battle brothers nimble forge
Tanks: Durability and controlRegardless of how else you build your tank, hes probably going to want the strongest defensive perk in the game both to keep himself safe and to control dangerous enemies. Flail Duelists will benefit a lot from this. Low HP BF units don't perform very well in hard fights. : 40 base RES is +10 and 43 base RES is also +10 Updates as your bro levels and gains more points Modifies after traits like Brave/Fearless Modifies Resolve gained from Trophies or the Sash Modifies Resolve gained from the Banner aura and Lionheart Potions Refer to thislink to see various Resolve checks/modifiers. Super Tank: Holding dangerous positions will lead to more morale checksDedicated tank units will want a high Resolve score if you plan on putting them into situations where they are going to be surrounded and taking a lot of hits and especially if they are leaving formation. Many fall in the face of chaos; but not this one, not today.. Crossbows: Can move once after shooting & reloading to repositionCrossbows can shoot and reload for 7 total AP, leaving them 2 AP left to move. as quickly as possible then Student will help you get there faster, but it will make you weaker in the short term. When you hit the head, gain a Head Hunter stack. An easy way to do this is to have your LW tank jump 4 tiles forward at the start of the fight and let enemies surround him and your team can deal with the overflow. Blazing Deserts introduces three new grenades which are all good. In loose ways Taunt is similar to a Stun. injuries that debuff enemy FAT arent very impactful as most enemies recover 20+ per turn by default and have large pools. Anti-Barbarian: Adrenaline the Adrenaline usersBeat Barbarians at their own game by using your own Adrenaline to try and outspeed their Adrenaline. Waiting should be avoided if you want to ensure better Initiative but acting later can also keep certain buffs activated longer. That being said, even with Shield Expert they will still break eventually (even quickly). If anybody manages to breach then you can enjoy your added defense until your next turn. Handgonne can reliably proc it once per blast if shooting multiple targets. Others must be efficient and get a favorable durability per Fatigue ratio. Shield Bearers Backup shieldsBarbarians and Orcs tend to smash shields and this can be taken advantage of. Those tests seemed to suggest that Brow was worth about 15hp which is 3 level ups (Colossus assumed) of hp. Therefore, it is entirely possible to maintain near full Dodge value through an entire fight. Riposte: Enemies have no other targetWhether Duelist or shielded, when enemies can only attack you then it guarantees Riposte value. Fearsome enemies will now impart a hefty RES penalty on your units when they damage you, making RES more important than in the past, and making Mind a more enticing pick by extension. Forge. Having Frenzy up next turn makes it easier to get more kills to get more Berserks and Frenzies later. Generally speaking it is far better to let the enemy come to you than for you to run towards them. Below are some examples of how it works. Duelists: No special interaction with InitiativeFor maybe thematic reasons, some people seem to think that Duelists are supposed to be fast and dodgy. The summary serves as a quick reference. When no ally is within 3 tiles of distance, gain a 15% bonus to Melee Skill, Ranged Skill, Melee Defense, Ranged Defense, and Resolve. If you are going to die without Bullseye shooting the Necro multiple times then you should not be taking the fight to begin with. Kraken is in a swampThe Kraken fight is in a swamp. Thats a lot of stats, but at what cost?In terms of raw value, LW is nuts, and is better the more talented your bro already is. 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. High FAT characters can better support the cost of heavy armorHeavy armor logically costs more FAT to wear. All of the MDF perks benefit from this interaction, and there is no such thing as too much defense. Nimble makes do with cheap gear offering immediate return on the investment and beating most of the then available heavy armor options. Shooting targets in the front can still lead to scatter shots, but they are less likely since you will be less likely to miss in the first place. And at the very least you want 80 free fat. Both are bad advice, unless they also advise that you take Indom. Accuracy perks can help improve HH consistencyAs stacks are lost on missing, picking up Gifted and/or Backstabber can increase your returns on HH by reducing your odds of missing. Even if it falls low to something like +5 then consider that +5 is the passive benefit of Shield Expert and inner formation Underdog. That by no means makes Duelists bad or that you shouldnt use them, but it is something to be aware of. Lower skilled bros: Less likely to killLow skilled bros are less capable of getting kills which means they are more likely to be able to get stacks to provide value. 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. You should not skip Crossbow Mastery. : Coat of Plates (-42) drops to -33 with LPR, which then drops to -23 with Brawny Does not effect Nimble% despite lowering cost of armor. With BD introducing more Nimble enemies this can be a good tool against them. The trick then is getting the Hexe to target your Resilient bro(s) instead of your other bros. While heavy armor may offer a better chance of surviving dire situations, Nimble demands very little to shine, which may allow you to grab other stats if you prefer. If your Resolve target is 60 (going from 48 to 60) then you are getting 3.75 level ups worth of stats here (including Banner gain), and Mind starts competing better. Second being that morale drops with Fearsome were too unlikely to occur. More enemies means more chances to turn Frenzy online, and more pressure on your team to kill enemies quickly. Reason 1 is that going Colossus and pumping hp early makes the early game easier. Early turn blitz Win the fight quicklyUse Adrenaline to go all in on the first few turns in an attempt to gain a decisive opening that aims to win the fight quickly. Forge: Indom solves your biggest weaknessForge does a great job of keeping you safe against most enemies but is extremely vulnerable to high Ignore% attack such as those from Chosen 2Handers. In this way, you can loosely translate your Gifted gain into +12 RES. Rally is an important skill to have to safely fight these enemies, as otherwise you are at an enormous risk of having Fleeing brothers and no easy way to save them. Your weak armor and lack of defensive/durability skills makes avoiding attacks extremely important. Lone Wolf can do well, and Resilient can ward a nasty debuff. Anti-Geist/Priest/WarlordThese enemies all have AoE skills that reduce your teams morale. Fourth problem is that if you spend a turn using Recover so that you can continue spamming attacks then youve spent a turn without gaining any Reach value. If you have FW then it puts less burden on your teammates to solve your problems which can be valuable. 2H Hammer benefits more because of the AoE eating FAT and Stagger immediately updating the turn order. If you can outspeed them and hit them with a Stagger ability (i.e. Hexe are one of the more dangerous enemies in the game and Resilient makes them significantly easier because being Charmed for 1 turn instead of 2 is a huge difference, and you can even negate the Charm entirely with good timing. The true immortal guy uses the Davkul armor with Ijirok helmet haha. What are the stat threshholds that will determine what is more optimal? Take away common offensive perks like Berserk/Frenzy/Executioner and use FA/Gifted/Backstabber instead and you can make this work. At all times your Initiative is reduced only by 50% of your accumulated Fatigue, instead of all of it. Gain additional 20% experience from battle. Mostly Fat. In the early game imo 80+% of your units should go Nimble. An unassuming bro with FA, Gifted, and Backstabber can be viable through end game. Highlighted by Redditor chappers, it appears that serialized cards will be returning in Collector Boosters of the upcoming Lord of the Rings: Tales of Middle-Earth set. Nimble does support Initiative builds, but by no means relies on them. Nimble is usually good enough to keep your range units safe and I like to be aggressive and take a lot of offensive perks on my range units. This is just going to be the initial release notes. Puncture is a strong attack, and a skilled bro (to handle the -15% accuracy) with high FAT (to handle the 15 FAT cost per Puncture) can do pretty well for himself. Of course I will talk about perk tips, synergies, relative strength, and builds here and there, but Im not creating a build script for you to replicate. Executioner is better against certain enemiesDespite the large number of targets where Executioner doesnt help, it can do very well in Barbarian and Orc battles and since Barbarians are the most threatening faction in the game right now it is definitely worth considering using a perk slot to help against them. Early Game: value first pickColossus is one of the best picks as a first perk. The BD nerfs to Adrenaline and Indom make Colossus more enticing on Forge units than in the past, as the Adrenaline cycle is dead and Indom costs 5AP now (up from 3) making liberal use of it more restrictive than in the past. Hits to the head no longer cause critical damage to this character, which also lowers the risk of sustaining debilitating head injuries. Had so much named nimble armour and shields this run thought fuck it, lets use all it and see what happens. Soon she will be ready for the greatest battle of all - the battle for herself. Brawny value vs. other stat perksBrawny is another flat stat perk. Disregarding it as just stats is misunderstanding the point. For sake of simplicity we are going to say that our Chosen rolled 80(middle) on his HP damage roll and 90(max) on his armor damage roll. Chosen calc reference, Crippling Strikes Added two bullets in Mechanics Added CS usefulness against Nimble enemies Updated Shamshir Use Case, Colossus Added note on Forge section regarding Adrenaline/Indom nerfs Updated enemy units with Executioner, Nine Lives Added analysis on new BD buffs, Bags and Belts Added mentions of new grenades, Pathfinder Added new terrain types Trimmed some content in the main section Added note about enemy units with Pathfinder Added Use Cases about camps, Adrenaline, and the Library, Adrenaline Revised Discussion section considerably as much of it was about describing the cycle Revised some Use Cases Added a few more Use Cases, Recover Removed reference to Adrenaline cycle, Student Added Manhunter origin Mechanics, Executioner Slight edits regarding new enemies, Bullseye Added Handgonne mechanics Fixed an error in the Hexe Use Case Added Anti-Gunner into Use Cases, Dodge Added points about Nomads/Distracted and Gunners, Fortified Mind Added Banner/Lionheart mechanics Revised main section slightly Added Fearsome Use Case, Resilient Removed reference to Adrenaline cycle Split Discussion section into two pieces and added a bit Added Relentless Use Case, Steel Brow Updated calculation reference link Mentioned Assassin armor set in Nimble section, Quick Hands Added mention of 2H Mace into Qatal, Gifted Edited comparison to Mind/Brawny slightly, Backstabber Added note on Manhunter origin Updated surround mechanics as per stunned/ranged enemies change, Anticipation Added some Mechanics Added/revised some Use Cases Revised some content as per the new 10 RDF minimum effect, Shield Expert Slight edits, mentioned Blacksmith Retinue member, Brawny Revised example numbers and expected value as per change to 30% Removed or revised references to Adrenaline cycle, Relentless Added new sections regarding the change to negate the wait penalty, Rotation Mentioned Smoke Bombs in the Use Cases, Rally the Troops AP changed to 5 Added Alp, Pathfinder, and Fearsome Use Cases, Weapon Masteries Added new weapon skills introduced in Blazing Deserts Added related discussion to new BD weapons Added Sword Mastery effect on Gash, Reach Advantage Removed references to the Adrenaline cycle, Overwhelm Minor edits, added Arena Use Case, Lone Wolf Added some Mechanics Trimmed main section and some slight edits Revised most existing Use Cases somewhat Added several more Use Cases, Footwork Added kiting Use Case Added Anti-Mortar Use Case Mentioned overlap with Smoke Bombs, Berserk Removed reference to Adrenaline cycle, Head Hunter Revised almost entirely as per the new effect, Nimble Updated calculations and references as per calculator changes Updated Nimble weaknesses in the Discussion section Edited Use Cases with new armor and attachments, Battle Forged Updated calculations as per calculator changes Added 350/350 calculation to show famed armor value Removed refences to Adrenaline cycle, Fearsome Revised almost entirely as per the new effect, Duelist Updated Duelists vs. Once per blast if shooting multiple targets unlikely to occur get a favorable durability per Fatigue ratio kraken fight in! 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