It would be great if you could show us how this works in action and how effective it is. Love your work, we have similar way of thinking about the game. Right now I am trying to optimize my archers in a poachers origin run. Its so much fun. If you like I can share my findings.
@@tobsejoto My findings are similar to your findings from before. Archers are not an optimal build. They are not part of the meta and are taking a place from the roster from a much better build. Witch hut is the only fight where they could make the fight potentially easier. Having said that they are so fun and you have such a feeling of satisfaction when you are fighting squishy enemies such as brigands, zombies etc. You can kill two or potentially 3 units with one archer and finish those fights in 2 turns. Which makes them real time efficient. You finish the fights much quicker which ads to the fun part of having mass archers (3-5 archers).
I do have an idea of running deserters and trying all range units bros (mostly archers and crossbows because all your bros go first in round 1). I did see someone do it but with peasant militia and the bros did not have good range skill. The idea is to set up a team that is just going to finish fights faster and make the goblins less of a pain and less annoying.
Some great builds, I've not got that far into BB that I get famed bows, I like 3 or 4 range units early game, not so much for damage but to force the enemy to come to me, I find it a lot easier to win fights when you're not snipped constntly and the enemy just stay put, especially in fortified camps.
FYI they don't have to be "ranged units." They can be melee units with quick hands holding ranged weapons and they will still charge. I want enemies to come at me and give everyone quickhands just to make sure they do.
@@clintholmes2061 Ya I build frontline throwers as well if I get the right bro, I find that the best way to get through the early game fighting thugs and brigards, I just have to learn the tatics to get into the late game, I always play on expert combat, though I find it difficult, but I think the game is too easy otherwise on easier combat levels.
@@EmpiricalMind "throwers" I don't use any bros that are designed to throw or attack at range but l have every bro starting the fight with a ranged weapon after they have gotten the quick hands perk. This strategy isn't for everyone but I've used it all the way through late game.
Nah, they still underperform. I solved the issue of enemy range superiority by building BF dodge neutrals and positioning. They swing once per turn, but always have up to 100 initiative and up to 15 mdef and rdef from dodge. Dodge Forged is superior to regular fat neuts. Oathtakers are best for this build. You should try it.
@@tobsejoto 2-3 star high initiative backgrounds. Never level up fatigue. Brawny reduces fatigue and gives initiative. Use hyena cloak. 80 initiative is doable, some can even reach 100. Take initiative every level. Oathtakers have great secondaries, leave them as is. I build them as hammer bros to strip the armour before cleavers act. One bro had brute, he is 2H flail headhunter.
@@tobsejoto -40 armor has both a -40 FAT and -40 INI penalty. With brawny it costs only -28 FAT and INI. Brawny and strong trait give hidden INI. They allow an 80 FAT assassin to wear full BF gear and never level up FAT. Every +4 FAT roll we take reduces our INI by -4. And we don’t need relentless, as it only affects useable fatigue pool. Good for fencers, bad for dodge forged neutrals. We only need 15 useable FAT. Missing nose and collapsed lung injuries might actually benefit this build lmao. But I don’t go into minmaxing rabbit hole that far.
It would be great if you could show us how this works in action and how effective it is. Love your work, we have similar way of thinking about the game. Right now I am trying to optimize my archers in a poachers origin run. Its so much fun. If you like I can share my findings.
I did a Beastslayer Run you can see the effectivness there and i would like to hear about your findings
@@tobsejoto My findings are similar to your findings from before. Archers are not an optimal build. They are not part of the meta and are taking a place from the roster from a much better build. Witch hut is the only fight where they could make the fight potentially easier. Having said that they are so fun and you have such a feeling of satisfaction when you are fighting squishy enemies such as brigands, zombies etc. You can kill two or potentially 3 units with one archer and finish those fights in 2 turns. Which makes them real time efficient. You finish the fights much quicker which ads to the fun part of having mass archers (3-5 archers).
I do have an idea of running deserters and trying all range units bros (mostly archers and crossbows because all your bros go first in round 1). I did see someone do it but with peasant militia and the bros did not have good range skill. The idea is to set up a team that is just going to finish fights faster and make the goblins less of a pain and less annoying.
@@brazilac123 Its fun indeed espicially against Goblins
@@brazilac123 I think Archers are stronger in weaker origins and good in Peasants for instance
Some great builds, I've not got that far into BB that I get famed bows, I like 3 or 4 range units early game, not so much for damage but to force the enemy to come to me, I find it a lot easier to win fights when you're not snipped constntly and the enemy just stay put, especially in fortified camps.
Yeah it can be strong early when you dont get oveerrun by 20 guys and you can make them charge you
FYI they don't have to be "ranged units." They can be melee units with quick hands holding ranged weapons and they will still charge.
I want enemies to come at me and give everyone quickhands just to make sure they do.
@@clintholmes2061 Ya I build frontline throwers as well if I get the right bro, I find that the best way to get through the early game fighting thugs and brigards, I just have to learn the tatics to get into the late game, I always play on expert combat, though I find it difficult, but I think the game is too easy otherwise on easier combat levels.
@@EmpiricalMind "throwers" I don't use any bros that are designed to throw or attack at range but l have every bro starting the fight with a ranged weapon after they have gotten the quick hands perk.
This strategy isn't for everyone but I've used it all the way through late game.
@@clintholmes2061 Am I right in thinking your bros need at least 42 ranged skill for the enemy to see them as a ranged unit?
Nah, they still underperform. I solved the issue of enemy range superiority by building BF dodge neutrals and positioning. They swing once per turn, but always have up to 100 initiative and up to 15 mdef and rdef from dodge. Dodge Forged is superior to regular fat neuts. Oathtakers are best for this build. You should try it.
Dude how to you get 100 Initiative on Full 300 plus BF Guys ?
@@tobsejoto 2-3 star high initiative backgrounds. Never level up fatigue. Brawny reduces fatigue and gives initiative. Use hyena cloak. 80 initiative is doable, some can even reach 100. Take initiative every level. Oathtakers have great secondaries, leave them as is. I build them as hammer bros to strip the armour before cleavers act. One bro had brute, he is 2H flail headhunter.
@@frggdeckkkydexhhgg Interesting im not a fan of fat neutral but i might try this but isnt it silly taking brawny on a bro who dosnt use Fatigue ?
@@tobsejoto -40 armor has both a -40 FAT and -40 INI penalty. With brawny it costs only -28 FAT and INI. Brawny and strong trait give hidden INI. They allow an 80 FAT assassin to wear full BF gear and never level up FAT. Every +4 FAT roll we take reduces our INI by -4. And we don’t need relentless, as it only affects useable fatigue pool. Good for fencers, bad for dodge forged neutrals. We only need 15 useable FAT. Missing nose and collapsed lung injuries might actually benefit this build lmao. But I don’t go into minmaxing rabbit hole that far.
@@frggdeckkkydexhhgg Thats interesting didnt know that
Have you tried maybe adding overwhelm? In some cases archers can have high initiative (or simply move before enemies).
Its Good if you level up Iniative which i didnt do, but if you can find the perk for it it would add more utility and debuff
@@tobsejoto Initiative go with dodge and relentless, however you have explained that you trade off defense for damage output.
@@Rzynweg Thats the idea only Nimble For Defence the rest i put in Offensive perks
@@tobsejoto Hyena Fur Mantle give +15 to initiative. I am not able to verify whether it would make overwhelm useful in your built.
@@Rzynweg I think you nedd 120 Initive to act before most opoonents and i dont have that with the fur
There is no reason for pure archers to not be hybridized with throwers.
Well i didnt have the free Perks to make him into a thrower and i think every perk that i would cut would make him a better hybrid but a worse archer.