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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]


Brigands

Bandit thug orientation Brigand Thug
Strengths
  • Usually fight in large groups, dangerous in early game and when player is outnumbered.
Weaknesses
  • Rather average hp (about 55)
  • No base melee defense bonus (0)
  • No base ranged defense bonus (0)
  • Mediocre melee skill (about 55)
  • Light armor. Typical armor include leather wraps (20), leather tunic (30) or better but is rarely fully geared.
  • Weak weapons but can carry a woodcutter axe which is a fairly scary weapon till mid game.
  • Low resolve, can scatter easily when 2 or 3 people in quick succession.
  • You can compare them to a lvl 1 standard brother or militia.
Tactics
  • 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.
  • Will either charge or wait. Deny them attacking turns if they act first even though it might seem tedious, it's effective.
Bandit poacher orientation Brigand Poacher
Strengths
  • Usually fight together with raiders and thugs.
  • Sometimes will have wardogs.
  • As with all ranged weapons, can wreak havoc on lightly armored brothers.
  • Dangerous in early game if it hits.
Perks
  • Rotation, Recovery
Weaknesses
  • No base melee defense bonus (0)
  • No base ranged defense bonus (0)
  • Mediocre ranged skill (about 50)
  • Mediocre melee skill (about 50)
  • Does not have the "Bullseye" perk.
  • Does not have mastery of either bows or crossbows.
Tactics
  • Outgun them with your archers.
  • Use dogs to distract them.
Bandit raider orientation Brigand Raider
Strengths
  • 75 Hitpoints
  • Respectable base melee defense bonus (+10). Some raiders, especially in the early game, may only have +5
  • Respectable base ranged defense bonus (+10). Some raiders, especially in the early game, may only have +5
  • Respectable melee skill. Typical values hover around 70 Melee Skill but it can easily be 65 in the early game.
  • Typically have 55 ranged skill when switching to thrown weapons (ie javelins)
  • Usually fight in larger groups together with Brigand Marksmen.
  • Sometimes have throwing weapons like Javelins or Throwing Axes.
  • Relatively strong weapons. Typical weapons include all mid tier weaponry (falchion, handaxe, morning star, flail, boar spear, warbrand, hooked blade, pike, etc)
  • 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.
  • Have inconsistent armour sometimes, resulting into weak or no armour in some body part.
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.
Bandit marksman orientation Brigand Marksman
Strengths
  • High initiative and light armor means they will frequently act before most of your brothers.
  • Respectable base ranged defense bonus (+10)
  • Decent ranged skill (about 60)
  • Sometimes carries a Wardog.
  • Have mastery perk of their respective ranged weapon.
  • Dangerous in the early game, when they can wound and kill your lightly armored brothers easily.
  • Teamplayer trait ?
Perks
  • Bullseye, Rotation, Recovery, Bow and Crossbow mastery.
Weaknesses
  • 60 Hitpoints
  • Mediocre base melee defense bonus (+5)
  • Mediocre melee skill (about 50)
  • Low to medium armor. Typical armor include leather wraps (20), padded surcoat (50), blotched gambeson (70)
  • Often no armour for the head.
Tactics
  • Try to take them out with your ranged Brothers.
  • Flank their battle line and engage them in melee, if possible.
  • Frequently left exposed when their melee counterparts charge, leaving them vulnerable to ranged fire.
Bandit leader orientation Brigand Leader
Strengths
  • High hps (roughly 100-125, variability might be due to Colossus perk)
  • High base melee defense (+15). Has Shield Expert perk, putting defense at +18 with regular shields.
  • High base ranged defense (+15). Shield Expert benefits applicable as above.
  • High melee skill (about 75)
  • Decent ranged skill (about 60)
  • Usually uses Heavy armor. Typical armor include nasal helm with mail (200), basic mail (110), reinforced mail hauberk (210)
  • Powerful weapons. Top tier weaponry including noble sword, winged mace, fighting axe, greatsword, etc.
  • Sometimes carry unique weapons.
  • May have throwing weapon.
  • Inspires nearby brigands.
Perks
  • Shield Expert, Colossus, Rotation, Recovery, Overwhelm, Nine Lives, Quick Hands.
Weaknesses
  • Tend to stay isolated from other NPCs.
  • Sometimes charges first.
  • Has a bug where when two brigand leaders are present, they can have the same name and title.
Tactics
  • If the leader charges at you, focus fire with ranged weapons.
  • If isolated, eliminate other brigands first and take care of the Leader last.
  • Often one of the last brigands on the field. Surround and crippple them before finishing them off.
  • They often have some relatively high tier armor and helmets. Surrounding them and using daggers' "Puncture" skill can net you decent gear.

Noble House Forces

Footman orientation Billman
Strengths
  • 70 melee skill
  • 10 base melee defense
  • Medium Armor (Mail Shirt) to poor armor (Padded Surcoat)
  • Uses polearms like the Pike and Billhook.
  • Since the Beasts and Exploraton DLC they can also have polehammers.
  • Readily uses Repel to protect their vulnerable units and Hook to draw enemies into being surrounded, if they have the appropriate weapon.
  • Stays in formation and deals high damage from the back row.
Perks
  • Fast Adaptation, Backstabber, Rotation, Reach Advantage, Polearm Mastery.
Weaknesses
  • 5 base melee defense
  • Outside of the formation they get damaged quite fast due to light armor, mediocre Melee/Ranged Defense skills and not possessing a shield.
  • Sometimes have almost no armour at all on the head or only cloth armour making them really vulnerable.
Tactics
  • Will occasionally use the Hook skill with Billhooks to inflict your mercs with the Stagger debuff
  • Since they have no shields, they are very vulnerable to all attacks that can reach them.
Footman veteran orientation Footman
Strengths
  • 70 melee skill
  • 10 base melee defense
  • Mid-tier weapons like Falchion, Military Pick, Morning Star, Arming Sword
  • Heaters and Kite Shields
  • Medium to strong armor (Padded Kettle Hat, Mail Shirt, Mail Hauberk)
  • High Resolve, don't suffer from morale loss easily.
Perks
  • Shield Expert, Fast Adaptation, Rotation, Recovery
Weaknesses
  • 5 base melee defense
  • They are not great damage dealers and will often spam 'Shieldwall' and get exhausted.
  • Focus they polearms or Zweihander.
Tactics
  • Break their armor with hammers, or use flails to hit them over their shields.
  • Really useful armour if it's your first crisis.
Arbalester orientation Arbalester
Strengths
  • Strong crossbows, sometimes will carry a Heavy Crossbow
  • Medium Armour to poor armour.
  • Decent Ranged Skill (about 60) and can be difficult to target as they like to stand behind friendly units.
  • They have Arbalest Mastery Perk, which will result in great damage when it hits.
  • Really powerful and Dangerous, if it hits can 2 shot if it's your first crisis.
  • Teamplayer trait ?
Weaknesses
  • 5 base ranged defense
  • Weak in melee fights.
  • Tend to mainly stay at the wings of the formation.
Tactics
  • Archer with Bow Mastery can try to shoot them without having to move.
  • Can be distracted for a few turns with wardogs.
Standard bearer orientation Standard Bearer
Strengths
  • 65 melee skill
  • 10 base melee defense
  • 10 base ranged defense
  • Medium to strong armor.
  • Is able to use the rally the troops perk.
  • Usually stays in safe position within the formation.
Weaknesses
  • No shields.
  • Will always attempt to rally if there are any friendlies below steady morale, instead of attacking.
  • Lower encumbrance and higher initiative sometimes causes him to charge first and therefore is a good target for your first shots.
  • Can have poor armour.
Tactics
  • Try to shoot them
  • Leave him for last if there
Knight orientation Knight
Strengths
  • Can have 120hps
  • Top tier armor like plate mail (320), coat of scales (300), full helm (300), decorated full helm (300).
  • Top tier weapons like Fighting Axe and Noble Sword.
  • Sometimes carry unique weapons and shields
  • Will almost always do Shieldwall.
Perks
  • Fast Adaptation, Shield Expert, Overwhelm.
Weaknesses
  • Gets fatigued quite fast.
Tactics
  • Surround him and break his shield, use maces to stunlock him then finish him off.
  • Surround him and use dagger "Puncture" skill to save his armor.
Sergeant orientation Sergeant
Strengths
  • Medium body armour such as Reinforced Mail Hauberk, will usually have at least 150 armour.
  • Top-tier Weapons such as Fighting Axe, Military Cleaver
  • High melee skill (80)
  • High melee defense (25)
  • Decent ranged defense (15)
  • Strong resolve
Perks
  • Fast Adaptation, Nimble, Duelist, Steel Brow, Weapon Mastery.
Weaknesses
  • No head armor.
  • No shields
Tactics
  • Surround him, throw nets and use flails to hit them in the head.
Greatsword orientation Zweihander
Strengths
  • High end armour (minimum 150, generally 210).
  • Two Handed Sword.
  • High Melee Attack and Defence.
  • High Initiative
  • Strong resolve
Perks
  • Reach Advantage, Steel Brow, Sword Mastery, Anticipation, Overwhelm, Berserker, Lone Wolf.
Weaknesses
  • No shields
  • Rushes and often surround itself.
  • If he resets, can destroy your allies really fast.
Tactics
  • Throw nets and use mace to stun him because surrounding him a letting him attack grant stacks of Reach Advantage with make it harder to hit.
  • Range Weapons can be devastating, especially crossbows which will inflict criticals.
  • A good focus can wreck him.

Militia Forces

Militia orientation Militia
Strengths
Weaknesses
  • Lowest tier armour
  • Usually bottom tier weapons, but can sometimes have stronger ones, never top tier.
  • Tend to instantly charge the enemy.
Stats (Veteran)
  • 50 HP.
  • 100 Fatigue
  • 40 Resolve
  • 90 Initiative
  • 50 melee skill, 35 ranged skill.
  • 0 Melee+ranged defence
  • No perks
Tactics
Militia veteran orientation Militia Veteran
Strengths
  • Medium armor.
  • Medium weapons to strong weapons, sometimes even top tier (pikes in the most rare cases).
Perks
  • Recover
Weaknesses
  • Are often alone together, with other Militias.
Tactics
Militia captain orientation Militia Captain
Strengths
  • Medium to strong armor.
  • Medium to strong weapons.
  • Can use "Rally the Troops" perk.
Weaknesses
Tactics
Militia ranged orientation Militia Marksman
Strengths
  • Ranged Weapons
  • Carry a dagger, maybe Something else (need more samples)
Weaknesses
  • No crossbows
  • Lowest tier armour
  • 50 HP
  • 50 Range Skill
  • 0 Range and Melee defense
  • No perks
Tactics

Trading Caravans

Caravan hand orientation Caravan Hand
Strengths
Weaknesses
  • No base melee defense bonus (0)
  • No base ranged defense bonus (0)
  • Mediocre melee skill (about 50)
  • Typically uses cloth armor and tier 1 weapons
  • Tend to instantly charge the enemy or leave the formation and stand next to the caravan donkey.
Tactics
Caravan guard orientation Caravan Guard
Strengths
  • Medium armor
  • Medium weapons
  • Has "Shield Expert" perk.
Weaknesses
  • Tend to instantly charge the enemy or leave the formation and stand next to the caravan donkey.
Tactics
Peasant orientation Peasant
Strengths
Weaknesses
  • Low or no armor.
  • Low HP.
  • No weapons besides their fists.
Tactics
  • Crush them, it is impossible to lose a fight against them (ss long as you are not totally undergeared, injured and/or outnumbered.)

Mercenary Companies

Mercenary orientation Mercenary
Strengths
  • 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.
  • Play defensively, as they are all highly skilled
  • Be adaptive!
Hedge knight orientation Hedge Knight
Strengths
  • 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)
Perks
  • Colossus, Fast Adaptation, Overwhelm, Shield Expert, Reach Advantage, Killing Frenzy, Berserker, Battle Forged, Fearsome.
Weaknesses
  • Gets fatigued quite fast.
  • 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.
Swordmaster orientation Swordmaster
Strengths
  • 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.
Mercenary orientationMaster Archer
Strengths
  • May carry a Warbow or Heavy Crossbow (Uniques are possible).
  • Extremely High Ranged Skill (about 85)
  • Respectable Melee Skill (about 70)
  • High base melee defense (+15)
  • Very High base ranged defense (+25)
  • Good in melee fights
Perks
  • Fast Adaptation, Bullseye, Anticipation, Head Hunter, Quick Hands, Bow and Crossbow Mastery.
Weaknesses
  • Usually fairly light armored (Hood, Basic Mail)
Tactics
  • Try to engage in melee as fast as possible
  • Try to shoot them with your archers
  • Only way to get uniques bows or crossbows without buying.

Event-spawned special mobs

Bandit raider orientation Bounty Hunter
Strengths
  • High defense and attack values.
  • High Initiative.
  • 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.
Cultist orientation Cultist
Strengths
  • Typical event spawns 25 cultists
  • Decent hps (about 70)
  • Decent melee skill (about 60)
  • Decent melee defense (about 10)
  • Decent ranged defense (about 10), however as the event occurs at night, ranged defense is lowered to 7 due to Nighttime penalty
  • High morale
  • High initiative
Perks
  • Weapon Mastery (ie Daggers), Nimble, Overwhelm
Weaknesses
  • Light armor (typically Cultist Hood and Monk's Robe) and no shields
  • Mid tier weapons (typically Reinforced Wooden Flail, Scramasax and Daggers)

References

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