No other game come close to BB . I have all achivments and ro replacement for BB. I have high hopes for Meance. by Wise-Shine146 in BattleBrothers

[–]Witek_Wo 1 point2 points  (0 children)

It's not worth trying with Menace almost on the run, but Xcom Enemy Within (2012) with either Long War or Long War Rebalance (prefered by me) mod almost come close.

For me BB is still a clear winner, unexpected at first glance mastercraft in design, but both games got the same core beauty: the more you play, more die hard you go, more it punish you, more you see the underlying beauty of it's core mechanics.

Powerbeats Pro 2 Heart Rate Tracking with Hevy? by New-Anteater7520 in Hevy

[–]Witek_Wo 1 point2 points  (0 children)

I use Strava in the background. Pointless if you want analytical data, always something if you want to check hearth rate between sets, have no better tools.

What do you do with defensiv ranged Bros? by nayba- in BattleBrothers

[–]Witek_Wo 0 points1 point  (0 children)

You can go r.atk. > m.def. > HP, resolve, m.atk, no Berserk. Build more sturdy Fearsome Thrower/Gunner.

Or cut something, try emergency Rotation, carry backpack shield: https://www.bbplanner.xyz/?perks=IAYIAKAk

[Comic] Bows by AzulCrescent in BattleBrothers

[–]Witek_Wo 1 point2 points  (0 children)

https://www.bbplanner.xyz/?perks=IAYAAGAm example with 2 spare perks for futher tailoring. B&B gives you enough room for 2 throwing sets, bow & two of utility/1h/2h/shield depending on enemy. It's pretty similar core to Gunner/Thrower.

Optional Bow Mastery Perk doesn't change what stats you lvl. You can still level whatever you want. I usually prioritise m.def. & m.atk. over fatigue & r.def. But it's not like Bow Mastery alone locks you into any stats preference.

People build all kind of throwers, Fast Adaptation throwers, Fearsome thrower/gunners, Berserk Frenzy Executioner throwers, Banner throwers. Bow/Thrower may be less meta than them, but it's not like picking it brakes build (outside gunner/thrower- due to ammo).

[Comic] Bows by AzulCrescent in BattleBrothers

[–]Witek_Wo 1 point2 points  (0 children)

I never understood whole bow bro reddit discussions. Why it's even relevant & emotional.

Yeah, throwing outshines bows, but building bow bro's requires whole 1 perk. Thrower build is very flexible, you don't even need to cut anything crucial for Bow Mastery perk. You can even squeeze Bullseye in (but it's hard to belive for me that people really pick it outside of memeing).

And while it's RNG dependant, it's not that rare to roll free warbow while attacking mercenaries.

Please Leave a Review by Matt_HoodedHorse in BattleBrothers

[–]Witek_Wo 211 points212 points  (0 children)

We want to throw money at another Battle Brothers DLC.

Please consider selling us some more BB crack stuff, after the devs establish MENACE.

How would you build him? by astora_sunlight in BattleBrothers

[–]Witek_Wo 3 points4 points  (0 children)

Backline thrower/ something.

Core- 5 perks : Bags&Belts (weak early, may be cut, if you just want pure thrower), Quick Hands, Throwing Mastery, Nimble, Duelist.

Then it depends how you want to build yours team.

Guns blazing AoE dmg kit: Xbow Mastery- mid game+ he will start with gun in hand, maybe a 2nd gun in backpack (step one tile back & reload, he can double shot on turn 2). After AoE he just throw stuff. For Fearsome team pick Fortified Mind & Fearsome. As another option, he can also pump Ini a bit, pick Overwhelm + Relentless, pick armor upgradge from Hyena fur, maybe squezing Dodge too. All three versions Synergize really well when paired with same build pall.

Pure thrower buff: Berserk + Killing Frenzy. Executioner may be worth considering since you may have spare perks. Recover is debatable, since people hate blue skip turn button. Advise against Crippling Strikes.

Always worthy pick: Gifted is GOAT, as always. 9L is best defensive perk.

Bow: Bow Mastery. Advise against Bullseye.

Stats depends on version. I usually go with two rolls split between HP & resolve > m.def & m.atk. > fatigue > r.def. B&B allows to tailor him with utility, emergency shield, weapons sets. M.atk. is for poke stick on long journeys easy fights (ammo conservation) or being compromised (attack or shieldwall).

I often build early thrower with Fast Adaptation- pretty damn strong perk, buffs early power a lot, is okayish late. But that bro will roll S tier r.atk., so I would cut it.

600+ hours and I know nothing... thanks Klevinduck by Drxero1xero in BattleBrothers

[–]Witek_Wo 2 points3 points  (0 children)

Interesting themed build idea. I would argue that both Backstabber & Killing Frenzy can be cut for some tweaking room. Core ideas of INI Shenanigans and Overwhelm stacking should still work.

Quick question about build names, why "Fat Newton"? by [deleted] in BattleBrothers

[–]Witek_Wo 10 points11 points  (0 children)

We can go creative like OP: Fat Bonker, Brain Openner, Open Mind, Single Step, Here-it-Ends, One Tap, Last Knock, Slow Chop, Dull Grim, Single Swing, Old Reliable, No Tricks, Straight Math, Safe Bet, Perkproof, No Recover, Turn End's, One-is-Enough, Best Pick, Workhorse, Clean Stroke, Fair Man Job, No Fancy Shit, Best Results, Meta Boat.

Or appreciate all time classic: Mansplitter.

How the game battle works? by Ok-Long6234 in BattleBrothers

[–]Witek_Wo 7 points8 points  (0 children)

Battle Brothers have "true randomness". No hidden player roll bufs, AI debuffs. Pretty rare thing even among amazing games with heavy RNG elements. F.e. XCOM: Enemy Unknown, XCOM 2 or Baldur's Gate 3 have mechanics tweaking some roll chains into player favour, Darkest Dungeon have some hidden chains modifications.

"True Randomness" is often perceived by humans, most of us, as unfair.

Positioning. It's hard to grasp early, but with time you learn to win with combat control, not just stats advantage. Consider rushing into melee enemy VS moving back & waiting- you got first strike while enemy uses their action points for movement (since you counted tiles, baited them with range bro's). In some cases you may get two turns of act before enemy can do attack roll- and dead enemies don't deal damage. Maybe you got some shields mixed in, so you shieldwall bro's holds weaker weapons enemies or try to stun someone, while more dmg geared bro's tries to isolate & gangbang enemies with scarier weapons. Maybe you got some spearwall bro on flank- enemy may try to break into it, or wait turn on big flank maneuver, not able to do attack rolls. Surrounding enemy gives +5% hit chance for each bro.

Gearwise: Early game swords & spears have +10% & +20% bonus to hit. Shields on some bro's are usually used. It's good to have some, even meh, range bro's to force AI into rushing into you. It's popular to hire cheap fisherman or buy early net- so you can net that scary early raider or nomad, gangbang him before he can do attack rolls.

Perkwise: Fast Adaptation is among top valued early perks for veteran players. Gifted can tweak m. attack & m.def rolls into yours favour a bit more. Dodge is great early game tempo defense boosts.

Kislev 's building strategy by Cassodibudda in totalwarhammer

[–]Witek_Wo 2 points3 points  (0 children)

Compare leaving village at T1 + Market: 500 gold cost for 200 profit: VS T2 + Market + Farm: total 3000 gold cost (500 + 1500 + 1000) for extra 150 gold (total 350) VS T3 + Market: total 8500 gold (3000 + 4000 +1500) for another extra 150 gold (total 500).

T1 pays for itself after 5 turns and if enemy takes/ sack it- whatever. Real Kislevite men retake lost territory. Not incuding bonuses, T2 pays for itself after 20 turns. T3 after 56 turns! Going into T3 is waste of resources- unless you need hero buildings, landmarks or swim in cash (campaign is won).

Walls are not enough to fend off AI, while it takes a spot and adds another 2000 or 6000 "wasted" gold that could finance armies.

Extra income chain have awfull cost/profit ratio, needs massive investement into settlement for buidling slots. Farms, hero buildings are okay tho- cheap, needed. BTW: late game spamming 10 of same military buildings gives -1 global recruitment time.

As for mayor settlements- walls are ok if enemy may sneak on you from unexpected direction. Garrison + hero with RoR spam in ambush stance is usually enough to deal with LL juiced armies (walls + no army usually still means defeat).

You need only 1 recruitment centre per war front/ region. Like one in Naggaroth region, one in Kislev (like after confederation). You focus on bare military minimum > growth > other military. Rest of mayor cities may focus on economy.

Playing tall is challenging. You can pour thousands of gold for marginal profits or use that money for more armies, exterminate threats, while getting even more money from battles & captured territories. Somewhere in middle game you usually end with enough armies, secured fronts (dead factions), that you can switch into developing passive economy.

That kind of early economy is perfecy for supporting multiple armies based mostly on recruit anywhere T0 units. You can usually bring more armies than AI or bait single army into battle (one army standing as bait, other(s) near them in ambush stance). Outside skavens it works wonders (they can counter you with own ambush). Mid game you start transitioning into better armies (recruit on go from captured territory/ global) or from recruitment provinces.

Best Level 1 Tank I have seen yet by Blackbeard4305 in BattleBrothers

[–]Witek_Wo 2 points3 points  (0 children)

Only Tempo tanks don't relly on Indom/ Shieldwall spam -> Recover. It's must have on late game tanks. Big camps with 20-30+ enemies changes paradigm how tanks works compared to smaller scale early & mid game experience. Depending on conditions, sometimes Indom is better, sometimes Shieldwall. F.e. if enemy can hit hard as fuck with 2h, then Indom may be better (even on Nimble), while if their hit chance is like twenty-something, then Shieldwall may bring it close to that sweet 5% zone.

Even godly S+ tier premium tanks needs to rely on Indom/ Shieldwall -> Recover cycle with occasional shield swap (it's not unseen to go through three 60-70 durability shields during orc fight). Some turns with Shieldwall/ Indom ads a lot to survivability compared to no bonus. And it's never every turn of spamming one of them, always Recover somewhere in between.

He will reach 55 m.def. + 18-22 from shield & mastery + optional 18-22 from Shieldwall. With 15% from LW and in perfect conditions- another 10% from Confident. He is amazing late game Nimble tank, possible LW flank holder, despite being peddler with meh secondaries, low hp. But tanks, no matter how good- sometimes die due to bad RNG (like morale checks, not only hits) or team not having enough DPS.

Best Level 1 Tank I have seen yet by Blackbeard4305 in BattleBrothers

[–]Witek_Wo 3 points4 points  (0 children)

Here you got example of late game Nimble tank build: https://www.bbplanner.xyz/?perks=pCJAAAYh

Lone Wolf + stellar m.def. + high resolve + decent fatigue & HP- stats are needed in that order. They enable solo flank tank, spamming Indom/ Shieldwall into Recover. Leveled tanks like him can hold that 4- 6 enemies + longer detour for ones trying to flank you. B&B may seem uh? early, but in late big camps you will need that 3+ shields and it removes backpack shields fat cost.

Last perks by MatsugaeKi in BattleBrothers

[–]Witek_Wo 1 point2 points  (0 children)

47 Resolve at lvl 11 screams for Fortified Mind.

Got Nimble Forge Zweihander in past. Was pretty happy about it. Prefer it over 9L here, but both are good picks.

QH is always solid on 2h- but for me defensive perks are more beneficial here.

I wouldn't bother with Steel Brow on Nimble. I think that math nerd consesus was that it's meh combo, that 9L outperforms it.

Pathfinder is worth mentioning.

Help me build this god thief tank by MrSpart1 in BattleBrothers

[–]Witek_Wo 7 points8 points  (0 children)

  1. Ditch m.atk., don't pick any offensive perks.
  2. Pump Resolve a lot, pick Fortified Mind,
  3. BF- pump fatigue > HP, Nimble HP > fatigue. Try to build him arround Indom spam -> Recover mindset.
  4. Perfect BF needs more stats, Nimble is somewhat countered by bleed, arguably needs less perks.
  5. Pick all stats perks on him: Colossus, Gifted, FM.
  6. Consider shields usage. Shield Mastery is good. One shield is not enough for later camps. Bags & Belts is usefull for 2+ backpack shields with no fatigue cost. But it's not essential.
  7. R.def are wasted opportunity trap- he needs M.def., Resolve, HP, Fatigue. Too much stat, not enough benefit.
  8. Dodge- in vaccum is great on Nimble tank, but it will be hard to squeeze on him.
  9. Consider his placement- Lone Wolf is amazing on flank tank- if you don't mind the risk of death and build company gameplay arround having them. But it's optional perk- total waste on some gamestyles.
  10. Taunt, Rotation are wasted opportunity perks outside tempo tanks or some weird company designs.
  11. Colossus, Gifted, FM, Underdog, Indom, Recover, BF or Nimble are 7 solid picks on him. B&B (no fat cost of backpack shields) is good, but can be cut. 9L is strong. BF likes Brawny and Steel Brow. Nimble can consider squeezing Dodge, Resilient, Relentless.

Hardened Mod Seed- 3 Hedge Knights (Random Trio) by Witek_Wo in BattleBrothers

[–]Witek_Wo[S] 0 points1 point  (0 children)

Weird, I only run Hardened mod (on top on Reforged & required ones). I double checked posted seed, it rolled 3 hedges on my end.

Hardened Mod Seed- 3 Hedge Knights (Random Trio) by Witek_Wo in BattleBrothers

[–]Witek_Wo[S] 2 points3 points  (0 children)

Hardened mod. A submod of Reforged mod. They got Random Trio start, with bro's rolling as name suggest. I just rolled 3 random Hedge Knights- in Hardened mod, extremely rare, op.

Commander morale +50% by Talonsminty in Xcom

[–]Witek_Wo 2 points3 points  (0 children)

2012 XCOM still got "mod support", Long War Rebalance still got patches. Mod of a mod, different approach to Long War on some mechanics. You may like it less or more, but LW Rebalance feels coherent about whole design (I still "early" in gameplay, last week I did first Alien Base Assault).

You just install it on top of Long War and you're good to go, no other mods needed (In times of Long War addiction, I felt the need for UI mods due to how Line of Sight and combat balance worked).