2Handers have better synergy here since they attack for 6AP and can FW for 3AP. Reason two is that enemies understand reason one and they will prioritize shooting Nimble units instead because they dont understand that Crossbows are bad against Nimble units. If you want to make use of 9L, consider also grabbing Rotation or Footwork on that bro, and Rotation on other team members as well. They also have good Dog synergy and good mobility. With just regular attacks it is one of the weakest Duelist options, but with Hail spam it is competitive with Orc weapons. When being attacked with ranged weapons, gain 1 + 10% of your base Ranged Defense as additional Ranged Defense per tile that the attacker is away. 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. Relentless starts with nothing and gains some value over time. Mastery encourages specialization, but it doesnt lock you inTaking a Mastery doesnt mean you cannot use other weapon types. Colossus into Gifted is a good opening that can help you if you struggle in the early game. Against Heavy Crossbows Brow offers a decent chunk of survivability and very good injury avoidance. 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. 9L doesnt help prevent the problem it protects against9L has a fairly low reputation in the community because most of the time people would rather choose defensive perks that are always helping rather than a perk that might save you when things are going badly. Early game: High return on durabilityIn the early game when your armor/hp are low, 9L actually offers the greatest durability boost of the row one perks. However, Spetum and Duelist Fighting Spear are capable of getting procs on Orc Young consistently right away. Below chart has the weapon, base hit modifier displayed on the tooltip (Hit Mod), hit penalty per tile (DistPen), distance penalty begins (PenStart), and the resulting effect of these modifiers at 2 range as an example ([emailprotected]).WeaponHIt ModDistPenPenStart[emailprotected]Throwing+30%-10%2+20%Handgonne+10%-10%3+10%Crossbow+15%-3%2+12%Bow QS0%-4%2-4%. The bonus goes to +10 when Shieldwalling and that is quite good, even if you probably wont be Shieldwalling all of the time unless it is a super tank build that never attacks. (Focusing solely on stats and not the stage of the game, how many good armors you have, etc.). Indom helps prevent both of these annoying abilities. Weaker weapons are negatively impacted by having HH. Since Xbows and the Spike Impaler specifically are very good against Chosen this can be worth picking up to set up your Executioner(s) so that you can kill the Chosen as quickly as possible, as well as fish for useful debuffs like Injured Shoulder, Pierced Arm Muscle, or Pierced Hand. This makes Overwhelm a team support perk that is better used against bulky enemies. However, this is a very luck-based strategy, and as the loading screen likes to tell us if your plan relies on luck then maybe it isnt a good enough plan. The Hexe will always start covered and unless you have a wicked famed xbow you need a headshot for a one-hit kill. Due to the high stat demand of hybrids, FA can help you make it work if you need accuracy support. The Gilded weapons are more threatening to Nimble units than Forge units. Now, Fearsome applies a penalty to the targets RES equal to 20% of your RES and this effect occurs whether you deal 1-14 damage like old Fearsome or even if you deal 15+, meaning Fearsome is never a waste (except against immune enemies), and you no longer have to try and deal less damage or use weak weapons in order to get value out of it as before. If you position him off left/right to start with the buff then he is rather exposed, so he will need to be able to take care of himself when he gets jumped. The higher durability of these units means that they are harder to kill quickly, which means injuries have more time/likelihood to provide value. Brawny value vs. other stat perksBrawny is another flat stat perk. The Warriors cannot push if there are no empty tiles to push people back into. Your LW forgoes his adjacency support and can face a lot of enemies at once for more penalties. For example, a Warhammer bro would be better with a Sword in a regular Unhold fight even if he has Hammer Mastery, so give him a sword for that fight. This process is dependent on understanding the turn order and who is going to get dragged and when. For example, if you have 80 MSK / 20 MDF / 50 RES you get +12/3/7 out of LW. Unlike Executioner though, Frenzy just works once you have it online even against fresh enemies, which can mean dealing earlier injuries or even one hit kills. September 9, 2021. FA value scales with the number of attacksFA tends to work better on weapons that can attack multiple times per turn or with AoE as this allows you to immediately follow a miss with a boosted chance to land your second hit. Nimble gets exponentially worse the higher the FAT penalty, so best keep close to the 40% value. Press J to jump to the feed. I dont value the Kite Shield bonus very highly as unless you are fielding an entirely shielded frontline, enemies will just shoot your non-shield guys instead anyway regardless of using a Heater or Kite. amazing. When you hit the head, gain a Head Hunter stack. This gives you standard 40% Nimble with a few advantages. The more the better. Anti-IjirokIjirok gets completely owned by Overwhelm. Crossbows/Aimed Shot wont benefit as much due to their higher innate accuracy and lower rate of fire. Warriors have enough armor that most weapons will have a Fearsome window against them. LW builds are perk starvedLW appreciates many perks.. too many. Famed 300 armors have a wide range of FAT costs that will impact Brawny value. If the mercenary life doesnt work out, become a street magician.. Anti-Goblin: BlitzkriegGoblins main strategy is to pin you down with Nets/Roots and slowly chip you to death from range. Winged Mace Duelist: 5.64 hits on average. For example, you start the turn with the Banner out, QH to Hook/Whip/Net, do the thing (4 or 5 AP), and then use the remaining 4 or 5 AP to bring the Banner back out allowing you to maintain the Banner buff that you want to have while also having the ability to use other weapons/items. Status avoidance and anti-NomadsSimilar to the Hexe Charm described above, using the wait function can allow bros to shave a turn off of status effects if they get hit after they acted and waited. As such, you can go first with Adrenaline, do your turn, and wait. Then if you get hit with a status one turn is removed when you actually end turn. So while Rotation can definitely buy you some time, you do still need to be able to handle threats and position your team in a smart way. Most two-handers or good Duelist options already injure most enemies, or will kill them in a few hits regardless. After -15 Nimble armor and a weapon you are going to be around 70-80 which means you start the battle at +10-12 defenses. The lighter your armor and helmet, the more you benefit. Unlike Stuns, Taunt cannot miss and so is more reliable here. More skill to hit things, more defense to avoid damage, and more hp to avoid injuries (or another stat of course). If you begin the turn loaded and get a kill you can do a double blast which is pretty good, but if you are unloaded at the start the AP can only be used for repositioning. This tactic works better the more bros on your team have Adrenaline and the lesser enemies are faced, but it can still be effective with just one or a few bros using it. My perspective is that of Expert Economy and Combat, Low Funds and Ironman using all DLC and no mods. Our brother has no other perks here. Each adjacent ally is a hidden +3 Resolve and each adjacent enemy is a hidden -3 Resolve so actual Charm chances are not going to be so static. The bonus to hit chance in melee is doubled to +10% for each ally surrounding and distracting your target. if Martell didn't have the cocky trait, he would have won. I do not recommend playing Ironman when you are first practicing with LW. Negating the wait penalty is great though. See the formula below. Formula: %Chance to drop morale = 100 (ModifiedResolve 40 * (1 CurrentHP/MaxHP)) Ex: 200hp Orc Warrior with base 75 RES and no modifier takes 10 HP damage, Ex: Same Orc Warrior with 50hp left would have a 55% chance of morale drop The above examples didnt factor our Fearsome Resolve penalty, if our bro has 50 RES, we apply a 10 RES debuff to the Warrior on our checks, so actual morale drop chances would be 37% and 65% The Fearsome penalty caps at 100 RES which is a -20 penalty Ancient Dead have penalties of -12,-16, and -20 respectively Fallen Heroes have -20, Warlords -18, and Gunners -14 3Head Flail: Only one morale check can occur at 1-14 damage per 3-hit. . Next round starts and you attack again giving you 1-2 rounds of attacks in before the enemy can retaliate or defend themselves. A possible set could include a Crossbow, a Billhook, a one-handed weapon, a Heater Shield, and a Whip. This guide is not short. Rally doesnt need RecoverYou might think Recover is an auto-pick for your Bannerman so that you dont cap and miss on a Rally. Fearsome: Synergy with it and defense against itThe BD Fearsome changes allow it to scale with your RES. Thats a poor value for a perk point. Tanks: You want to hold dangerous positionsUnderdog is an easy pickup here. Please refer to the mechanics if you skipped them.. Taunt offers control and utility for your teamTaunt can be a good perk to have on your tanks if you want the additional control option, even if it isnt something you are always using. Mind also multiplies the Banner buff, and the Fearsome penalty counts that too, so it benefits you to have the Banner out often/always. 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