Characters can not regain more than their maximum Action Points and no more than 4 for a single attack. Pathfinder can help here. You can build a fast bro who goes early in the turn order to weaken enemy units so that your other bros can get the kills. Legacy info: 1AP Adrenaline and the death of the cycleBD nerfed Adrenaline to 1AP (from 0). However, all 3 hits can apply checks at 15+ damage, and all checks benefit from the Fearsome penalty Split Man: Only primary hit can use the 1-14 damage effect, both hits can apply checks and both benefit from the Fearsome penalty AoE: Each hit of the AoE is capable of procing Fearsome Undead and Ancient Dead are immune to morale checks Enemies with monster Resolve (Lindwurms, Schrats, Unholds, etc) are either immune or mostly immune to Fearsomes effects, as their RES is so high that even the penalty doesnt bring them above minimum drop chances Assumption: The minimum %chance to drop morale is likely 5%. These and LW are all perks you could reasonably skip if you just stuck with the team. The truth is that many builds dont need Recover at all. Thats not completely terrible by itself but you have to hit twice per Hexe unless you get a headshot. If you dont have any clear shots then move to a better position rather than shoot at half accuracy. Tremendous amount of work! If they get hit then they will spend their turn trying to move back toward your line and then immediately flip back to your control without doing you any harm. 0% injury on first shot. Generally speaking, you want to kill enemies either through repeated body hits or repeated head hits, and not a combination of both. Misconception Executioner is needed to capitalize on CSNo. The more i use is good for bf, yeah ok, but they get even slower. 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. The nice part about these Duelist options is that they deal consistently good damage without having to resort to special attacks or Orc penalties to do so. A 50 RES bro who is alone (no adjacent allies or enemies, no Banner) has a 72% chance of getting Charmed. Against Chosen we avoid the unfortunate 2 hit death possibility and also eliminate the possibility of getting a heavy injury such as Fractured Skull on the first hit. For example, Savants hate being surrounded, so if the only way to engage your Taunt user is to get surrounded then Taunt will be ignored. Heavy armored characters usually go late if not last in the turn order. Without good armor, BF underperforms Nimble, let alone Nimble Dodge. Below are some examples of how it works. Now I am become death, the destroyer of worlds.. 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. Your weak armor and lack of defensive/durability skills makes avoiding attacks extremely important. 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. Anti-Barbarian: Adrenaline the Adrenaline usersBeat Barbarians at their own game by using your own Adrenaline to try and outspeed their Adrenaline. Since Chosen are one of the most dangerous enemies in the game, this can potentially be worth a pick. Your build will play a big role into how useful Mastery is for you. Another way to think of shooting at half accuracy is that you are halving your expected damage output. Gifted provides a flat +10 stats always and Backstabber is usually at least +5 accuracy. We drop down to 20% without Bullseye and 40% with Bullseye. The early game is largely spent fighting Beasts and Brigands and Executioner can help you deal extra damage here. Hes the natural and best candidate on your team to have Rally. CS is not an all or nothing perk. Fortunately, Nomads tend to attack first and debuff after, which isnt the smartest ordering of their actions. Fencing: Relentless increases Lunge damageFencers deal more damage the higher their INI so Relentless doubles as a damage perk in this build. Adrenaline is good against the common early game Brigands and Beasts you will be fighting. Effects include Bleeding, Poison (Webkneckt/Goblin), Charm, Stagger, Acid (Lindwurm), Flies (Shaman), Daze, Shellshocked (Mortar), Withered (Lorekeeper), and 2 turn Mace Stun Reduces the effects to 1 turn. You want a very dodgy bro to make this work, and given Swords low damage vs. armor you will need some backup Swords or a different option against heavily armored foes. 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. Gain 15% of the characters current Initiative as a bonus to Melee and Ranged Defense. 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. For Clubfooted, they cancel out on flat normal tiles, and on other terrain types the combination is still better than a non-Pathfinder normal unit. This makes it a great candidate for QH so that you have the Disarm available if you need it but you can use a better weapon when you dont. With some luck, you can deal injuries that cut HP by a % on the first attack and potentially deal a lot of free damage. Executioner can sometimes save you a shot against enemy range units or against Orc Young/Berserkers/etc. Notable here is a hefty chunk of 15MDF. 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. Misconception CS is better the more bros that have itIve seen this a few times and Im not entirely sure why. Generally speaking, trying to level your Resolve naturally with a couple +4 rolls and maybe a Trophy is more efficient than using a perk point to fix a bros Resolve problem. 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. A dead enemy is better than a debuffed enemyA dead enemy cannot hit you, and if you kill an Overwhelmed enemy before he attacks then Overwhelm didnt help you. In the early game imo 80+% of your units should go Nimble. Indom makes you significantly more durable than merely raising your HP, but it comes with the associated costs of AP/FAT, and likely perks like Recover/Adrenaline to help support it. 77 mdefense?? 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. Making them a tank with Taunt can make sense. Make no mistake, spending a whole turn on Recover is a huge cost. Against Chosen, Forge does reduce the chance to die in two hits from 38% to 16%, which is helpful, but just not good enough on its own to make it safe to go stand in front of a bunch of them. Pathfinder also allows two-handers to move in a Oasis/Swamp tile or elevated Forest/Snow and still attack whereas without Pathfinder these terrain types cost 4AP, preventing them from moving and attacking. High HP Nimble stays competitive throughout the whole game. Due to diminishing returns from Berserk across the party as well as its other limitations that I described, it is completely fine to skip Berserk on some bros. For some bros it just doesnt make a ton of sense to use Berserk such as bros with very poor FAT, shield bros, Overwhelm bros, or setup bros who are designed to help other bros proc Berserk rather than proc it themselves. The disadvantage of this formation is that your backline range units can get zoned from the front and your four frontliners take a lot of pressure. Riposte no longer has a -10% accuracy penalty. Resilient can help in these fights, and Shellshocked starts at only -5% instead of -15%. This can be difficult if you are zoned, and you may not have time to wait for other bros to help. Enemies have their respective perks/weapon skills in play. Smart targeting: Specifically target enemies with poor headgear and avoid high armorTo reiterate from the main section, smart targeting can go a long way to improving HH value. If the mercenary life doesnt work out, become a street magician.. Standing next to adjacent friendly bros grants +3 hidden RES bonus for each bro. Low HP BF units don't perform very well in hard fights. Against relatively tanky enemies like Chosen/Conscripts, having CS can help setup injuries, but isnt strictly necessary. So in battles where you dont end up moving or repositioning much, Pathfinder isnt really helping you. For example, an unarmored character with 40% Nimble (60% reduction) effectively has 2.5 more HP (1 40% = 2.5). Bleeds can be inflicted not only by Cleavers but also by Whips, Jagged Pikes and Irrlicht (Kraken) attacks. So with little or no investment into HP Colossus is already outpacing the other raw stat boosting perks in terms of raw numbers. Barbarians try doing this to you and it is terrifying. Lindwurms while not technically immune are functionally immune because of their 1100 hp pool. 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. FW can let you get away. Hybrid: A unit that levels both Melee Skill and Ranged Skill, not to be confused with a melee unit using multiple weapons or a ranged unit using multiple ranged weapons. The extra HP also makes you more resistant to Brigand Marksmen which tend to give new players some headaches. If the [brothers] must be soldiers, they will be good soldiers.. The new grenades are all very useful and give more things to use with Bags and/or QH. They trade protection for range and even though they must get closer to the enemy line they gain increased accuracy in the process. Misconception Dodge is married to RelentlessNo. + Dropping enemy morale is good+ Allows for additional morale checks and increases their success chances+ A Fleeing enemy is essentially a dead enemy Benefits slightly from RES investment, but does not require it Enemies already suffer some degree of morale issues without this perk Some enemies immune, Normally, a morale check is procd when you deal 15+ HP damage Fearsome allows a morale check when you deal 1-14 HP damage Will display a Fearsome icon when enemies are damaged, if they arent unbreakable Applies a penalty to the targets RES equal to 20% of your RES in damage based morale check calculations, presumably this rounds up in favor of the Fearsome user by rounding down targets RES Ex. Going from 47 defense to 50 defense is a massive increase in overall durability due to increasing returns from defense. 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. 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 . 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. Because Nimble gets huge mitigation to HP damage taken it is capable of face tanking with its HP stat. However, if a bro has no skill may instead prefer Taunt to protect teammates. I will say again that Colossus is better than Brow on Forge units and you should only use Brow after Colossus is already taken. This works better on bros with poor stars, where you are more likely to be ok with skipping low rolls in SKL/DEF to level other stats. This is especially helpful against Fearsome enemies, and enemies who directly attack your Morale such as Priests. Valve Corporation. Looking for a better famed helm now. Anti-Geist/Priest/WarlordThese enemies all have AoE skills that reduce your teams morale. Polearms (and other 2-tile reach weapons)The 5AP cost of Polearms allows them to be combined with other 4AP cost attacks to make the full use of your 9AP. While Relentless does support Dodge slightly, that isnt a very compelling reason to select it by itself, even with increasing returns from defense. + Provides a ton of MDF, which is highly valuable+ Very strong on builds with low Fatigue generation+ Better in the early, more dangerous parts of fights Benefits slightly from INI investment, but does not require it Value drops during the fight Poor on heavy armor and/or Fatigue guzzlers Vulnerable to drop-off from various status effects that lower INI, Value depends on current INI, not starting/max INI Current INI updates in real-time as you accumulate FAT during the battle Heavier armor/weapons reduces your starting INI Using the wait command reduces INI by 25% next turn but this is only for turn order and does not factor into Dodge in any way Debuffs like Stagger/Daze/Distracted/Nets/etc. Take away common offensive perks like Berserk/Frenzy/Executioner and use FA/Gifted/Backstabber instead and you can make this work. At worst we get +10 RDF which is modest. Fast Adaptation isnt super strong. Forge: Colossus protects against armor ignoring damage (AID)Colossus and Forge is not as straightforward as Nimble. Unless you want to fight the Kraken (where you are very likely going to want 12 bros who have Recover), you could reasonably clear every other encounter in the game, including the other legendary locations, without using Recover at all. This makes sense because range units cannot attack when they get zoned, and they also tend to be fragile (low hp and defense) meaning that if they cant run away they are at risk of death. Dagger specialist PuncturePuncture builds benefit a lot from Executioner since they can usually deal injuries on first hit and can attack three times per turn. Polearms are the same way but backliners have less need for defense boosts so you may skip it if you want to be more aggressive. Battle Forge removed for Legionnaires and Auxiliaries. 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