Battle Brothers Beginner's Guide to Fighting Bandits, Raiders, and Targeting a Bandit Leader

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Basic strategies and tips for fighting your mainstay enemy in Battle Brothers; bandits/raiders. As a bonus, we get a bandit leader in the mix, so we talk strategy on using knives and flails to avoid damaging armor, leading to better equipment and/or better loot!

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  • @deducter
    @deducter2 жыл бұрын

    Always nice to see another BB player who talks through his decisions!

  • @petresko1041
    @petresko10414 ай бұрын

    Something that I always try to utilize is missile height advantage tactics early game. You can trick the AI into chasing you. Here's how baiting the AI works, and some scenarios for different height maps. For the following examples, I'll use Lvl0 as flat ground, Lvl1 as first high ground level etc. BAIT 1. If you move all missile units onto Lvl1, and move all melee units on the same vertical line of hexes, or 1 tile behind the ranged bros, the ranged enemies will move into attack range of your missile bros, and this will prompt the melee ones to move even further, right in front of them. When this happens, you need to move shield-bearing bros in front of your missile units, and shieldwall every 2 out of 3 turns, so they don't fatigue out. This way you bait missile fire towards the shields, and you shoot with hit chance bonus. I strongly recommend using crossbows for this, since there's no hit chance penalty. Having backup bolts in the bro inventory helps as well. You can pick off their non-melee units, or pick off exposed ranged units. If you find any cheap crossbows in castles (300 - 600 crowns), it's worth getting them, even if your bros are not good shooters, because it forces the enemy to come to you. Regular shields do fine, but if you replace them with kites, it's even better. If the melee bros decide to push, you can drop the kite, to gain a chunk of fatigue back. BAIT 2. Moving your melee units behind your ranged bro will prompt the enemy melee units to charge, as long as their missile units don't outnumber / outclass yours. If for whatever reason the enemy missile units don't push, when you put your missile units back onto high ground. You can move your melee bros 2 tiles behind the ranged, so the enemy is prompted to push. BAIT COMBO: If the enemy is not pushing, and you have pulled your guys quite far back, you can move 1 ranged bro, just far enough towards the enemy, to bait them into a charge. You then start pulling him back towards your company (by using WAIT, and letting the enemies move up), and back onto high ground. This way, the enemy is now within firing range of your other missile unit(s), and will either prompt them to continue the charge, or force their missiles units into firing range. Scenarios: 1. Flat ground (missile outnumber you) Find the nearest high ground behind your group and place your missiles on it. Put your melee 1 tile behind them, so the enemy ranged have nothing to shoot at. Once the enemy pushes up within range, place shields in front of the ranged bros and start picking off the highest hit chance enemies. 2. Flat ground (missile fewer than yours) The enemy will be prompted to charge. Run towards the closest Lvl1 behind you, put missiles on it, put shields in front of them and non-shields just behind. When the enemy is within 3 tile range of shields, use shield wall. Either make sure the shields complete their turn before the enemy gets within 3 tiles so they have better initiative next turn, or use wait + shield wall at the end of the turn. You want the enemy's first attack to be absorbed by higher defense. The enemy will try to circle around and get to your ranged bros. If you have spare melee hands, you can dance around the ranged bro's tile, leaving a gap somewhere, so the enemy is forced to run around in circles, and try to get into the gap in your zone of control. If you close off the ranged bro entirely with zone of control, the flankers will charge your melee. 3. Hill (You-lvl0, enemy-lvl3) You have no business climbing the hill. You will get locked in melee height disadvantage fights, while the enemy snipes you at will. Move absolutely everyone back. Time your movements in such a way, that your ranged bros are behind a shield at all times. If you have to, wait with everyone, until enemy missiles attack, so you can safely pull your ranged back and keep them behind a shield. If it's daytime, and the enemy has 3+ missiles, use shield wall every turn, until you get far enough back. Look for lvl1, or higher, towards the edges of the map and place your missiles on top of it. The enemy ranged units will move first, while the melee wait, and you will get multiple rounds to snipe exposed missiles, once they get within range. If you snipe enough missiles, that your missiles outnumber the enemy's, the melee enemies will charge. Either that, or you get to snipe their melee units at will 70% of the battle. Occasionally, you will find two lvl3 hills, if attacking brigand hill camps. You can circle around and climb the hill opposite the camp. Some units will be forced to come down at a height disadvantage between you and the brigand hill. You can circle the battle map to study it and see if there is such a hill to use. 4. Hill (You-lvl3, enemy-lvl0) Move your shields at the edge of lvl3, and your missiles just behind them. You want both melee and ranged to be at the very top, so all enemy units are at maximum height disadvantage. Let the flankers run around, your hill, while you snipe away at their core. You have 2-4 rounds of free target practice while the enemy tries to get on even ground with you. 5. Hill (You-mixed levels, enemy-mixed levels) Those, who are on lvl3, or close to it, should climb forward into the enemy's lvl3, to force zone of control on the hill. Those on lvl0-lvl2, should pull back and simultaneously climb up to lvl3. Get your missiles to lvl3 ASAP and only then start sniping. Prioritize killing, over dangerous weapons. The enemy will take time chasing you around and looking for a gap towards your missiles. Use the time to break their morale and lower their hit chance. Your melee bros should prioritize tanking hits over killing. Use your missile to do most of the damage, and your melee to finish off / dagger off armors from high ground. 6. Hill (Even fight on lvl3). Here it is best you shield wall with your entire front line every 2 out of 3 turns, and keep picking off the melee units, which have no shield, or haven't used shield wall yet. Aim for the highest hit chance targets and tank their arrows, until you kill enough for a safe push. If you absolutely need to push - make sure to shield wall into them, so that you take as little missile fire as possible. Hope this helps! Crossbows are my absolute go-to strat every game and I always go to the closest castle to look for one.

  • @KineBuds
    @KineBuds2 жыл бұрын

    Thanks bro !! i have 390 hours and still learned a bunch of new things from this video ! much love bb

  • @FarmingUnclear
    @FarmingUnclear2 жыл бұрын

    I've played v1.3 and v1.5. In v1.5, I've found that the AI for human units will advance if they out number you, if you have better/more ranged units, if your ranged units are exposed or if it's night time. I want to say in v1.3, the AI for human units was a lot more defensive and only advanced if you had more ranged units or if it was night time.

  • @rextraostwinmoon4303
    @rextraostwinmoon43032 жыл бұрын

    15:15 The wiki says that enemy weapons can start off at varying levels of being damaged but don't take any damage during battle against you nor can they break. Weapons also have a 90% drop rate as long as the remaining durability is higher than 11, which is why weapons are extremely common drops. I'd say definitely rush for named throwing items because if the enemy use up all the ammo, they won't drop.

  • @GrimaldiJ

    @GrimaldiJ

    2 жыл бұрын

    Good catch on the details! There's a lot of depth in the game...looks like I assumed armor and weapons were handled the same (or more similarly). Unfortunately, it probably won't be the last detail I'm off on, but often times at least the general concepts are still good.

  • @FarmingUnclear
    @FarmingUnclear2 жыл бұрын

    Thanks for the information!

  • @WockhartEnthusiast
    @WockhartEnthusiast2 жыл бұрын

    sorry if you've answered this in another video, but how do you get your archers / crossbowmen to not get constantly blocked by people in front of them? it seems like my ranged units are almost useless because any time the battle line forms, their shot is blocked unless I send them ALL the way around the flanks behind the battleline thats formed, which isnt easy to do since the AI is good about catching flanks most of the time. is there a perk that decreases the likelihood of objects blocking your shots or something?

  • @GrimaldiJ

    @GrimaldiJ

    2 жыл бұрын

    There is a perk that reduces the cover penalty to ranged shots, but I don't normally take it, as shots into cover still have a significant penalty with or without the perk (bullseye, I think it is). Your archers can shoot over friendly brothers that are adjacent to them with no penalty, so that's the standard plan. That's why they normally follow along like polearm guys, shooting enemies at 2 tile range safely over the heads of the front line guys. If they stay really far back, though, you're correct...they'll have limited opportunities for clear shots

  • @akaroth7542

    @akaroth7542

    Жыл бұрын

    Also, if you're archer is right behind your front-line unit=not blocked. Once I found this out= glorious. Went from not really having a plain ranged guy (pole arm xbow hybrids) to having a dedicated 🏹 or xbow guy w backup throwing weapons

  • @xRPRx

    @xRPRx

    Жыл бұрын

    @@akaroth7542 dude u legit just repeated what the guy above u said like it was new information lmao

  • @akaroth7542

    @akaroth7542

    Жыл бұрын

    @@xRPRx didn't read the reply. But I'm glad you read them all. Now you definitely know archers can shoot over adjacent man's.

  • @benwilliams3539
    @benwilliams35392 жыл бұрын

    If you bash someone's armour through the battle is it just damaged at the end of the match or does it not appear at all?

  • @GrimaldiJ

    @GrimaldiJ

    2 жыл бұрын

    In general, enemy's equipment has a percentage chance to drop as loot, and that percentage is mostly based on the durability percentage left on the equipment. If a piece of armor is completely destroyed, it won't show up at all as loot (unless you have the northern raider/barbarian background, which gives a better chance of getting loot).

  • @doomguy9049
    @doomguy90492 жыл бұрын

    What’s changed to make the hammer+fearsome combo less useful?

  • @GrimaldiJ

    @GrimaldiJ

    2 жыл бұрын

    I don't recall what I said, but that sounds odd. Fearsome got a buff, so it's MORE effective, and hammers automatically inflict damage through armor, so they're a natural pairing that has gotten better.

  • @teutoniccrusader7974
    @teutoniccrusader7974 Жыл бұрын

    There are also brigant poachers

  • @souzisouzana9943
    @souzisouzana99432 жыл бұрын

    I swear at first i thought Matthew McConaughey was talking.No cap.

  • @TRANCERwin

    @TRANCERwin

    Жыл бұрын

    lol xD

  • @akaroth7542

    @akaroth7542

    Жыл бұрын

    Alright alright alrigh

  • @TheSamuraiGoomba
    @TheSamuraiGoomba2 жыл бұрын

    Marksmen are the devil. Especially early game. They always go first at the start of the fight and they can easily delete someone before your party can move.

  • @GrimaldiJ

    @GrimaldiJ

    2 жыл бұрын

    Especially with a crossbow. Those are dangerous mid game, too, for annoying injuries.

  • @oscartriangle6699
    @oscartriangle66995 ай бұрын

    this isnt very helpful for beginners, you showed a midgame well geared team, thats not what you start with

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