Mastery saves a lot of FATMost bros are going to want to grab a Mastery because they are usually worth it for the FAT benefits alone. Rally doesnt need RecoverYou might think Recover is an auto-pick for your Bannerman so that you dont cap and miss on a Rally. With high defense, each stack gained is more valuable. Misconception Recover is a must-pick for late gameNo. The +1 range on the bow gives it 8 range which is the highest in the game and highly appreciated by any main Bow user aside from the FAT benefits which Bow desperately needs. Please refer to the Colossus section if you need a reminder on how easily Chosen can threaten Forge units. You want to avoid/prevent these situations in the first place. Early game: Double down on passive defense with ColossusEarly game your bros are weak, have little defense/armor, and that makes them vulnerable. One downside though is that if you get Charmed there is a high chance your bro will pop Adrenaline while Charmed which may end up wasting his Fatigue. WhipsWhips are commonly combined into Polearm builds for Disarm utility. LWs need a lot of ResolveGoing alone has some problems that might not be immediately obvious. A higher base RES will also make a bro more likely to succeed a Rally check from your Bannerman (see Rally for details). Being able to redirect their throws to a bulky Nimble or Indom bro can let the rest of your team breath easier. The extra defense helps against Necrosavants but you really shouldnt be deploying archers against Necrosavants in the first place. This is an advantage that Crossbows have over other ranged options, the ability to move without losing out on attacks (not counting Berserk). Theres still more benefitsLastly, the +15% hit chance on Shieldbash is likely not something that you will use very often, but it is nice to have when it comes up. CS Shamshir does have some advantages. This technically occurs by rounding the FAT cost down Ex. When HH is gained, the next target will be guaranteed to headshot (if it hits) and the stack will then be removed either way. This doesnt reflect on your current Initiative, meaning that Dodge is not affected. HH allows for double head taps in a row, which with strong weapons against most targets is usually going to deal a lot of damage if not outright kill them even though the headshot modifier is not favored by the damage formula (see Game Mechanics). There isnt much nuance to discuss here. It's an action, adventure, exploration, narrative driven, musical-laser-light-battle kind of game. tend to be less impactful here. It also helps defend against enemies using Fearsome since it is actually a threat now. This combo defined the WotN meta. With the nerf to 1AP, this is no longer possible. Espaol - Latinoamrica (Spanish - Latin America), https://steamcommunity.com/sharedfiles/filedetails/?id=2249596421, https://steamcommunity.com/sharedfiles/filedetails/?id=2250236832. Furthermore, you can use Adrenaline to make sure you out speed a charmed brother who is posing a danger. Of these, Orc Duelists and 2H Cleaver are more interested in Recover than others, given their high Fat costs. Riposte: Enemies have no other targetWhether Duelist or shielded, when enemies can only attack you then it guarantees Riposte value. If they activate Berserk then they can attack twice and still move one tile. Frenzy nor Xbows change that evaluation. : A -10 hat and -20 armor will provide 9 FAT (3 from hat, 6 from body) Ex. 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. What are the stat threshholds that will determine what is more optimal? Goblins are very hard to out-speed. HMS Cambrian and Rose fitted out three misticos that on 27 June 1827, at Andros, captured a row galley, armed with one gun.The galley's 30, or 35 crew members escaped ashore. A level 14 unit with Gifted will still be 3 rolls ahead of a level 14 unit without Gifted. This gives you standard 40% Nimble with a few advantages. Pre-battle formationYou can set-up LW from the start of the fight by putting all of your units on one side and the LW on the other. 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. Crossbow/Bow + Polearm wants QH. These other defensive skills are losing to Gifted (in terms of total stat value) unless you are getting two iterations of value. Thats the main problem with Bullseye. However, archers could not wear heavy armor due to the vision penalties. It is worth mentioning that as you find Famed armor, (which is almost always lighter than regular 300/300 armor), your Brawny value is going to drop by a few points. Im going to be talking about the value gained by the perks themselves rather than talking about the efficacy of the various weapon classes in general. One reason being headshot damage applying last in the damage formula (see Game Mechanics). Backstabber can help these guys do their job and make decent use of a high FAT but lower skill unit. This guide is not a build guide. However, pumping RES has other benefits, and can help keep your morale Steady or better so that you dont lose RES (and Fearsome value) through dropped morale. Warscythe could potentially use both. Gifted competes against other perks as wellThere arent very many ways to gain accuracy. Each point of RES reduces these chances by 1%. Since Overwhelm requires you to attack it is common to kill enemies and not get value. You can run this kind of build without Shield Expert, but if you want to lean into the defensive ability of the build then it can help. 3HF and AoE: HH is awkwardThe 3HF cannot do the same shenanigans as the regular Flail, because the 3-hit combo makes Hail unable to prime your stacks, as the stack is gained and lost before Hail finishes yielding no stack. In that regard, aggressively leveling HP and grabbing Colossus will go a long way to make Nimble better for you. Overwhelm is akin to having more MDFOverwhelm is a good debuff but the perk itself suffers from something of an identity crisis. Nimble extraordinary HP damage reduction is tied to FAT penaltyNimble reduces the amount of HP damage received. High FAT characters can better support the cost of heavy armorHeavy armor logically costs more FAT to wear. Please do check out their other channels. Check thiswiki page to know more about damage calculation. Usethis wiki page for a list of named armors and their possible values. While Bags is not necessary to use any of these tools, they are good options to have somewhere on the team, and can be good options to use with any extra bag slots you have. Unlocks the Taunt skill which makes opponents take offensive actions instead of defensive ones, and attack the taunting character over another potentially more vulnerable one. So if you give this bro Backstabber then he can drop a Dog for an instant +10 hit chance for his upcoming attack. It isnt going to make a bro standout, but it will certainly help increase his consistency and ward against poor luck. With some INI investment and Relentless you can attempt to achieve a state of permanent Adrenaline. Using the Wait command will incur a 25% Initiative penalty for determining turn order next turn. Mind also multiplies the Banner, so it is fairly safe to say that Mind is usually worth 3 extra RES than your out-of-fight stat card will show (from a +12 Banner). Every single fight can be beaten without using Forge. : Maxes at -19 from 300/320/-62 armor. A jack of all trades is a master of none.. Rotation can save the day here. There is nothing stopping you from using multiple or even all of these to just stack your defense as much as possible, but if you are tight on perk space then Underdog may not be your best pick here so long as you maintain formation. Most of the time Rally isnt going to do anything, but it is an insurance policy against disaster that you are going to want regardless. The more i use is good for bf, yeah ok, but they get even slower. Use FW if you like it, but you shouldnt feel like it is forced. Not having to spend money on heavy armor means you have more money to spend on weapons, recruiting, or famed items. The best weapons to use HH are going to be those with high armor ignoring damage (AID). Your veterans should be able to keep your fresh blood safe in battle so the short term loss of missing a perk isnt as big a deal. Compare that to other defensive picks like Shield Spec, Underdog, Reach, Gifted, or even against other stat perks. This is because these weapons will benefit more from the headshot multiplier, and these weapons are also better at killing enemies through their armor, which means there is less chances to split your damage between body/head. If you can consistently do this then it does wonders for the RES problems and you can even Rally if there is trouble. Splitting one or two shields in the Footman/AD/Conscript line can help your team breakthrough. Anti-Head Splitter/Necrosavant/Blade Dancer/Master Archer/Desert StalkerOrc 1H Axe has the extra headshot damage from 1H Axes, and the others have Headhunter. You killed my father. Then they die and decide Dodge stinks. If you want to argue that you need to Recover so that you can AoE to get Reach value then I will point out that the turn you Recover you are not getting any Reach value. I have built adamage calculator hat can simulate the game combat. BBPlanner doesn't share builds between https and http yet. Of course you can use Adrenaline beyond the early turns as well for clutch timing control. The truth is that many builds dont need Recover at all. A front liner and a back liner will get the same value out of Backstabber. As of Blazing Deserts, Relentless also negates the waiting penalty, which is great so that you can wait if needed without tanking your INI next turn. In summary, nets can turn the tide of a challenging battle. Having Rotation(s) in the backline is also a good idea. Duelist Orc, Mace, or Hammer are already very good at injuring most targets without CS. You can . You can wear heavy armor without this perk. 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. The majority of your Dodge value is going to depend on your base INI and how fast your build generates FAT. Gunners make for one of the better Bullseye targets. 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. Kiting: Make enemies chase you across the mapPolearms are already a good kiting weapon due to the their reach and 5AP costs. If you start with a stack going in, the first target will aim for the head, and then subsequent targets are at base chance again and are capable of still getting a new stack for this action, as you have not yet gotten one. Misconception Using Dodge means I dont have to level defenseNo. Gain 15% of the characters current Initiative as a bonus to Melee and Ranged Defense. 5 defense for a perk point is still valuable just because defense is so strong, but you may want to compare this to other defensive perks like Dodge/Reach which can beat 5 defense, or even Gifted which is only 3 defense but gives other stats as well. Looking for a better famed helm now. Anti-Ancient DeadAncient Dead have up to 210 armors on Honor Guards and very low hp (55 Legion, 65 HG). Redirect their throws to a bulky Nimble or Indom bro can let the rest of Dodge... Being able to redirect their throws to a bulky Nimble or Indom bro can the... Get the same value out of Backstabber already very good at injuring most targets without CS nerf 1AP. One tile generates FAT cost down Ex & # x27 ; s an action adventure! How fast your build generates FAT from body ) Ex cost of heavy armor... 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