As of the end of the video, the score goes this way : Junaid the Lion : 135 + 14 = 149 Jahaf the Bear : 65 + 7 = 72 Amira the Viper : 148 + 11 = 159 Husni : 55 + 1 = 56 Reyhnart : 51 + 11 = 62 Kalle : 63 + 23 = 86 Jamil Ibn Hazam : 25 + 14 = 39 Shurayd Ibn Asili : 29 + 16 = 45 Henrik the Beasthunter : 19 + 8 = 27 Insuh : 6 + 4 = 10 Geralt : 3 + 11 = 14 Grimwald : 0 + 2 = 2 22 Ennemies retreated Number of kills taken directly from the end screen of each battle, wich means the point goes to the guy who did the last blow. Number of ennemy retreat might be innacurate as I begin to count as soon as I see enemies fleeing. I might miss a few, or attribute a dead one by mistake. Here are the contracts taken in the video : Secure location (three skulls) 1670 crowns Defend from raids (three skulls) 2320 crowns (only got 1160) Arena fight (two skulls) 5 Nachzehrers for 1030 crowns Named objects collection (newest first) : Fallen Hero's Desolation Unsung Hero's Shooter The Warden Diethelm the Hyena's Clan Helmet The Butcher's Heraldic Mail Sir Hildebrand's Sallet with Mail
Playing devil's advocate, the triple undead raid would probably be more balanced if you had a roster of 16 bros. You picked gladiator start for the challenege, and the game obliged. Although I do agree that contract difficulty seems wildly variable.
I'm not complaining that there was a triple raid, I just thought that they gave me too little time to kill the 3 squads. Also, isn't day 75 too early for a triple raid? I used to get that on day 200+. I guess renown is a factor as well.
You probably don't need any tips given your performance (and probably know this anyway) but when it comes to selling (or rather getting a good price), having a standard round shield (fully repaired) in your inventory is a good way to gauge whether it's worth selling at that town or not. i.e. if it's worth 18+ it's usually a good indication that you'll get above market value, from memory, 15 is the standard, anything below this is generally poor while something like 21 is ripe for good deals.
I knew this in the past but forgot about it. I always want to sell items for a good price but sometimes inventory is small and I need to do contracts. Sometimes you need to sell even for bad prices.
Minor suggestion: give your pole-arm users whips, quick hands, overwhelm and cleaver mastery. They will be able to disarm and overwhelm dangerous enemies on the same turn. Also, when you are faced with a large amount of enemies, it's a good idea to split your force into two groups with a small gap in between. Furthermore, if you increase your tank resolve a bit, you can place them one tile away from the rest and let enemies encircle them while your glass cannons are dealing with the rest.
I always have a though time with perk suggestions. If someone tells me to get a perk, they also need to tell me what to remove because I can't take infinite perks. I think my perk build for pole-arm users is the best so you'll have to convince me to remove something in order to get overwhelm and cleaver mastery. Hope that didn't sound rude :)
@@imzfrozen Here is a build I am using and really happy with: tumult.cc/bb-calc.html?1-8&1-5&2-7&2-1&4-8&4-5&5-2&6-1&7-3&6-3 "Bags and belts" is for nets, bombs, etc. Anyway, you seem to always use the same builds. It's a lot more fun to try sth new and learn new tricks/tactics ;)
@@Tomas-ir8xl I was thinking previously about a nimble pole-arm user. Your build sounds interesting but I think he would die easily against largest groups of enemies 30+. No rotation, no colossus, no underdog, no RA for bonus def, 2-3 enemies surround him and he is dead. I'm building everyone of my bros to survive long and large battles. If I did a nimble polearm/cleaver used, I would take this tumult.cc/bb-calc.html?1-3&2-7&3-6&4-8&5-4&5-1&6-1&7-3&6-3&4-5 . Also, is the cleaver mastery really necessary? I probably can make it work without it so I take Dodge/Overwhelm instead of it.
@@imzfrozen In 95% of cases you can avoid your pole-arm users and archers getting surrounded by enemies by correctly positioning your melee units. In case of black monolith, I use a formation where my vulnerable units are completely surrounded by melee units like this -> static.wikia.nocookie.net/battlebrothers/images/3/3c/Black_Mono_3.jpeg/revision/latest/ Also, in case my back-liners get engaged in melee, I have loads of options to get them out of trouble: rotate/knock back with tanks, remove weapon with whips, use smoke pots, etc. Imho, you should take underdog and reach advantage only for your front-liners. Anyway, in my build you could replace recover and executioner with sth else, but other perks are essential for this build. Without cleaver specialization, you get a big penalty to hit chance when using disarm skill. Without bags and belts you don't have space for nets, bombs/pots. Overwhelm is also pretty important for debuffing dangerous enemies. Anyway, my main point is that you should at least try disarming with whips. One of the best new mechanics which makes a lot of difficult battles more manageable.
@@imzfrozen Cheers for the reply, ill keep that answer in mind for my own campaigns. Although I go heavy on the fatigue so its less of a problem for my brothers. The good ones anyway.
@@imzfrozen hey I Generally go for super heavy armor for my tanks and (front line) two handers. Is it personal preference or do you find lighter armor more useful?
As of the end of the video, the score goes this way :
Junaid the Lion : 135 + 14 = 149
Jahaf the Bear : 65 + 7 = 72
Amira the Viper : 148 + 11 = 159
Husni : 55 + 1 = 56
Reyhnart : 51 + 11 = 62
Kalle : 63 + 23 = 86
Jamil Ibn Hazam : 25 + 14 = 39
Shurayd Ibn Asili : 29 + 16 = 45
Henrik the Beasthunter : 19 + 8 = 27
Insuh : 6 + 4 = 10
Geralt : 3 + 11 = 14
Grimwald : 0 + 2 = 2
22 Ennemies retreated
Number of kills taken directly from the end screen of each battle, wich means the point goes to the guy who did the last blow. Number of ennemy retreat might be innacurate as I begin to count as soon as I see enemies fleeing. I might miss a few, or attribute a dead one by mistake.
Here are the contracts taken in the video :
Secure location (three skulls) 1670 crowns
Defend from raids (three skulls) 2320 crowns (only got 1160)
Arena fight (two skulls) 5 Nachzehrers for 1030 crowns
Named objects collection (newest first) :
Fallen Hero's Desolation
Unsung Hero's Shooter
The Warden
Diethelm the Hyena's Clan Helmet
The Butcher's Heraldic Mail
Sir Hildebrand's Sallet with Mail
I would like to see you beating the new Sunken Library some day
Hotel trivago came first now we have injury nobloub. love your vid big boy
Playing devil's advocate, the triple undead raid would probably be more balanced if you had a roster of 16 bros. You picked gladiator start for the challenege, and the game obliged.
Although I do agree that contract difficulty seems wildly variable.
I'm not complaining that there was a triple raid, I just thought that they gave me too little time to kill the 3 squads. Also, isn't day 75 too early for a triple raid? I used to get that on day 200+. I guess renown is a factor as well.
@@imzfrozen That triple raid depends how geared up you are(Good armour and weapons on your bros)
You probably don't need any tips given your performance (and probably know this anyway) but when it comes to selling (or rather getting a good price), having a standard round shield (fully repaired) in your inventory is a good way to gauge whether it's worth selling at that town or not. i.e. if it's worth 18+ it's usually a good indication that you'll get above market value, from memory, 15 is the standard, anything below this is generally poor while something like 21 is ripe for good deals.
I knew this in the past but forgot about it. I always want to sell items for a good price but sometimes inventory is small and I need to do contracts. Sometimes you need to sell even for bad prices.
@@imzfrozen Agreed, desperate times call for desperate measures ^_^
34:25 Lol the old zombie near red helmet guy keeps having so many chances
"I'M BACK!!!!"
So many fallen heroes... If it were anyone else, the company may have retreated or perished...
50:46 - Whaaaat ?? Necromancer gone insane. Also, what happen to the Shurayd in the end?? I thought he got eaten
You should make one of your battle brother with iron lungs to use mansplitter
Minor suggestion: give your pole-arm users whips, quick hands, overwhelm and cleaver mastery. They will be able to disarm and overwhelm dangerous enemies on the same turn. Also, when you are faced with a large amount of enemies, it's a good idea to split your force into two groups with a small gap in between. Furthermore, if you increase your tank resolve a bit, you can place them one tile away from the rest and let enemies encircle them while your glass cannons are dealing with the rest.
I always have a though time with perk suggestions. If someone tells me to get a perk, they also need to tell me what to remove because I can't take infinite perks. I think my perk build for pole-arm users is the best so you'll have to convince me to remove something in order to get overwhelm and cleaver mastery. Hope that didn't sound rude :)
@@imzfrozen Here is a build I am using and really happy with: tumult.cc/bb-calc.html?1-8&1-5&2-7&2-1&4-8&4-5&5-2&6-1&7-3&6-3 "Bags and belts" is for nets, bombs, etc. Anyway, you seem to always use the same builds. It's a lot more fun to try sth new and learn new tricks/tactics ;)
@@Tomas-ir8xl You should give him the new builds from the sourthern dlc.(since he played the game in beta)
@@Tomas-ir8xl I was thinking previously about a nimble pole-arm user. Your build sounds interesting but I think he would die easily against largest groups of enemies 30+. No rotation, no colossus, no underdog, no RA for bonus def, 2-3 enemies surround him and he is dead. I'm building everyone of my bros to survive long and large battles. If I did a nimble polearm/cleaver used, I would take this tumult.cc/bb-calc.html?1-3&2-7&3-6&4-8&5-4&5-1&6-1&7-3&6-3&4-5 . Also, is the cleaver mastery really necessary? I probably can make it work without it so I take Dodge/Overwhelm instead of it.
@@imzfrozen In 95% of cases you can avoid your pole-arm users and archers getting surrounded by enemies by correctly positioning your melee units. In case of black monolith, I use a formation where my vulnerable units are completely surrounded by melee units like this -> static.wikia.nocookie.net/battlebrothers/images/3/3c/Black_Mono_3.jpeg/revision/latest/ Also, in case my back-liners get engaged in melee, I have loads of options to get them out of trouble: rotate/knock back with tanks, remove weapon with whips, use smoke pots, etc. Imho, you should take underdog and reach advantage only for your front-liners. Anyway, in my build you could replace recover and executioner with sth else, but other perks are essential for this build. Without cleaver specialization, you get a big penalty to hit chance when using disarm skill. Without bags and belts you don't have space for nets, bombs/pots. Overwhelm is also pretty important for debuffing dangerous enemies.
Anyway, my main point is that you should at least try disarming with whips. One of the best new mechanics which makes a lot of difficult battles more manageable.
Hey Imz Frozen, just wondering why you sold the Coat of Plates?
Might be it's heavy as hell the money can go elesewhere
Yes, too heavy and not worth to equip it.
@@imzfrozen Cheers for the reply, ill keep that answer in mind for my own campaigns. Although I go heavy on the fatigue so its less of a problem for my brothers. The good ones anyway.
@@imzfrozen hey I Generally go for super heavy armor for my tanks and (front line) two handers. Is it personal preference or do you find lighter armor more useful?
Hey Imz Frozen I heard if you Keep winning in arena tournaments you Get a name weapon or even a gun
Haven't found a tournament yet but will participate if I find one.
@@imzfrozen Cool but I forgot to tell you that you may have to face mercenaries or nomads and probably Some Gladiators in the tournament