* Usually bottom tier weapons, but can sometimes have stronger ones, never top tier.
−
* Weak weapons.
−
* Low HP.
+
* 50 HP.
* Tend to instantly charge the enemy.
* Tend to instantly charge the enemy.
+
* 50 melee skill
+
* No perks
|-
|-
|'''Tactics'''
|'''Tactics'''
Line 330:
Line 332:
|'''Strengths'''
|'''Strengths'''
* [[Ranged Weapons]]
* [[Ranged Weapons]]
+
* Carry a dagger, maybe Something else (need more samples)
|-
|-
|'''Weaknesses'''
|'''Weaknesses'''
* No crossbows
* No crossbows
+
* Lowest tier armour
−
* Low armor
−
* Low HP
+
* 50 HP
+
* 50 Range Skill
+
* 0 Range and Melee defense
+
* No perks
|-
|-
|'''Tactics'''
|'''Tactics'''
Revision as of 08:12, 15 November 2018
Humans from the game, with info about their strengths, weaknesses and tactics.
Stat values given below for hp are unofficial estimates derived from analyzing battle log figures in Build 0.6.0.21. Melee and Ranged Defense stats are inferred from comparing known Melee/Ranged Skill for brothers with the to-hit % displayed on mouseover.
The 1.1 update for the fully released game has given us enemy to-hit rolls in addition to friendly to-hit rolls and the enemy sections will be slowly updated with new info regarding estimated enemy melee skill and ranged skill. Credits to Laiseurjika and 千仞万渊 for helping with the tests.
Enemies do not level and should have same stats.[1] However defense incurs diminishing returns at 45, which complicates melee skill assessments. Also certain mobs (i.e. Knights) may have partially randomized perks to reflect their very own experiences, strengths and weaknesses in combat.[2]
Form a shield wall and weaken them with archers from behind.
Armored brothers with two-handed weapons will devastate them and have survivors fleeing.
Spearwall spam can be useful, though the thugs will usually wait until they are all in position before attempting a mass charge. Rotating which brothers are using spearwall can conserve fatigue.
Medium to strong armor. Typical armor include rusty mail coif (70), padded leather (80), patched mail (90), leather lamellar (95), worn mail (110). Rugged Surcoat (55) is also occasionally seen.
Have Rotation perk and can use it to rescue wounded/fleeing brigands.
Perks
Rotation, Recovery, Mastery of appropiate Weapon.
Weaknesses
Easily provoked into charging.
Tactics
If they do not charge instantly, kill their Marksmen with your Ranged Brothers and as a result force them to charge. Then weaken them with your Ranged Brothers and form a shield wall.
If they do not charge even after their Marksmen are killed, try to move a Brother on one of their wings, they will loosen their formation and you can charge in.
Can be easily provoked into moving to attack your brothers, limiting them to one strike and leaving your brothers fresh to attack twice. Placing a brother with two spaces between them and a brigand is effective.
In the full release version 1.1.0.8, although they are all named 'Mercenary', this is a complicated group of non-homogenous units with at least 3 different "types", each likely with a different set of stats and a different set of likely gear. At least 1 type appears to have roughly the same stats as Brigand Raiders (70 Melee Skill and 10 base Melee Defense). Another type has roughly 75 Melee Skill and the final type possibly even higher. Ranged Defense has been recorded as 10-15 and some types have Anticipation
High variety of armor and weapons, ranging from light (Gambeson, Padded Leather, Headscarf) to medium/heavy armor (Mail Hauberk, Nasal Helmet with Mail, Bascinet with Mail, Flat Top with Mail) and medium to high tier weapons (Handaxe, Military Pick, Warbow).
Some mercenaries are equipped with nets
Perks
Fast Adaptation, Quickhands, Rotation, Overwhelm, Reach Advantage, Bullseye.
Seems to have the weapon mastery of all the weapons
Some "types" or variants may have Anticipation
Weaknesses
Usually inconsistent armour and weapons, leaving weaker, exploitable points to begin your attack.
Tactics
Focus on the high-damage, low defence mercenaries to reduce their threat.
Heavy armor. Typical armor include closed flat top with mail (280), , full helm (300), reinforced mail hauberk (210), heavy lamellar armor (285), coat of scales (300)
Top tier weapons (sometimes unique ones). Typical weapons include noble sword, fighting axe, warbrand, greatsword, two handed hammer,etc
Often uses top tier shields (ie heater shield, sometimes unique ones)
High HP (may be variable due to perks, roughly 125-150)
Excellent base melee defense (+25)
Strong base ranged defense (+15)
Very high melee skill (about 85)
Strong resolve
Likely to have Battle Forged perk (there are quite a few recorded instances where men did less than minimum armor damage for their given weapon)
Rather low initiative (probably due to all that armor)
Tactics
Engage with brother with best defense and use shieldwall. Other men should use 2-handed reach weapons and stay safely away. The Hedge Knight will likely use Shieldwall himself and hopefully not put out too much damage per turn.
Warhammers can be useful as they wear heavy armor
Remove armor with warhammers and then finish him with spear or any high dmg weapons
Surround him and puncture him to death to save his armor.
Medium armor. Fairly wide armor assortment including nasal helm (105), basic mail (110). In the full release version, swordmasters can be equipped with Reinforced Mail Hauberks. Sometimes no head armor or just a headscarf.
Supremely high base melee defense (+80), which translates to an effective melee defense of 64 after diminishing returns, and which cannot be overcome by surrounding due to Underdog perk.
High base ranged defense (+15), further boosted by Anticipation perk.
Supremely high melee skill (about 95)
Usually carries an Arming Sword/Noble Sword (Uniques are possible). Will use Riposte readily and in tandem with his high Melee Skill, trying to strike him in melee will invariably result in getting men heavily wounded or killed.
Perks
Fast Adaptation, Nimble, Steel Brow, Anticipation, Duelist, Head Hunter, Underdog.
Weaknesses
Fairly modest hps (about 60-70)
No shields
Relatively poor head armor
Tactics
Shoot him when he has closed in and try to get a clear shot. An average L11 brother starting with decent ranged skill, armed with a crossbow, will only have a 45% chance at 6 tiles away.[(40 (initial) + 30 (10 level ups in Ranged Skill) + 20 (crossbow) - 15 (distance) - 15 (base ranged defense) - 15 (Anticipation)]
Engage with brother with best defense and use shieldwall. Do not melee him when Riposte is active.
Light to medium armor.Typical armor include mail hauberk (150), padded leather (80), basic mail shirt (115), closed mail coif (90), nasal helmet with mail (200).
Good mix of weapons, typical weapons are dagger, falchion, hand axe, arming sword, warbow and crossbow.
Often make use of nets and throwing weapons.
Sometimes will have wardogs.
Perks
Overwhelm, Fast Adaptation, Weapon Mastery of all weapons, Nimble, Bullseye, Quick Hands, Recovery.
Weaknesses
Similar weaknesses as Mercenaries
Tactics
Use nets to reduce their defenses.
Make use of the "Surround" mechanic to increase hit-chance.