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The Shamrocks: A Battle Brothers Interactive Dynasty
So I picked up Battle Brothers during the last Steam sale and I've been obsessed with it ever since. I thought it'd make for a fun interactive dynasty.
For those who haven't heard of it, Battle Brothers is a turn based strategy game set in a medieval fantasy world where you run a team of mercenaries. You take on various contracts (defending towns, escorting shipments, delivering packages, hunting down various enemies) to make money and upgrade your team. If you're interesting participating, I need: Name: Nickname: (the brave, the mighty, etc.) Team Role: The team roles include: Shield - Front line guys who will carry a one handed weapon and a shield. Melee - Big guys who use two handed weapons like axes, hammers, or swords. Polearm - Guys who sit directly behind the line and use pitchforks, hooks, or poles to attack the enemy line. Archers - Bows and crossbows. The team is maxed out at 12 (but will probably begin with 6-7). I'll probably aiming for a lineup of 5 Shields, 2 Melee, 3 Polearm, and 2 Archers. You will have no control over your starting stats, but I'll let you decide on your skill upgrades when you level up. Finally, people die often in this game, so be prepared to have a backup character. |
Here is our team roster and current stats...
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Tier 1 Perks
Fast Adaption - Adapt to your opponents moves! Gain an additional stacking +7% chance to hit with each attack that misses an opponent. Bonus is reset upon landing a hit. Crippling Strikes - Cripple your enemies! Lowers the threshold to inflict injuries by 33%. Colossus - Bring it on! Hitpoints are increased by 25%, which also reduces the chance to sustain debilitating injuries when being hit. Nine Lives - Once per battle, upon receiving a killing blow, survive instead with a few hitpoints left. The next hit is likely to kill you for good, of course. Bags and Belts - Unlock two extra bag slots to carry all your favorite things. Pathfinder - Learn to move on difficult terrain. Action Point cost for movement on all terrain is reduced by 1 to a minimum of 2 Action Points per tile, and Fatigue cost is reduced in half. Changing height levels also has no additional Action Point cost anymore. Adrenaline - Unlocks the 'Adrenaline' skill which puts you first in the turn order for the next round, to have another turn before your enemies do. Feel the adrenaline rushing through your veins! Recover - Unlocks the 'Recover' skill which allows for resting a turn in order to reduce accumulated Fatigue by 50%. Student - Everything can be learned if you put your mind to it. Gain additional 20% experience from battle, and an additional perk point upon reaching the eleventh character level. Tier 2 Perks Executioner - Inflict additional 20% damage against targets that have sustained any injury effects, like a broken arm. Head Hunter - Go for the head! Gain +10% chance to hit the head for critical damage each time you hit the body. Bonus is reset upon hitting the head. Bullseye - Nailed it! The penalty to hit chance when shooting a target that has no clear line of fire is reduced to half for ranged weapons. Dodge - Too fast for you! Gain 15% of the character's Initiative as a bonus to Melee and Ranged Defense until first hit in combat. Fortified Mind - An iron will is not swayed from the true path easily. Resolve is increased by 25%. Quick Hands - Looking for this? Swapping items in battle becomes a free action with no Action Point cost once every turn. Gifted - Mercenary life comes easy when you're naturally gifted. Instantly gain a level up to increase this character's attributes with maximum rolls +1. (Doesn't take 3 stars Talent bonus into account for the maximum roll.) |
Each character will have 8 main stats.
Melee Skill Ranged Skill Melee Defense Ranged Defense Hit Points Fatigue: This accumulates during battles and mercs with lwo fatigue may need to rest before performing another action. Resolve: How well the character responds to positive or negative events. Initiative: Determines your position in the queue to perform an action. Higher initiative means you act before your enemies. Each time you level up, you will get to improve three of those stats. How much you get to improve them depends on random rolls, although each character will have some skills with extra chances for good rolls. There is also a skill tree where you pick a new skill that can give you additional buffs. (I'll post those above when we get there.) The game will also show current stats in the following categories: Head Armor Body Armor Action Points (For in battle use) Morale Damage Effectiveness vs Armor Chance to Hit Head Vision |
Name: Da Law
Nickname: The One with the Arrows Role: Archer |
Hope you have better luck than me at this game, I can't get anywhere not playing on easy :)
Walik The Wicked Polearm |
Name: Gork
Nickname: The Gorker Role: Melee |
Name: David Corperial
Nickname: The Sure Eyed Role: Archer |
Al Bumm
The Cover Shield |
Deacon Palmer
Wall Shield |
I think I'll install this tonight and play.. it's been a long time.
Mizz The Zou Melee |
Jerome Simpson
The Suicidally Stupid Shield |
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It took a while. I finally mastered beginner (100+ days) and will be running this one at veteran. I'm not playing on Iron Man, so I will reload if there's a total (or close to it) team wipe in the interest of keeping the dynasty from meeting a premature end. |
The game always starts with this intro. Your former captain is slain during a tough battle. You're left with three people to finish the fight and rebuild the squad.
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Here is what the battle map looks like. That's Hoggart the Weasel scampering away on the far right. We will get our revenge on him later.
It won't let me edit player names until after the first battle, but from top to bottom, that's Da Law with the bow, Gork with the axe, and Al Bumm with the shield. |
This first fight is pretty easy. I don't think it's possible to lose any of your three starting guys in it. Here's the recap:
Round 1: Da Law takes a shot and misses. Gork moves in and kills the nearest bandit in one shot. Al Bumm moves in front to block the other bandit. Round 2: Hoggart escapes. The other bandit moves in on Al and misses. Gork moves in to take a swing, but misses. Da Law moves to get better firing position. Al gets two good hits on the bandit, but he's still standing. Round 3: Gork takes a brutal hit and is wavering, but Da Law is there to finish the bandit off with a direct hit. Battle wrapup: Loot: A lonely pickaxe. Al Bumm the Cover Kills: 0 Damage: 79 Damage Received: 0 XP: 60 Gork the Gorker Kills: 1 Damage: 55 Damage Received: 69 XP: 82 Da Law the one with the Arrows Kills: 1 Damage: 34 Damage Received: 0 XP: 82 |
This is what the world map looks like.
At the top left, it shows your current gold, food, tools, ammunition, and medicine. Managing all of these things is sometimes more difficult than the battles. |
And here's what it looks like when you visit a town. Depending on the size and type of city, different buildings are available. These building can include:
Marketplace - Basic goods and services, including limited weapons and armor. Every town has one of these. Temple - On the bottom left in this town. You can pay to speed up the healing process for injured mercs. Hire - At the bottom center. This is where you go to hire new mercs. Weaponsmith - Advanced melee weapons. Armorer - Advanced armor. Fletcher - Bows, crossbows, arrows. Tavern - Boost morale by buying drinks for your mercs and/or gather information from townsfolk. |
And now let's take a look at our team...
Al is loyal and less likely to leave if we run out of money/food. His extra potential at Hit Points, Fatigue, and Resolve is perfect for a shield man. Special Traits: Loyal (less likely to leave if we run out of food) |
Da Law has extra potential in both ranged attack and ranged defense, but has a negative trait in that he's prone to bleeding.
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Deacon has good potential in Melee and Melee defense, with fantastic potential in Initiative. The drawback is several negative traits. He's dumb (gains experience slower) and fragile (fewer hit points).
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Gork is gluttonous and will eat more food than the others. That's fine as long as he swings that axe as well as his skill implies.
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Jerome looks to be a pure defensive specialist, so it's good that he has some extra melee defense and fatigue skill. No negative traits is a plus.
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We have no two handed weapons available yet, so Mizz will be starting with a pickaxe and small shield. Mizz's amazing potential in ranged defense is very useful as the enemy archers will often aim at front line guys who don't carry a shield.
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Pitchforks have a two tile range, but still count as melee, so Walik's great potential there will make him very dangerous. He is Dexterous (extra Melee) and Fearless (extra Resolve).
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David, I'll have to wait a little bit before adding a second archer.
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Nice, hopefully destined for a long career. To anyone else considering joining, fighters using polearms have been a huge help in my game and I always have 3 in my party of 12. Longevity is better than frontline guys too :) |
Wall not dumb. Oooo look a squirrel!
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Gork hungry
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Hope you catch it for dinner, because Gork ate everything else. |
Time to get our revenge...
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Battle time!
Round 1 - We let the enemy come to us and set up a spear wall. Da Law misses badly. Round 2 - They start a flanking motion at the bottom side of our line. Da Law gets a good shot in to weaken a bandit, who then promptly runs suicidally into Deacon's spear. Mizz trades blows with a bandit and Deacon moves in to finish the guy off.. Al and Walik finish off another guy at the bottom. Gork takes a big hit from an enemy archer so I move him out of harm's way. Jerome charges the enemy archer. Round 3 - The archer tries to flee. Hoggart is now left with a 5 on 1 situation. We hold our spots and make him come to us. He tries to move around us and come after Gork. We cut him off and start ganging up on him, but he's tough. Jerome keeps chasing the archer. Round 4 - Hoggart is completely encircled and can only hold out so long. Walik sticks a fork in his head to finish him off. Round 5 - The archer flees. Everyone runs after him, but he gets away. This is probably the first time I've done this mission without losing anybody. Mizz has a pierced chest and Gork has an injured shoulder. They will both be out of action for 3-4 days. Loot: Spear, shield, flail, club, sword, 86 gold, 1 tool, 2 ammo, 4 food. Battle stats: |
After resting so our guys can heal, it's time to make some money. I give Mizz a sword and a better shield. Still no two handed weapons available. Here's our next mission, which I negotiate up from 270 gold to 360.
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We quickly find the thieves and it's battle time!
Round 1 - They're standing up on a hill. We set up a spear wall and wait for them to come to us. They start to make their move and Da Law wounds the first guy in. Round 2 - The enemy tries to get through our spear wall and one bandit meets a brutal end at the hands of Deacon's spear. Two are eventually able to break the spear wall and engage Al and Mizz in melee. Da Law finishes off the guy he wounded. The enemy is attempting a flanking maneuver at the bottom, so I send Deacon down to cut it off. Al takes out one of the front line guys and Walik finishes off another. That's 4 kills in one round! Round 3 - One of the three remaining bandits retreats. Da Law tries to snipe him, but misses. Al kills the guy who tried to flank the very bottom. Jerome and Gork encircle the remaining bandit. Gork destroys the guy's shield. Round 4 - Deacon finishes the encircling maneuver and easily kills the guy. Round 5 - The guy from earlier hadn't fully retreated, but now finally does. We're too far away to catch him. No injuries this time! Not much loot either as we pick up a spear, a flail, and a leather cap. But we do have four level ups! Stats... |
Time to decide our level ups.
1) Pick three of the stats you want to level up. The number in brackets is how much they will increase. 2) Pick one of the perks listed in the third post. Al Bumm the Cover HP: 59 (+4) Fatigue: 95 (+4) Resolve: 41 (+3) Initiative: 108 (+4) Melee: 59 (+2) Range: 37 (+3) MeleeDef: 7 (+2) RangeDef: 9 (+1) Gork the Gorker HP: 61 (+4) Fatigue: 103 (+3) Resolve: 42 (+4) Initiative: 110 (+5) Melee: 59 (+3) Range: 34 (+4) MeleeDef: 5 (+2) RangeDef: 7 (+2) Da Law the One With the Arrows HP: 60 (+2) Fatigue: 94 (+3) Resolve: 44 (+4) Initiative: 105 (+5) Melee: 50 (+3) Range: 46 (+4) MeleeDef: 0 (+1) RangeDef: 0 (+2) Walik the Wicked HP: 59 (+4) Fatigue: 101 (+4) Resolve: 36 (+4) Initiative: 107 (+4) Melee: 49 (+3) Range: 32 (+3) MeleeDef: 3 (+3) RangeDef: 1 (+3) |
Walik the Wicked would like these please.
HP: 59 (+4) Initiative: 107 (+4) Melee: 49 (+3) And for my perk Colossus |
Gork hungry
Level up: HP Resolve Melee Perk Crippling Strikes |
Da Law
Level Up Ranged Skill Hp Initiative Perk Student |
Al Bumm the Cover
HP: 59 (+4) Resolve: 41 (+3) MeleeDef: 7 (+2) Perk: Colossus |
Thanks for the quick responses. Forgot to copy the screen for our next mission objective, but we're tracking down bandits who made a pass at a councilman's daughter.
Round 1 - The Raider with the pike gets a little over confident and moves in without cover. We're able to put three guys on him, but only Deacon connects with a good shot. Al is stuck at a height disadvantage, so I just have him keep his shield up to be safe. Round 2 - The raider ignores all three guys surrounding him and takes a brutal shot at Walik, who is left with 9 HP. It takes three of us to finish off the raider. Da Law gets in a nice shot on a thug who was trying to flank at the bottom, forcing him to abandon that attempt. Round 3 - Walik's luck is short-lived as the other raider finishes him off with a throwing axe. Ouch. Gork takes a brutal hit, but returns the favor by splitting a thug's head open. This allows us to flank them at the top. Round 4 - We now have them surrounded and the other thugs go down quickly. Our shield guys show off some good offense in this battle. The final raider is holding strong. Round 5 - The raider realizes too late that it's a lost cause to fight off 6 of us and tries to retreat. Mizz's sword puts an end to that. The big after battle news is that Walik didn't die! Hooray! He has suffered a permanent injury. With the loss of his finger, he has a 5% penalty to Melee and Ranged skill. Could be worse. Also, our loot includes that nice looking pike from the raider, which will more than make up for Walik's missing finger. We also pick up a nice metal helmet, some extra gold, and some tools. Three more guys level up! |
Mizz the Zou
HP: 57 (+3) Fatigue: 91 (+3) Resolve: 39 (+2) Initiative: 104 (+5) Melee: 55 (+3) Range: 35 (+3) MeleeDef: 5 (+1) RangeDef: 5 (+4) Deacon Palmer the Wall HP: 68 (+3) Fatigue: 115 (+3) Resolve: 36 (+4) Initiative: 107 (+6) Melee: 55 (+3) Range: 35 (+4) MeleeDef: 5 (+3) RangeDef: 5 (+2) Jerome Simpson the Suicidal HP: 68 (+2) Fatigue: 109 (+3) Resolve: 31 (+4) Initiative: 107 (+5) Melee: 47 (+1) Range: 34 (+3) MeleeDef: 3 (+3) RangeDef: 2 (+1) |
Jerome Simpson
Fatigue Resolve Initiative Adrenaline |
Deacon Palmer
Initiative MeleeDef Resolve Nine Lives |
Are you also doing trading runs between cities to get funds? And can you change Waliks hairdo when you find a Barbershop, LOL.
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Yep. I always pick up goods if they are lesser or close to the actual value, then drop them off at a big city. What kind of hairstyle do you want? |
Still waiting on Mizzou to level up.
For anyone interested in signing up, the roles I need most right now are: Shield Polearm David, if you want to switch to one of those, that's cool, or you can wait for the 2nd archer spot to open up. |
Mizz the Zou
HP: 57 (+3) Melee: 55 (+3) Range: 35 (+3) Crippling Strikes |
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Anything but the wood shop teacher look :) Bald or long |
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Range will be useless for you. It only applies when using a bow or crossbow. which you'll never use. |
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I copied and pasted the wrong one :D sorry, it was late for me! Initiative: 104 (+5) |
We take a mission to clear out a cemetery. I'm able to bargain this up to a 490 reward. Hopefully we can start affording some better armor soon.
Round 1 - I like this set up. We are outnumbered, but the trees and bushes narrow the fighting area, making it hard for them to overwhelm us. I set up two lines, one with Deacon, Al, and Mizz protecting the left, and another with Jerome, Gork, and Walik protecting the bottom. The enemies do not appear yet. Round 2 - We wait for them to appear. Nothing yet. Round 3 - A Weiderganger finally appears at the end of this round. Still not in range of us yet. Round 4 - They are not attacking en masse. One appears at the top. This is good for us, but boring so far. The one at the bottom runs into Jerome's spear and then hides in a bush. Round 5 - He comes out of the bushes and gets within melee range. Walik and Jerome get hits in, but that only takes him to half HP. It's good that they are dumb. Round 6 - Gork, Jerome, and Walik all miss attacks this round, but Da Law gets a good shot in. The enemy at the top is taking his time getting to us, but I'm in no rush. Round 7 - Walik finishes off the enemy at the bottom. Da Law moves to the top and starts taking shots at Mr. Cautious, forcing him to confront us. Round 8 - Finally more are starting to appear, but they keep coming one at a time. We engage another at the bottom. Round 9 - Jerome finishes off another guy at the bottom. Guy at the top gets weakened. The rest of the battle continues in this fashion. We are able to triple team each enemy that comes in. The only danger is when Gork takes a big hit for half his HP, but Jerome is able to hold off any more enemies from getting to him. The enemies started respawning, which happens with the undead sometimes, but that only gives us more kills. I probably could've ended this much earlier, but like to play it safe until we get better armor. Loot: We get some valuable trade goods, gold, and assorted weapons. Still no two handers. Gork has a pierced side and will be sidelined for a couple days. |
To give you a sense of what we're doing and where we're going, here's a look at the world map. So far we have been sticking in this area. Schwarzbrook is a small village where we started. Krakendorf is another village where we did a couple a missions. Hammarsted is a major city that has pretty much everything we need. We cleared out the cemetery for them in the last mission. We will probably explore outside this area soon, but so far this has been a very good setup to start out with.
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We stay in Hammerstad to take on the following mission, which I negotiate up to 490.
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If there's still slots open.
Name: Coffee Nickname: the Warlord Team Role: Shield or Melee, whichever you have more immediate need of. |
I'd love to join, too, when you have space.
Name: Chesapeake Nickname: the Malodorous Team Role: Whatever is needed |
Round 1 - It's a swamp, which will make movement very difficult. It also has a 25% reduction on all offensive and defensive stats. We immediately move to the grassy area and try to catch some of them in the swamp. They have the same idea and the result is a big fight over that grassy area in the middle. Da Law gets a shot in. Round 2 - Da Law finishes off the guy he wounded in round 1. We team up on the guys at the bottom. Deacon and Al get the kills. A Thug with an axe comes in and knocks Jerome's shield out of his hands. Round 3 - Jerome takes a hit from the Bandit Raider. Gork misses a big swing. Deacon seriously injures a Thug and Mizz finishes him. Round 4 - Walik is in position to attack from across the swamp area. A bandit takes the bait and moves in to the swamp to try and attack Walik. Jerome is holding his own without a shield. He kills the axe man, who got scared and tried to run. Round 5 - Walik kills the dummy who moved into the swamp. Gork takes out the Raider with an impressively brutal hit. Round 6 - The archer is the last man standing and tries to escape, but Jerome finishes him off. This was the easiest battle we've had yet. It was scary when Jerome lost his shield, but we made good use of bad terrain to quickly help him out. Loot: We pick up a two handed axe for Mizz (finally!), some trade goods, tools, gold, a replacement shield for Jerome, and another metal helmet. Also, everyone leveled up! |
I added Tier 2 Perks to the 2nd page. You may pick a Tier 2 Perk or another Tier 1 Perk.
Al Bumm the Cover HP: 63 (+4) Fatigue: 95 (+4) Resolve: 44 (+4) Initiative: 108 (+5) Melee: 59 (+2) Range: 37 (+2) MeleeDef: 9 (+2) RangeDef: 9 (+3) Mizz the Zou HP: 60 (+2) Fatigue: 91 (+2) Resolve: 39 (+4) Initiative: 109 (+5) Melee: 58 (+3) Range: 35 (+3) MeleeDef: 5 (+1) RangeDef: 5 (+4) Deacon Palmer the Wall HP: 68 (+2) Fatigue: 115 (+2) Resolve: 40 (+3) Initiative: 113 (+5) Melee: 55 (+2) Range: 38 (+4) MeleeDef: 7 (+3) RangeDef: 5 (+2) Gork the Gorker HP: 65 (+2) Fatigue: 103 (+2) Resolve: 46 (+4) Initiative: 110 (+4) Melee: 62 (+3) Range: 34 (+4) MeleeDef: 5 (+2) RangeDef: 4 (+2) Jerome Simpson the Suicidal HP: 68 (+2) Fatigue: 112 (+4) Resolve: 35 (+2) Initiative: 112 (+4) Melee: 47 (+3) Range: 34 (+3) MeleeDef: 3 (+3) RangeDef: 2 (+2) Da Law the One With the Arrows HP: 62 (+2) Fatigue: 94 (+2) Resolve: 44 (+3) Initiative: 110 (+4) Melee: 50 (+1) Range: 50 (+4) MeleeDef: 0 (+3) RangeDef: 0 (+2) Walik the Wicked HP: 63 (+3) Fatigue: 101 (+4) Resolve: 36 (+3) Initiative: 111 (+4) Melee: 52 (+3) Range: 32 (+3) MeleeDef: 3 (+2) RangeDef: 1 (+3) |
Thanks for the new sign-ups! I'm hoping to expand shortly.
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Mizz the Zou
HP: 60 (+2) Fatigue: 91 (+2) Resolve: 39 (+4) Perk: Head Hunter |
Al Bumm the Cover
Initiative: 108 (+5) Melee: 59 (+2) RangeDef: 9 (+3) Perk: Student |
Deacon Palmer the Wall
Resolve: 40 (+3) Initiative: 113 (+5) MeleeDef: 7 (+3) Perk: Dodge |
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Nice of everyone to keep me alive! This is going much better than anticipated so far it seems. Jerome Simpson Melee Initiative Resolve Fortified Mind |
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This has been the best start I've had yet. I've played it safe and avoided dangerous missions. Plus we got lucky when Walik was spared on a good dice roll. I have a feeling that there will be some hurt coming eventually, especially if we run into any orcs. |
Gork hungry
Gork the Gorker Resolve Melee Melee Defense Head Hunter |
Da Law
HP ranged Attack Fatigue Crippling strikes |
Waiting on Walik.
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Sorry for holding things up
HP: 63 (+3) Fatigue: 101 (+4) Melee: 52 (+3) Executioner |
After selling our trade goods and excess items, we are over 2000 gold for the first time. I use this money to upgrade our armor some more. Here are the current armor ratings. First number is head and second number is body.
Al: 80/80 Mizz: 110/95 Deacon: 80/95 Gork: 110/95 Jerome: 45/80 Da Law: 30/20 Walik: 30/65 Mizz and Gork get the best armor because they'll be on the front line without a shield. Jerome will be the next to get upgraded. |
With Mizz finally getting his two handed weapon, we need another shield/spear guy. Meet our new recruit:
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Our next mission is a cargo delivery from Hammersted to Wickstad, which will take us out of the comfortable bubble of three towns we've been hanging out in. In fact, it will be quite the journey as you can see.
Hmm, I've never come across this before. I decide to let it go for now. Hoping that doesn't bite me in the ass later on. We get intercepted on our way by some bandits. Now this is a little scary. 4 of them are raiders. The most we've fought yet is 2. This will be difficult. The raiders are the 2nd, 3rd, 7th, and 8th from top to bottom. Round 1 - They get the jump on us. Their first few guys come towards the center of our line, so I respond by setting up a spear wall. Their last few guys then start a flanking maneuver around top. I move Walik up one to help respond to this maneuver and prepare to flank their bottom. Da Law misses. Round 2 - Four of them get past the spear wall (although the one at the top is severely wounded in doing so. Al's spear did make them give up on their flanking maneuver and head for the middle. Walik kills the guy at the top. I begin my move around the bottom as Mizz, Deacon, and Coffee dispatch one the Thugs. We triple team a Raider and Walik gets his second kill (likely thanks to his new executioner skill, as the Raider had an injury). Da Law gets a good hit one one of their backline guys. Round 3 - Coffee takes a brutal hit from the Raider and is now down to half HP. Deacon kills another guy at the bottom and their line is totally compromised. We now triple team the Raider in order to save Coffee. Mizz and Jerome severely wound him, and Coffee finishes him off. Al kills a Thug at the top and we are now left with just two Raiders. One of them hits Walik with a throwing axe, but he's okay. Round 4 - Walik gets a great hit, causing the Raider to flee. However, in my favorite moment of this dynasty so far, Da Law nails the guy on his way out. Here's the scene after Da Law's shot. Amazingly, the final Raider doesn't retreat. He just puts his shield up. Must have very high Resolve. Round 5 - We surround the remaining guy. He holds out pretty tough and dodges several attacks before Gork finally finishes him off. Very happy with my tactics in this battle. We concentrated attacks on their guys to thin their numbers as quickly as possible. I flanked the bottom and utilized Walik to triple team their toughest guys. Loot: Food, gold, tools, ammo. The best in the haul is a boar spear and a patched mail shirt (90 body armor). Coffee gets the armor and Al gets the spear (because he's the best melee shielder). |
Our next mission is to track down some bandits who have been harassing Wikstadt. It is our highest priced mission so far, giving us a reward of 690 gold.
The good news is they have no Raiders in this mission. The bad news is they have 4 archers, which will be especially problematic in the swamp as it will take us a while to get to them. Round 1 - Charging is not an option because I'll be stuck in the swamp, so I move us back to the grassy area and form two different lines. Al and Gork cover the top grassy area, while the rest of the squad occupies the grassy area in the middle. If their melee guys engage it, they'll have to do it from the swamp while we're on dry land. Da Law hits a thug with an axe for 50% HP. All of their archers miss. Round 2 - They come after us. I continue moving my lines around in preparation for when they get in melee range. I move Walik up to the top to help Gork and Al. Round 3 - Da Law takes a bad hit and I move him further back. We have a pretty good setup as they do end up engaging us in melee from the swamp, giving us a huge edge. The problem is their 4 archers and one of them hits Mizz. Round 4 - Enemy archers all team up on Da Law and he's dead. Walik kills a guy at the top. Mizz has retreated. Coffee's shield is knocked loose. Things not looking good right now. Round 5 - Jerome kills one of the guys stuck in the swamp. Luckily, Coffee is able to dodge attacks from two enemies in this round. Gork decapitates a guy at the top. My three guys at the top are now clear and it's time to chase the archers. Round 6 - The chase continues. At the very least, it makes their archers run and prevents them from shooting at us. The terrain advantage finally pays off in this round as Jerome and Deacon take out two of their front line guys. Round 7 - Gork smash archer. Coffee takes out the remaining front line guy. It is now a full on archer chase. Round 8-10 - We chase them through the swamp. One of them surprises Walik by stabbing him with a dagger. This annoys him and he sends his pike through the bandit's skull as payback. Jerome kills another archer. The remaining archer retreats and we cannot catch him. This is our first death. I feel bad, because I probably could've pulled Da Law further back before they got to him, but I was still trying to keep him in range for support. Loot: Nothing special. Mostly some extra weapons that we don't need and will be sold, some trade goods, and a "Blotched Gambeson" which is worth 70 body armor and will go to Walik. Coffee the Warlord has leveled up! Pick three of these to improve and one of the Tier 1 Perks on post 3. HP: 55 (+4) Fatigue: 94 (+3) Resolve: 51 (+4) Initiative: 102 (+3) Melee: 54 (+3) Range: 36 (+3) MeleeDef: 4 (+2) RangeDef: 1 (+3) |
Meet our new archer...
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Law, feel free to pick a new character.
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I blame you ... :p
Da Law The Boar Melee |
Waiting on Coffee
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Sorry!
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HP: 55 (+4)
Melee: 54 (+3) MeleeDef: 4 (+2) Colossus |
Just a suggestion(not aimed at CW, I hadn't checked the thread in a while either). To avoid a gap that will contribute to people losing interest, the game losing momentum, etc. you may want to consider what I've done with interactive projects: pick something yourself, even at random, if someone's out of contact for a while. I've typically used 2-3 days, but whatever works for you.
I find it helpful -- YMMV of course, it's your(quite good so far) story. |
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I resemble that remark. :) |
That was actually my fault. I thought I had sent him a PM, but didn't. He responded almost right after I sent my PM. I'll try to get a new battle up tonight or tomorrow.
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I managed to get a couple delivery missions, which took us back to our home area and then back again to Weitblick. Luckily, we encountered no enemies and scored some nice cash. This allowed me to upgrade some armor and hire a new polearm guy.
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I managed to get a couple delivery missions, which took us back to our home area and then back again to Weitblick. Luckily, we encountered no enemies and scored some nice cash. This allowed me to upgrade some armor and hire a new polearm guy.
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