Wassup brothers. This is my silly little RU-vid channel with content primarily concerning Stratego and Battle Brothers. Hopefully you find my thoughts useful!
A lot of the instability will be solved if you apply the 4GB patch. I learned about that patch after making this particular vid. If you want to know how to do it, visit the Discord channel.
Strange timing for the review…Reforged just dropped a few days ago! So far I’d say it’s just a flat out improvement and I will likely never be able to go back to base Battle Brothers again. Only complaint it excess complexity on individual perks. Anyway, would love to see your review of that too!
@@ChinaWoody I have installed Reforged, but I got back to Legends because of the appeal of all the legendary beasts and started a Beast Slayer origin campaign. Reforged appears to be much less "spectacular" and I would have needed to learn yet another perk tree
Interesting. I usually build tanks without upgrading melee attack at all, to maximize HP, Resolve and Fatigue instead. This limits the usage of my tansk to only a few types of fight so i almost never have more than 1 (or 2) in my roster. Adding a layer of attack makes them more versatile, but also 80+ attack is enough to make a good dps instead of just a damage sponge
You know, I did that at the beginning too, but I found dogs to be much better and economical way to deal with alps. They almost never miss them, they provide vision at night, take hits (2), and the reshuffle can save a hurt brother or lead you to easy kills. They're great!
Anti alp tactics early game. High hp bro at edges with nets and clubs. Mid game and later, nimble bro with pole mace. Take very little hp damage and concussion is very economical.
The 2h mace is by far the best weapon by virtue of doing all the mentioned things (high damage, good vs. armored, excellent debuff) on top of not requiring any perks to use it effectively. Which is what enables it to be used as a ""pocket weapon"" by qatal duelists. I enjoy QH 2h mace + qatal duelist because if your frontline is made up of such people, they can focus down super tanky enemies super easily by utilizing the dazes from their fellow duelists. It's nice when four dudes can just delete a lindwurm or schrat from existence before they even get to deal damage. It does eat fatigue like crazy, and wants high accuracy, so that's a barrier to getting a lot of such duelists. though the swordlance does give it a run for its money, as far as raw punishment and BS potential goes luckily you don't have to choose, you can just run both for high single target + high AoE damage
Never use quickhands on twohanders, because twohanded weapons in backpack slots give full fatigue penalty. So u trade one perk point and 14 fatigue for a vrry little chance to hit two tiles away after berserk. Gifted or some other perks instead of QH gives me constant value. And if you have unspent AP, just reposition on two tiles, those AP are not wasted.
I just repair any weapon that's worth 300 or more at full durability, like the reinforced flail or short sword. I ignore entry spears, pitchforks and short bows. The other weapons to ignore are pretty obvious. You can kind of memorize them. It's the entry level stuff for most basic weapons, sometimes first 2 or 3. All the advanced weapons like 2 handed weapons and crossbows should be repaired. Armor should never be repaired to be sold unless it's something extraordinary. But you'll likely want to keep them instead. What you really want to avoid is repairing at a loss. That's why I cut the boundary a bit high at 300. I know you can make money in the 200's, but it's not a lot of money and early on you might struggle running a repair business, without sacrificing your team. There are also very few weapons in this range. My tool strategy is to at any cost make sure my armor is repaired. Ideally I try to buy them under 250, but on the first 5 days I often have to go up to 300, and I'll pay even more if I have to. Repairing weapons to sell is something I only do if I can spare the tools. In the first few days I usually repair individual weapons here and there, but if my tools are running out or needed elsewhere, I just hang on to them for later. I don't think it's worth paying extra for tools just to do those repairs now, since you can wait and do it cheaper. It delays my income, but unless there's a pressing concern, I don't think holding on to resources is a bad thing. Since this all applies to the stuff you use as well, I try to avoid repairing my early weapons and shields, by removing them between the fights. You have to be careful about ambushes though. I recycle them when they're almost broken, granted that I have a replacement. With armor I might replace them if I have something equal. You tend to be able to upgrade your equipment pretty quickly in this game, so there's no need in repairing something that will quickly get out of date. These are tricks that really helps preserving tools in those crucial first 10 days.
Answer is no, almost never. I created that spreadsheet myself but the limiting factor here is tool availability. If you're fighting daily, tools become too scarce to run a repair business on the side
I would say it depends on the map, there are some mountainside villages where tools are so cheap it would be a crime not to take advantage of the market.
Very early game when you have minimal armour to equip your expendable brothers in, Adrenaline will have a lot of value, as you'll tend to have an excess of fatigue. However, this also competes with Fast Adaptation, which is highest value on your brothers with lowest melee attack. On the other hand, Colossus scales as you level of hp, so it's value increases as the game goes on. I would say if the brother is expendable and low melee attack, grab FA. Otherwise, you can consider Adrenaline at level 2. Gifted or Dodge are really strong perks in the next tier, so all are valid considerations at 3, though as you mentioned Dodge and Adrenaline don't synergize well. Nine Lives and Colossus are often worth considering fairly early on as well, though perhaps these should be prioritized more highly on brothers with long term potential.
I never use Nine Lives. If I have a squishy endgame bro, like a Swordmaster, I give him Steel Brow. SB avoids injuries that 9L does nothing against and also increases longevity of your bro. 9L is so often a dead perk and you lost the opportunity to get something that improves damage output or some other stat.
@@ouwesoksgaming 9L is no more of a dead perk than most others, when you think about it. Most perks only come into play occasionally. While hopefully 9L won't proc often, when it's useful it's value is far greater than other perks. The online community seems to love Steel Brow, when in many senses it actually has significantly lower value and use cases than 9L.
interesting set of bros. your cleaver duelist is a monster with that fatigue. one question i have for you is how do you get around not taking steel brow? i glossed over yoru bros and hardly none of them have it. thanks!
All bros typically have 100+ hitpoints and Steel Brow is overkill. I sometimes use Steel Brow on a Swordmaster type of background, who cannot get that many HP.
Quite sure :) Check out FeedingFriendly's 19-day Monolith Run. The only thing that would break the "infinite XP gain" is the Necromancer fleeing. But usually, 1-2 turns after fleeing, he rallies and the cycle continues.
Enjoyed your content so far. Have you ever played Long War of the Chosen for XCOM 2? Only game uo there in hours like I have in BB. Definitely good overlap for keeping BB audiences interested while gaining new subs.
Many thanks for all of your guides! Hope your channel keep growing and able to keep providing guides in any game you're playing! Best of luck! ps : might help to make a specific playlist for each game tho.
I agree with your assessment. The first time I used adrenaline was when I played the Northern Raiders start as all 3 brothers had high starting fatigue and I figured I needed all the help I could get while fighting my way south to friendlier towns. I found them so useful that I now try to find 2-4 high fatigue Bro's to give adrenaline during a play through. I do agree that they are more useful early but still found them useful in many situations later game. I gave up killing frenzy to have it but all my other front liners have it so it is still up almost continuously. Those that I am able to make battle forge get used every battle those that are nimble get used for situationally in the late game (nomads, goblins, beasts).
Nevermind editted my post. I think all weapons have their warrants and it totally depends upon the bro. You stated that a hammer bro can skimp on melee def more than others due to reach advantage but I don't think thats the case so much. If I was to say a bro who could skimp on mdef more than the others it'd probably be the mace bro, because a stunned enemy cant swing anyway. Hammer bros need some of the highest stats in the game, with maybe cleavers needing more because disarming and swinging twice per round is ridiculously fatigue intensive. My weapon choice for bros are usually dependent upon fatigue. Highest -> Cleaver / High -> Hammer / Medium -> Mace or Dagger / Low -> Axe. Swords I dont bother other than early game. THey're the upgrade to spears when your bros start hitting 70-80 mark on atk where its not reliable enough to switch to the other weapons yet. Once they hit 80ish I switch them to what they'd be good with using based upon their fatigue. Flails are kinda in the same boat, I find them too unreliable. They can work in very specific cases but you need like a drunken brute trait then it gets hilarious of course but in reality the odds of finding something like that on a well starred bro are slim to none.
Saves time? I'd say, it loses money. When I am campbusting I repair only the highest value/durability items and the rest when I return to civilization with a full cart.
@@mikes9753 I will obviously only repair loot that is profitable to repair. If tools are scarce, I will repair only the most profitable loot and sell items that are just above the threshold without repairing. My basic strategy is to always have a full stack of tools. You cannot have enough tools, ever.
I have over 3k hours played and when I saw this video I was hesitant to agree with it, but honestly your list is very spot on. I think the only thing I would change on your list is direwolves to be bumped up to anytime. For some reason I just don't run into many direwolves in my playthroughs as much as I did before the blazing deserts dlc, and because of that, I have trouble making the additional fur padding. I had one run recently with 2 full rows of the unhold fur but no pelts from direwolves to make them :/ So other than that, yeah I'd put direwolves right alongside hyenas. They're a fight you don't want to take before raider gear, but once you get raider gear (so day 15-20+) I will drop whatever I'm doing to kill direwolves now.
Have been experimenting with it on a frontline banner who has questionable Matk, just because the +10% to hit starts making the warbrand look pretty ok in that situation. But I am not sure how it will play out
Greetings, I have just discovered your channel and it's fascinating. You completely understand this game and have a talent in relaying your knowledge. I would love to see you create a series using any starting background that covers the first 100 days. This period is crucial for anyone that takes this game seriously.
I'm not planning to do a playthrough. My play is way too sloppy for that. There are plenty of playthroughs you can find. I learned a lot from deducter and feedingfriendly. Also someweirdsins is pretty good. Go check them out.
I use the war brand early game but have never found a famed one to use in the late game. I like the idea of using reach advantage with it and may try it with my cleaver bro's. I also like the idea of backstabber with peasant militia, I have not played that start yet but will try it when I do.
80 health is fine for Bro's with battleforged except tanks and front line Bro's with low defense. Calling Axeman not very good with 107 attack 48 defense and "too much fatigue" is a bit ridiculous. Many of these you are calling not good are actually great Bro's who are perhaps not 100% optimized. There is a big difference between a bro who is not good and a bro who is not optimized but still very good. I do agree that archers/crossbow need a bit more love to be more useful in the endgame. I understand the intent of the video and did like the look at your end game bro's and your fully optimized rebuilt team. I have been enjoying your content and advice so please don't take my comment too seriously
Dagger duelist is one of the cheapest early game builds that dominate harder than most any other build. Qatals are like 1400g which is worth every penny so long as you have a bro with good attack and some defense. Doesnt even need that much fatigue or init (135ish init is plenty). You can also shed one perk on them to get quick hands and pocket a 2h mace so you can daze your own targets and also have an option against heavily armored foes like orcs chosen and footmen. With dagger spec you can hit with mace swap and hit with deathblow in same turn. Late game though cleaver outshines it. Has highest damage and highest utility out of pretty much any weapon. If I could have every bro using only one weapon late game it'd be cleavers, not daggers. Problem with cleavers is it requires godlike bros to use. Needs high in matk, mdef, and fatigue, and enough hp and resolve to not fall over. Hard to find.
@@brazilac123 Depends on the bros you find man. I don't play gladiators which is limited to the 12 brothers only, so I have reserves. If I were limited to just 12, I'd run 2 archer/thrower hybrids, banner, 2 tanks preferably battleforged because I dodge all lindwurms anyway, then the rest dps. I no longer run fat neuts late game. If a brother has low fatigue, I'll run them as nimble 2h mace/qatalists with quickhands and daggerspec (no need for mace spec as 2h mace dazes everytime even without spec). If they have fatigue I'll run them either as 2h hammers or 2h cleavers. Cleavers need monster fatigue, so if he has 60ish fatigue after battleforged, i'll do him as hammer, if its over 70, or preferably 80 after heavy armor, then cleaver. If I had reserve brothers, then I'd have something like 4-5 archer/thrower hybrids, 2 banners, 3 tanks, then the rest dps. The more cleavers, the better. Having backup banner, backup tanks, and backup archers is nice in case they die, but thats the penalty to playing gladiators which is pretty harsh in comparison to other scenarios. As for your direct questions: I wouldn't ever run more than 2 hammers unless I found a bunch of 2h famed hammers then I'd maybe consider it. Also I don't run with axes unless I find a famed. They hit hard but they're too niche and have too little utility in comparison to maces, qatals, and cleavers. I've ran an axe duelist who was a gigachade once but its because of the famed axe I found as well as the brother who used it, but it was a very rare run.
Agreed that it's the best weapon in the game, actually not as exciting as a named axe or named bardiche especially but the store bought one just works wonders against everyone except Gilder armies where daze is often kind of wasted. Dodge-nimble 2h mace is still fine because you may want to field it earlier than you have a battleforged brother and you could daze 2 people with tied together turns, or you could have a slightly slower dagger and really fast mace where they can still support eachother without wasting synergy. Dodge-nimble 2h hammer has the draw that stagger when applied pushes the enemy to the end of the initiative line, though. Both builds must have 9 lives to not bleed out Both weapons are really good at injury, qatal likes excutioner a lot because against weak armor it can often proc it itself much like many duelist weapons and when you stack damage buffs with deathblow people die very quickly. That's why drunk is the best trait for a qatalist, though it's probably the best trait in the game in general Solution to setting up deathblow on forged mace is adrenaline or dodgeforged if you're into that like i am The 2 turn stun is also great vs savants if you can actually land the hit, they just can't put up with the damage
The wiki lists all indebted from manhunters, the southern one is the only one you can actually buy One build which was really popular back during WotN was the polearm whip because you could disarm and attack with the then much stronger billhook. With qh this guy becomes very good against orcs because berserkers and warlords get hard countered by whips, so he's only actually bad against Chosen blobs. Whip also goes nicely with fearsome because of its low up front damage in some situations since morale checks are harsher the more health is missing With qh you can also use the 2nd inventory slot for a chosen axe or a 2h mace as a sidearm for melee in the worst case scenario or opportunistically