+ Increases highly valuable MSK+ Can yield more MSK than Gifted/Fast Adaptation (FA)+ Safe pick for any damage dealer Not as good on bros with naturally high MSK Most common case is +5 MSK, which is a low yield compared to other stat perks, Surrounding formula accuracy boost: (Number of adjacent units engaged 1) * 5 (10 with Backstabber) Ex. Anti-Overwhelm synergy: Their value condition is at oddsNot that they cannot be used together, but to get Overwhelm value you need to have not killed your target and to get Berserk value you need to kill your target so they are at odds with each other. When they are covered you are better off shooting the guys in front of them so that you can free up a melee unit or dog to go pin them. Try and get high defense and then use Reach to further complement it. BBPlanner doesn't share builds between https and http yet. Normally the rarity of headshots can make them prohibitive to actually killing enemies as they have a healthy helmet to absorb the blow. Many fall in the face of chaos; but not this one, not today.. This means a tight formation cannot be pushed around except through the edges, and your archers should be in the interior back. 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. Destroy Armor is usually bad on Duelist Hammer because it fixes the hp damage dealt to 10. The higher the Resolve of the character using the skill, the higher the chance to succeed. Early game: Student is not advised if you are strugglingIf you are having trouble in the early game then you should not be using Student. Then they die and decide Dodge stinks. How you evaluate Colossus is going to depend a lot on whether you plan on going Nimble or Forge later on. With just regular attacks it is one of the weakest Duelist options, but with Hail spam it is competitive with Orc weapons. If you want to use multiple weapons then QH is a good pickup. Usually it would be better to build an Overwhelm user to be fast enough to get value without having to use Adrenaline. Overwhelm forces you to attack on your first action if you want to get value. The other secondary effects of Mastery range from not very relevant to extremely good, so some Masteries are more impactful than others. I will also focus mostly on the first 100, maybe 150 days. A kill increases all damage by 25% for 2 turns. Hitpoint damage taken is reduced by up to 60%, but lowered exponentially by the total penalty to Maximum Fatigue from body and head armor above 15. Recover is recommended for continued tanking, as Indom and incoming attacks will fill your tanks Fatigue quickly. ThrowingYes Duelist works with Throwing and it is very good. This can allow bros with poor defense but high skill to pretty safely Spearwall. In this regard, Anticipation suffers terribly from a win-more problem. Of these, Orc Duelists and 2H Cleaver are more interested in Recover than others, given their high Fat costs. They trade protection for range and even though they must get closer to the enemy line they gain increased accuracy in the process. Crossbow is the same except every other turn you will have to only attack once and spend the other AP reloading. FA will win out however, when your hit chance is low like against Shieldwalling enemies, and when you cant surround. 30% injured by 3rd shot. Nimble is much more vulnerable to this problem here than Forge. The advantage here is that the Billhook does better armor damage than all of those except Warhammer. Armor attachments Additional Fur Padding preferredArguably, the best armor attachment for Forge is Additional Fur Padding (AFP). AFP addresses heavy armor weakness to AID while providing valuable injury resistance Bone Platings (BP) is a worthwhile but unreliable option and Nimble characters want this attachment Light Padding Replacement (LPR) can be considered if FAT is an issue, but it doesnt directly impact durability Attachments granting +40 durability offer the best value against weak to medium attacks, but do little against dangerous AID. As you can see, ditching our shield and going Duelist makes an enormous difference to the offensive output of the Winged Mace, and other 1Handers will follow suit. Instead, your archers should be mowing down the Hexes escort as everything besides Schrats that she can pair with are very vulnerable to Bows. The way to go is Necromancer/Assassin Hat (40) and Noble Mail body armor (160) preferably with Bone Plate attachment. Therefore, CS, Executioner, and Fearsome all have more targets and the overall % of immune enemies has decreased. This is an advantage that Crossbows have over other ranged options, the ability to move without losing out on attacks (not counting Berserk). Moving around in a swamp without Pathfinder is a real pain. Also clears any damage over time effects and increases stats when triggered. Otherwise, you dont need it. I will say again that Colossus is better than Brow on Forge units and you should only use Brow after Colossus is already taken. Usually, base FAT is sufficient for Nimble characters so leveling their HP instead should be a priority. Then on your second turn phase you move toward them and attack and then use Adrenaline. In my experience he doesnt need it and Ive run sub 60 FAT Banners. Any hit during the AoE will remove stacks as you would expect. Bullseye/Anticipation do not impact these mechanics. Some weapons/builds benefit more than others. mega thinks he can go around being so nice to everyone, little can't go one day without sending some dumbass heart emoji Mega#4361 THIS MF I HATE HIM One, you arent overly concerned with burst damage and give Bleeds time to tick. If you play on a lower difficulty, or do not have the DLC, or play with mods then most of the guide will likely still apply, but keep in mind the differences. Sure, let's walk through the correct answer (for front liners). Nimble measurements after 80 days only have Padded Leather, Leather Lamellar Armor, Southern Mail Shirt, Basic Mail Shirt. Well, no, that isnt really necessary. One example is that it is pretty easy to spread injuries with ranged weapons for other Executioners to capitalize on. Unlimited powerIn terms of raw power, Indom is probably the strongest perk. 'High HP Low Fatigue' means you level fatigue. Early in a fight before all of the units bunch together or late in a fight when there are less enemies remaining Underdog may not be providing any value. DiscussionIf you are just using a 1H Sword and no specials then Mastery is more skippable than usual due to Swords already having lower FAT costs. A 9AP cost is stifling. Spearwall no longer disables when enemies breach into your Zone of Control. Added Split Man with Fearsome mechanic. Duelists however have better mobility and can attack multiple times per turn which means that missing is less painful and there is less wasted overkill damage on weakened enemies. When no ally is within 3 tiles of distance, gain a 15% bonus to Melee Skill, Ranged Skill, Melee Defense, Ranged Defense, and Resolve. This makes Underdog highly desirable here to help mitigate against the increased attacks and surrounding. HP damage received is reduced by 10% of remaining armor, so taking less armor damage will slightly reduce armor ignoring damage (AID). + Auto-pick on your Bannerman+ Helps against specific enemies like Hexe, Geists, Mortars, Priests, and Warlords+ Protects from stat loss via morale drops, and helps gain stats via Confident morale You can usually reach acceptable Resolve levels without Mind, Does not round, so you get +1 RES for every 4 points of real RES your bro has Ex. The Longaxe/Polehammer are also good weapons to use with QH, particularly for units that are already picking up Axe or Hammer spec for their main weapon. And now the true test hold fast, or expire?. It is true that Fencers will out-speed most enemies, but Fencers are also really good at killing, enjoy the wait command, and are highly perk starved. This mobility allows them to reposition a little bit each turn to try and claim high ground tiles, stay in cover, or get clear shots. Chosen (updated 8/13/20)Huge + Brute CalculationsNimble Tests with Gifted/Steelbrow (updated 8/15/20)Nimble Tests With Medium Armor (updated 8/15/20)Nimble Tests with Famed Armor (and More) (slightly outdated)Unhold Fur Cloak vs. Goblins (updated 8/13/20)Guide Release Steam Thread, RedditIncreasing returns from Melee DefenseGuide Release Reddit Thread, Google DocsMorale Check MechanicsEnemy DataBackground Stat Ranges, Projects by OthersBuild Planner by UnislashPerk Calculator by EveryCrime, Battle Brothers Review A Tactical RPG Gem. Duelists however can sometimes out damage the 2H Cleavers, cost less FAT to hold and swing (unless Orc), and are much better at dealing injuries. A healthy HP count, AFP, and even Brow if you are worried can all help a bro survive a few more hits, as can debuffs like Daze on enemies. It is the best passive perk that a Nimble brother can take to increase their durability. Some builds can want multiple A Mastery isnt helping if you switch to a different weapon, FAT reductions do not round, so for every 4 FAT normally spent, you get 1 FAT subtracted FAT reduction calculates after addition/subtraction by Orc/Famed items. Brow helps more than usual against these enemies. Finally, Berserk depends on being able to consistently hit and kill things. 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. Nimble beats Forge until its set with 300/300. . Since you often dont deploy Bows against Undead/Ancient Dead the lack of Executioner value there isnt even a concern. You can combine this with other debuff skills like Stagger/Daze, or just use it on a fast Warhammer guy (as an example) who Batters down armor for other bros while applying Overwhelms. Gaining skill does become less helpful the more you have though, so lower skill units will benefit more than higher skill units. The downside is that you wont be able to Overwhelm all threats each turn, so you still need good MDF. Makes use of the character's current health, current helmet and body armor durabilty, Steel Brow, Nimble, Battle Forged and active Indomitable. Tanks want to hold down dangerous positions so that other teammates dont have to. Are you really sure you want to be halving your accuracy?Lets start with cover mechanics and how they affect accuracy. The truth is that many builds dont need Recover at all. All of them. Bros are usually distinguished as Nimble bros or Forge bros when discussing perks/builds. 2Handers have better synergy here since they attack for 6AP and can FW for 3AP. Recover is a must for this build to continue Puncturing. In this way, Gifted is actually very strong on a bro with 40+ MDF already. + One of the best perks for your damage dealers+ Does better in the larger/more dangerous encounters+ Can use the extra AP for defensive skills or mobility as well Need Fatigue to make use of the extra AP Can be wasted if there are no targets, FAT, or useful things to do with the AP, Effectively allows you to have up to 13 AP, which is enough for three 1Handed strikes or two 2Handed strikes Can only proc once per turn, even if you kill multiple enemies at once Does not proc on opportunity attacks against fleeing enemies Can be followed by Recover if you get back to 9 AP. Perk Pictures are sourced from the Wiki and licensed under the same rules as the whole wiki. Situations where this matters are rare, but no other skill in the game lets you move 5 tiles in a turn (except Lunge + Berserk). 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. My opinions are not law. There are some enemies that will specifically attack your morale and Rally is important in these fights. What are the stat threshholds that will determine what is more optimal? If you are looking for a very quick pass on the perks then I suggest just checking out the summary section of each perk and then skimming through any sections of interest. New Fearsome helps get that ball rolling and continue to feed into itself. In summary, nets can turn the tide of a challenging battle. Further, if you kill an enemy and get some stacks but there are no other immediate threats then your stacks are wasted. Since you are only going to be getting headshot ~25% of the time it makes more sense to take Colossus which is always helpful. <1% injury before shot 6 Mastery: 4.79 shots to kill on average. 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. However, 2Handers can still make use of Indom while attacking through popping it off of a Berserk proc. Famed 300 armors have a wide range of FAT costs that will impact Brawny value. 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. Unlocks the Adrenaline skill which puts you first in the turn order for the next round. 0% injury on first shot. pip install cfscrape Has anyone run calculations for a Battle Forged / Nimble build best armor combination? 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. Both can use Duelist effectively, and Nimble Duelists do not necessarily lean toward using Dodge and/or Initiative either. Misconception Brawny is an auto-pick for heavy armor usersNo, decide for yourself if the FAT gain is worth the perk cost. Generally, Duelists just feel more flexible with 4AP attacks instead of 6AP attacks. Once the ads are dead the Hexe herself isnt really a threat. You dont have to be that extreme about it, It isnt all or nothing. 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. The trick then is getting the Hexe to target your Resilient bro(s) instead of your other bros. Misconception CS is better the more bros that have itIve seen this a few times and Im not entirely sure why. Having Frenzy up next turn makes it easier to get more kills to get more Berserks and Frenzies later. The takeaway is that stacking MDF is very strong. Espaol - Latinoamrica (Spanish - Latin America), https://steamcommunity.com/sharedfiles/filedetails/?id=1790093811, https://steamcommunity.com/app/365360/discussions/0/1777136225026945777/. FA can really help them through the growing pains of the early levels. Overall, Brow isnt incredible on Nimble, but if you want a bit of extra passive durability and injury avoidance then you can pick it up. Since neither can wear heavy helmets without suffering range penalties, light armor and Nimble make a prime choice. The first Japanese airplane was shot down using the Navy's new proximity-fused five-inch projectile, and the Vought F4U Corsair flew its first combat missions on Guadalcanal. This is actually pretty easy to do because they like to target bros that are closer to them. Defensive and/or escape perks/tools would be good. Mitigate poor rngBrow may not be strong in absolute terms, but as a defense to unlucky rng cases, you may find it reassuring to have. If the first hit deals 15+ damage, then the second hit deals 5 damage, the second hit gets the proc, and the third cannot unless it also deals 15+ damage. A dead enemy cant hit you, so even if you inflict a Fractured Hand on a guy you probably will want to keep attacking him anyway and if you end up killing him before he acts then CS didnt actually provide value to you (unless the injury was Defense or you have Executioner on the follow-up). Armor Ignoring Damage (AID): Refers to a weapons Ignore% which determines its ability to deal HP damage through an opponents existing armor. Generally speaking, hand/arm/shoulder injuries are the good ones, as they tend to reduce Skill or damage. Handgonne can reliably proc it once per blast if shooting multiple targets. Barbarians: They have a lot of RESReavers have 80 RES and Chosen have 90. To unlock the third row you need to spend two perk points. Rotation saves livesRotation is a well-respected perk in the community and for good reason. The single target attacks also do more base damage than the AoE attacks. The +10 Dog dropDogs count for surround bonuses which also means that they work with Backstabber. 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. Thats a huge chunk of stats, and will be even higher when you count other gains from perks/shield/Banner/etc. This technique has been passed down the Armstrong family line for generations!. With Sword Mastery (BD) and CS, Gash can inflict injuries with just 1/12th of opponents HP (8.3%). To unlock the second perk row, you need to spend one perk point. 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. You can even move 6 or 7 if you really wanted to by having multiple people Rotate chain the same guy forward. There are three ways to get more value out of ReachThe first is to increase your bros skill. Since heavy armor does a good job of protecting your hp, Forge units have little need for Resilient to protect them from Bleed/Poison. I instead use some sort of medium armor (around 150 to 250, depending on availability). So taking 10 Bleeding damage on a Nimble bro is more like taking 25+ damage as your raw hp is multiplied by Nimble. In perfect 250/200 -8/-8 armor nimble + battle forged = nimble + colossus in terms of survivability and saves you some tools.