates dont have to. How can i make my tanks faster? If your bro is missing his attacks then Reach is not helping you. 68 HP Forge is at huge risk of 2 hit death by Chosen, and a very high possibility of receiving heavy injuries on the first hit as well. You can beat Monolith/Library with a few dead perks. Famed shields: You dont want them breakingTo prevent your fancy shield from breaking and to further multiply shields with extra defense, youll want Shield Expert. These guys arent a threat without the units accompanying them. Shamshir will want the help on Gash. 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. At worst we get +10 RDF which is modest. Front line Duelist Hybrid Valuable bag slotsBags is not absolutely necessary in that case, but helps resolve FAT issues and tactical option limitations. FA reflects on hit chance, not raw SkillThe % values above in the charts are provided for hit chance and not a bros base Melee Skill (MSK) or Ranged Skill (RSK). 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). Sunken LibraryThe Library is our newest legendary fight. Characters with high HPThe higher the HP, the better Nimble performs. 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. You can also use it on yourself after you got dragged to try and get back into formation before you get grappled again. The start of the fight is the most dangerousAlthough you will likely accumulate Fatigue over the course of the battle, the first couple of turns are generally the most important and decisive. 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 . A tank that cannot use his tanking abilities isnt going to be doing his job as well as he could be. For example, you start the turn with the Banner out, QH to Hook/Whip/Net, do the thing (4 or 5 AP), and then use the remaining 4 or 5 AP to bring the Banner back out allowing you to maintain the Banner buff that you want to have while also having the ability to use other weapons/items. Misconception Indom allows me to get away with bad MDFSort of, it is definitely worth considering Indom if your defense is bad for the extra insurance, but surviving more hits will not necessarily save you if you cant avoid anything in the first place. 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. This also means that Reach will be easier to use against easy to hit enemies like Orcs, and will be worse against an Ancient Dead established Shieldwall. A perfect Wolf Helmet and Alloy Plate (175/350), and many other options between would also work. The BD Fearsome buff is a concern for Nimble, who tend to get chipped for small hp damage through armor early. Forge impacts weak and medium attacks far more than high damage threats that heavy armor is vulnerable to. The point is that low HP Forge is very vulnerable in Chosen fights, which leaves you with a few options: use Indomitable, raise your HP, or minimize contact. As armor breaks down bro loses the benefit of Battle Forged but does not gain from Nimble due to armor fatigue cost remaining constant. We didnt take any damage at all! Thank you to all who gave us feedback. 20/04/19 Added links to the Steam/Reddit release threads in Resources 20/04/24 Edit to FA, Fixed FA to Backstabber (was 47%, should be 52%), also added link to Fast Adaptation calculations in References. 20/04/28 Fixed Pathfinder terrain values in Forest and changing elevation 20/05/16 Fixed Fatigue gain when shielding to only apply to ranged instead of all attacks 20/06/18 Added an Anti-Goblin section to Adrenaline. 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. Adrenaline/Indom: Strong skills but expensiveThere are many strong activatable skills you can be picking up and Brawny can help you use them more often. You can also use the extra defense to be aggressive and double grip a 1Hander or go for an early 2Hander (I dont recommend this if you are a new player and still learning). Executioner usefulness is inconsistentExecutioner value is going to be tied into the injury system. Just keep in mind that Chosen have Crippling Strikes so even if you do survive you are going to get injured. Unlocks the Recover skill which allows for resting a turn in order to reduce accumulated Fatigue by 50%. The damage potential here is lower than the old Indom 2Handers. Nimble makes late game light armor builds viableNimble used to be hard to play with but since the B&E DLC it has been reworked to give light armored characters a fair chance at survival even up to the late game. Easy pickup here. However, if a bro has no skill may instead prefer Taunt to protect teammates. For backliners, I usually prefer Nimble to give them more stat boosts instead of levelling Fat every time, that and keeping their Fat pools high and init higher than most frontline; I usually use my backline to chew through armor as the enemy approaches, then use concentrated attacks to assist the killing power focused Frontline in bringing down does quickly. You are going to pick it on your Bannerman no questions asked. Bannerman: You want MindObviously, the Bannerman wants as much Resolve as possible both for his Banner aura and for Rally. Indom is not a passive effect and expensive to spamOf course, the downside to Indom is that it is not a passive effect. This means your Spearwall is active all through turn 2 and 3 even if you get breached (assuming Mastery). Skipping FW means you can be more aggressive with your archers, but dont get greedy if you arent comfortable. Using Adrenaline and waiting can get around it even without Resilient, leading to Nomads just wasting their turns trying to put it on you. Daggers attack three times per turn and both Puncture spam or Qatal Duelists can appreciate dealing a bunch of morale checks each turn. Anti-Hexe: Fish for winsThis is maybe the most common defense I see for Bullseye. There is no need to unzip it. There is diminishing returns on Berserk across the party. Depending on how you deploy your formation, your edge bros can face three or four enemies. Worst we get +10 RDF which is modest strong here more aggressive with your archers, but helps FAT! Formation, your edge bros can face three or four enemies without shield ExpertOrcs Barbarians. Pretty good value choiceDepending on your Bannerman no questions asked Forged but does not gain from Nimble due to fatigue., when battle brothers nimble forge hit chance is low like against Shieldwalling enemies, in! 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