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Lets discuss Battle Brothers builds here with some typical configurations.
Feel free to add builds and discuss them in the comments.

Builds compiled for/into a whole company:
Sarissofoi's New Order Company.
Muscarine's/Sarissofoi's Toxic Mushrooms Brigade.
Abhuyl's White Company.

Archer/Polearm Hybrid Edit

Ranged character that doubles as polearm user. His main task is to eliminate enemy spellcasters and ranged units with secondary task to snipe enemy high damage units(two handers/polearm users, berserkers). Range is essential for this task so its preferred to use bows.

  • Primary Skills: Melee Skill, Ranged Skill, Fatigue
  • Secondary Skills: Ranged Defense (around 20)
  • Recommended Traits: Iron Lungs, Hawkeye
  • Recommended Equipment: Light armor and helmet that don't reduce view range, 1 ranged weapon of choice(bow), polearm of choice, spare ammo
  • Essential Perks: Bullseye, Footwork , Bow Proficiency
  • Recommended Perks: Student, Berserker, Gifted, Pathfinder,
  • Optional Perks: Backstabber, Fearsome, Bags and Belts, Quick Hands, Killing Frenzy, Crippling Strikes


By Sarissofoi, example and more detail on his page about his New Order Company.


Sergeant Edit

Guy who keeps soldiers in line.

  • Primary Skills: Resolve, Melee Skill, Max. Fatigue
  • Secondary Skills: Ranged Defense (around 20)
  • Recommended Traits: Determined, Impatient, Fearless
  • Recommended Equipment: Heavy armor and helmet, polearm of choice, dagger
  • Essential Perks: Fortified Mind, Rally the Troops, Sergeant, Footwork
  • Recommended Perks: Student, Berserker, Brawny, Anticipation, Battle Forged
  • Optional Perks: Pathfinder, Gifted, Backstabber


By Sarissofoi, example and more detail on his page about his New Order Company.


Shield Bearer Edit

Core of any starting company. Solid versatile trooper.

  • Primary Skills: Melee Skill, Melee Defense, Fatigue
  • Secondary Skills: HP (around 60)
  • Recommended Traits: Iron Lungs, Strong
  • Recommended Equipment: Heavy armor and helmet, 1 handed weapon of choice, shield, dagger
  • Essential Perks: Shield Expert, Brawny, Underdog, Battle Forged, Weapon of choice proficiency
  • Recommended Perks: Student, Berserker, Nimble,
  • Optional Perks: Pathfinder, Gifted, Backstabber, Fearsome, Indomitable


By Sarissofoi, example and more detail on his page about his New Order Company.


Heavy Trooper Edit

Core of any late company. Great damage output.

  • Primary Skills: Melee Skill, Melee Defense, Fatigue
  • Secondary Skills: HP(around 60), Ranged defense
  • Recommended Traits: Iron Lungs, Strong
  • Recommended Equipment: Heavy armor and helmet, 2 handed weapon of choice, dagger
  • Essential Perks: Reach advantage, Berserker, Brawny, Underdog, Battle Forged, Weapon of choice proficiency
  • Recommended Perks: Student, Nimble
  • Optional Perks: Pathfinder, Gifted, Fearsome, Indomitable, Killing Frenzy


By Sarissofoi, example and more detail on his page about his New Order Company.


Bow Archer Edit

Role: Counter archer, Counter two-hander user.

  • Best background: Hunter
  • Best talents: Ranged Skill, Ranged Defense, Fatigue
  • Level-up point investment: Ranged Skill, Ranged Defense, Fatigue
  • Essential Perks: Student, Pathfinder, Bullseye, Quick Hands, Anticipation, Brawny, Rotation, Bow Mastery, Underdog, Berserk, Killing Frenzy
  • Situational Perks: Fearsome, Fast Adaption, Crippling Strikes, Executioner, Hold Out, Steel Brow, Gifted, Overwhelm, Footwork, Battleforged or Nimble

Explanation of Situational Perks:
Fearsome - good alternative to Killing Frenzy. Good at reducing the effectiveness of incoming heavily armored troops.

Fast Adaption - Gets worse the better your recruit is. Most effective at early game on suboptimal archers.

Gifted - Most effective on suboptimal archers. Note: If taken at level 11 with free perk given by Student, it will not level you to 12.

Crippling Strikes - Good at reducing the effectiveness of incoming heavily armored troops.

Executioner- Bow gets more mileage out of this than crossbows, because up to 3 attacks per turn are maybe possible when using Berserk.

Hold Out/Steel Brow- Keep your archers safe and effective. Typically anticipation and 30 ranged defense is effective enough at keeping your archer immune to other archers.

Overwhelm - Leverage your high initiative, note that it is very common for a archer to run out of fatigue, thus lowering his initiative to the point that this perk will be ineffective.

Footwork - Additional safety for your archers against disrupted front-line.

Battleforged or Nimble - Take one. Armor is king, therefore Battleforged over Nimble.


Crossbowman Edit

Role: Early game archer, Counter heavy armor, counter two-hander user, counter goblin.

  • Best background: Hunter
  • Best talents: Ranged Skill, Ranged Defense, Fatigue or Initiative
  • Level-up point investment: Ranged Skill, Ranged Defense, alternate between Fatigue and Initiative
  • Essential Perks: Student, Pathfinder, Crippling Strikes, Bullseye, Anticipation, Brawny, Rotation, Crossbow Mastery, Underdog, Killing Frenzy
  • Situational Perks: Fearsome, Fast Adaption, Executioner, Hold Out, Steel Brow, Gifted, Overwhelm, Footwork, Battleforged or Nimble

Explanation for differences between crossbowman and Bow Archer
Crossbow spend 2 AP on shooting and 6 AP on reloading, berserk gives 4 AP, meaning taking Berserk will not allow you to attack more than once per turn with minor exceptions.

Take Crippling Strikes because you can leverage your high armor penetration(even further with crossbow mastery)

No Quickhands because since you attack once a turn, you won't be switching quivers as much.

Explanation of Situational Perks
Fearsome - good alternative to Killing Frenzy. Not as good on crossbowman because you can only attack once a turn.

Fast Adaption - Gets worse the better your recruit is. Most effective at early game on suboptimal archers. Not as good on crossbowman because you can only attack once a turn.

Gifted - Most effective on suboptimal archers. Note: If taken at level 11 with free perk given by Student, it will not level you to 12.

Executioner- Bow gets more mileage out of this than crossbows, because up to 3 attacks per turn.

Hold Out/Steel Brow- Keep your archers safe and effective. Typically anticipation and 30 ranged defense is effective enough at keeping your archer immune to other archers.

Overwhelm - Leverage your high initiative. More mileage out of this on crossbowman than bows because you rarely run out of fatigue as a crossbowman(meaning higher initiative throughout), the disadvantage is you can only attack once a turn.

Footwork - Additional safety for your archers against disrupted front-line.

Battleforged or Nimble - Take one. Armor is king, therefore Battleforged over Nimble.


Frontline Shield Edit

Role: Heavy armor troops to maintain formation. Provide chip-damage. Provide weapon specific utility.

  • Best background: Hedge Knight, Sellsword, Raider
  • Best talents: Melee Skill, Melee Defense, Fatigue
  • Level-up point investment: Melee Skill, Melee Defense, Fatigue
  • Essential Perks: Student, Pathfinder, Brawny, Rotation, Shield Expert, Underdog, Berserk, Battleforged, Fearsome
  • Situational Perks: Killing Frenzy, Indomitable, Footwork, Taunt, Backstabber, Fast Adaption, Gifted, Steel Brow, Hold Out, Adrenaline, Recover, Fast Adaption, Weapon Mastery, Quickhands

Explanation
Nobles backgrounds of all forms are subpar as frontline troops, thanks to -10 range defense, making them easy target for enemy Archers.

The perk package of Student, Pathfinder, Brawny, Rotation, Underdog, Battleforged really needs no explanation. They are core to any non-dodge, non-nimble builds.

Fearsome is taken over Killing Frenzy because one-hander will never achieve the same damage power that two-handers will. However they will hit much more frequently, and a fleeing enemy is equivalent of a dead enemy, therefore fearsome is how a shield user will be defeating foes.

Shield Expert is a must for any full-time shield user. It significantly boosts the bonus provided by shields and it makes Shieldwall even more impenetrable. Furthermore, since Frontline won't be leveling Range Defense, meaning you have to compensate with shield. Kite Shield with Shield Expert provides a whooping +31 Range Defense by itself, and alongside Battle-Forged, making it sufficient against most Archer encounters.

Weapon Mastery perks are not core because frontline will change their weapon choice depending on encounter.

Frontline Two-Hander Edit

Role: Heavy armor frontline troops aimed at providing damage.

  • Best background: Hedge Knight, Sellsword, Raider
  • Best talents: Melee Skill, Melee Defense, Fatigue
  • Level-up point investment: Melee Skill, Melee Defense, Fatigue
  • Essential Perks: Student, Pathfinder, Brawny, Rotation, Underdog, Berserk, Battleforged, Killing Frenzy
  • Situational Perks: Indomitable, Footwork, Taunt, Backstabber, Fast Adaption, Gifted, Steel Brow, Hold Out, Adrenaline, Recover, Weapon Mastery, Quickhands

Explanation
Nobles backgrounds of all forms are subpar as frontline troops, thanks to -10 range defense, making them easy target for enemy Archers.

The perk package of Student, Pathfinder, Brawny, Rotation, Underdog, Battleforged really needs no explanation. They are core to any non-dodge, non-nimble builds.

Killing Frenzy is taken over Fearsome because you don't attack frequently, but +25% of a two-hander's damage is a significant boost.

Two-Handers generally don't run out of stamina as fast as shield users unless you use weapon secondary abilities or or Rotation frequently.

Adrenaline is a good pick-up because it would allow your Two-Hander effective 18 AP to play with before they act again, assuming you have slow initiative and begin acting on the second phase.

Weapon Mastery is very good on Frontline Two-Handers, as it allows you to AoE more frequently, and to leverage your fatigue based abilities. In general Axe Mastery is very good at dealing with shields and armor, Sword Mastery is all purpose and lets you use its AoE abilities more, and Hammer allows you do more armor damage.

Reach Advantage is a bit of a trap. It provides 20% of your base melee defense per hit, up to 6 target hit(120%). Most of the time you won't have enough defense to make this shine.

Quickhands would allow you to end turns with a shield thus improving your defense at no AP expense.

Backline Two-Hander Edit

Role: Heavy armor backline troops aimed at providing damage from the back row. Early game Two-Hander.

  • Best background: Hedge Knight, Sellsword, Raider
  • Best talents: Melee Skill, Ranged Defense, Fatigue
  • Level-up point investment: Melee Skill, Ranged Defense, Fatigue
  • Essential Perks: Student, Pathfinder, Brawny, Rotation, Anticipation, Berserk, Battleforged, Killing Frenzy
  • Situational Perks: Indomitable, Footwork, Taunt, Backstabber, Fast Adaption, Gifted, Steel Brow, Hold Out, Adrenaline, Recover, Weapon Mastery, Quickhands, Underdog

Explanation
Nobles backgrounds of all forms are subpar as frontline troops, thanks to -10 range defense, making them easy target for enemy Archers.

The perk package of Student, Pathfinder, Brawny, Rotation, Underdog, Battleforged really needs no explanation. They are core to any non-dodge, non-nimble builds.

Killing Frenzy is taken over Fearsome because you don't attack frequently, but +25% of a two-hander's damage is a significant boost.

Two-Handers generally don't run out of stamina as fast as shield users unless you use weapon secondary abilities or Rotation frequently.

Anticipation is a key mastery for Backline Two-Handers, especially early game. With 30 range defense it will make your Backline Two-Handers almost immune to enemy archers, the chief problem to deploying polearm users early game when Bandit Poachers start showing up.

Adrenaline is a good pick-up because it would allow your Two-Hander effective 18 AP to play with before they act again, assuming you have slow initiative and begin acting on the second phase.

Weapon Mastery for Backline Two-Hander is not really necessary, as polearms, the weapon you will be using most frequently do not benefit significantly from Polearm Mastery. The best mastery would be Axe Mastery if you were to take a mastery perk, since it at least improves shield damage.

Weapon of choice for Backline Two-Handers is the Pike for early game, Billhook against armor or when you do not need the extra chance-to-hit, and Longaxe when you need to destroy enemies hiding behind shieldwall.

Reach Advantage is a bit of a trap. It provides 20% of your base melee defense per hit, up to 6 target hit(120%). Most of the time you won't have enough defense to make this shine.

Quickhands would allow you to end turns with a shield thus improving your defense at no AP expense.

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