The composition of your squad (Wartales)
Let's share our composition of combat units, preferably with explanations and a description of its pumping ...Group of 6-8 people:
1) Two Swordsman-Tanks: heavy armor, one-handed weapon and shield. Improving physique. It is desirable to be able to heal or lure enemies over to yourself. It is beneficial for tanks to be given an officer's rank because of their survivability.
2) Two Archers - Any bow will do, but I like to shoot with one slow shot and the other with AoE-Barrage. Leveling crits and dexterity.
3) One Savage-two-handed weapon and medium armor, for quickly taking out several enemies in one hit. It is desirable to be able to heal. Pumping in strength and range of movement.
4) One Forester with a dagger for backstabbing. It is desirable to be able to heal. Leveling agility.
5) The other two for your choice:
Spearman for more control and support. Damage Warriors or Foresters for more quick kill potential. Archers, if you need a squad with a lot of shooters (possibly an archer with animal control).
The only warning I would like to make is that when the time comes for the tomb, you will need at least 3 characters with torches in their hands.
The top line-up is a full-party of sword masters with the basic skill "rage" (you can have a couple with weakening, against strong enemies, but not necessarily) and with two-handed knight swords, pump them (if possible, ideally with double pluses) - strength, movement and crit (Armor with + to movement and holes with bonuses for strength and movement will be very useful here). As a result, a Persian patya is obtained, each of which can hit several enemies along the line (while slowing down each one), while not being tied up by a fight, and after hitting it can also run away / run over to other enemies / use another 1-2 skills. Sword masters with this sword are so good in this build that after the main attack (or before, the main thing is that 2+ attacks work out), if you use a finishing move or a spear throw (on the field), you can also inflict huge damage from AoE skill, and then run away. So I took out the all-kill champion in 2 moves with 1 Persian, and even then he was not very pumped. Now he can inflict damage under 200 from one skill, others are not yet so swayed, but they still hit nicely. Optionally, everyone at 5 lvl added Oplot, so that if the swordsman still fell under the massive distribution, he was given -70% to the received damage. Total: painfully hitting several enemies several times, not tied, fast, slowing, hard to kill - perfect balance: debuff-AOE-speed-armor. Compared to such a composition, the other classes are complete rubbish. Yes, such a composition does not really keep damage to one target without being tied up in combat (from archers, spearmen, hammer fighters and the same swordsmen, so they need to be taken out first), but other enemies do not pose any problem at all. and even then he was not very pumped. Now he can inflict damage under 200 from one skill, others are not yet so swayed, but they still hit nicely. Optionally, everyone at 5 lvl added Oplot, so that if the swordsman still fell under the massive distribution, he was given -70% to the received damage. Total: painfully hitting several enemies several times, not tied, fast, slowing, hard to kill - perfect balance: debuff-AOE-speed-armor. Compared to such a composition, the other classes are complete rubbish. Yes, such a composition does not really keep damage to one target without being tied up in combat (from archers, spearmen, hammer fighters and the same swordsmen, so they need to be taken out first), but other enemies do not pose any problem at all. and even then he was not very pumped. Now he can inflict damage under 200 from one skill, others are not yet so swayed, but they still hit nicely. Optionally, everyone at 5 lvl added Oplot, so that if the swordsman still fell under the massive distribution, he was given -70% to the received damage. Total: painfully hitting several enemies several times, not tied, fast, slowing, hard to kill - perfect balance: debuff-AOE-speed-armor. Compared to such a composition, the other classes are complete rubbish. Yes, such a composition does not really keep damage to one target without being tied up in combat (from archers, spearmen, hammer fighters and the same swordsmen, so they need to be taken out first), but other enemies do not pose any problem at all. others are not yet so swayed, but still hit pleasantly. Optionally, everyone at 5 lvl added Oplot, so that if the swordsman still fell under the massive distribution, he was given -70% to the received damage. Total: painfully hitting several enemies several times, not tied, fast, slowing, hard to kill - perfect balance: debuff-AOE-speed-armor. Compared to such a composition, the other classes are complete rubbish. Yes, such a composition does not really keep damage to one target without being tied up in combat (from archers, spearmen, hammer fighters and the same swordsmen, so they need to be taken out first), but other enemies do not pose any problem at all. others are not yet so swayed, but still hit pleasantly. Optionally, everyone at 5 lvl added Oplot, so that if the swordsman still fell under the massive distribution, he was given -70% to the received damage. Total: painfully hitting several enemies several times, not tied, fast, slowing, hard to kill - perfect balance: debuff-AOE-speed-armor. Compared to such a composition, the other classes are complete rubbish. Yes, such a composition does not really keep damage to one target without being tied up in combat (from archers, spearmen, hammer fighters and the same swordsmen, so they need to be taken out first), but other enemies do not pose any problem at all. painfully hitting several enemies several times, not tied, fast, slow, hard to kill - perfect balance: debuff-AOE-speed-armor. Compared to such a composition, the other classes are complete rubbish. Yes, such a composition does not really keep damage to one target without being tied up in combat (from archers, spearmen, hammer fighters and the same swordsmen, so they need to be taken out first), but other enemies do not pose any problem at all. painfully hitting several enemies several times, not tied, fast, slow, hard to kill - perfect balance: debuff-AOE-speed-armor. Compared to such a composition, the other classes are complete rubbish. Yes, such a composition does not really keep damage to one target without being tied up in combat (from archers, spearmen, hammer fighters and the same swordsmen, so they need to be taken out first), but other enemies do not pose any problem at all.
Another version of the composition is more mixed, requiring careful selection of characters for maximum effectiveness.
Based on the composition of the team of 10 people:
1 spearman (captain-crier-sense of elbow), be sure to book from the arena to improve the herald and sense of elbow (the second is more important), and feathers for the radius in your pocket. The trait is unimportant, but it's best not to spend money on a drunk and honey - a stoic. The only Persian who doesn't particularly care about traits and weapons, but if you care about additional nutrition for happiness - you can choose with a trait for crit or cooperation, or brilliance - valor points are never superfluous.
3 swordsmen (bastion sword master), weapons - knight's two-handed swords, thulium horns in pockets, ideal trait - loner, because they mostly run away from allies, sometimes they can only be clinched and given the opportunity to approach along with allies. Described in the previous message, so I will not go into more detail.
2 junglers (lieutenants-poisoners-contract) are needed mainly to destroy very fat and armored targets that swordsmen can not immediately penetrate, as well as to shackle enemy archers. The preferred trait is cooperation, but in such a build you can do it alone, there should not be any special problems. Weapon - in fact, any, but best sharpened for poison, in the second hand you can take something like a molotov, a bomb, or a regular / poisonous throwing knife. In the pocket is also a thulium horn (you can feathers).
2 archers (knockback shot / hail of attacks-accuracy), should constantly hang out near the spearman and receive a buff from him for + 30% (+ 50% even with a battle cry) damage, therefore, the best trait is cooperation, the bow is for an additional shot after crit, in pockets also thulium horns / feathers, the final damage bonus can be + 100%, not counting crits.
2 sword tanks. In any case, the heaviest armor and shield. Ideal Trait - Shield Expert, +5% defense when equipped with a shield. You can have a thick-skinned one (+3%), but he is, accordingly, worse. although it works without a shield. But then there are 2 options for pumping: simple or crafty.
a) simple - defensive stance, inspiration, stronghold. Cheap and angry. No need to look for special weapons and a lot of things to download / craft. In the pocket - leather straps, will give another 5% protection in battle.
Of the pluses - the simplicity of the build, the best defense up to 2 hits per turn back to back or 1 of any first + second back to back, including from the rear. Almost absolute protection against 1 enemy. In fact - 2 attacks for 1 damage, and then it already depends on the quality of the armor: on average, at level 5, you can get ~ 40% defense from the shield + armor, another 5% from the trait, in total ~ 45% of the base ones, then 5% against the main enemy from leather straps - ~ 50%, and from the rest another -30% from inspiration, total, in fact, 2 full blocks, then ~ 35% damage from the main enemy (which is unlikely, most likely it will run into a new 100% block) and ~40% of the rest.
Of the minuses - no attack, you can, of course, take a pocket and a weapon from build 2, but it will come out more modestly, the build is designed to take out damage while the allies cut out the enemy.
b) cunningly crafted - a defensive stance (other things are possible, but the defense will be worse), inspiration, dashing (it is highly recommended to pump it with a book). At the same time, for the full desired effect, you still need to get a one-handed fire sword (the only one-handed AoE sword) and craft a fire-retardant ointment in your pocket. First, inspiration is used, after that, with his attack (if he gets it), he can debuff one or several enemies at once by -50%, if he doesn’t get it, he just gets on the defensive (for free without attacking with a defensive stance, for 1 point on most good shields). When hitting several enemies, each of them, in addition to the debuff, also lights up, and also sets fire to the neighbors, and the tank, thanks to the ointment, does not suffer from this.
Of the pluses - excellent defense along the front (if you pump dashing with a book, then in general), a good killing potential (yesterday I rolled out 10 boars of level 5 in solo with one tank with this build, and almost all the hp remained, only they managed to break the armor, but this was without pumped up with a book of dashing, everything is much simpler with it, the affected enemies just have -50% to attack until the end of the battle, and not for 1 turn).
Of the minuses - it is quite difficult to collect everything you need for the build, sometimes they still pierce more than in the first build, but this is an ideal tanking option against several melee opponents. It is also harmful for melee allies to be nearby without fire-retardant oil, it is better to shoot burning enemies with archers, it is for such a tank build that archers in a pack are almost mandatory.
On defense: 0-1 full blocks, and then ~40% damage from any opponents and ... 20!!!% from debuffs.
A shield swordsman, a shield axeman, a two-handed swordsman, a hammer, a spearman, an archer, 3 daggers (they climbed themselves).
I would take another archer, sometimes not enough.
So far, I know only one thing about animals: it’s better not to take them into rat holes. Once bites the queen, and she dies from loss of blood. You do not have time to bring down all the growths.
All with legendary guns
1) Forester in crit - at the end of the first turn he finishes off all the remaining ones
2) Archer AoE in crit - (to be honest, I don’t see much sense in it)
3) Swordsman with a two-handed heavy weapon. armor - (what for, I don’t need it, I carry it because of some kind of profession, it’s too pumped to change it into a slave. But it shoots 1 enemy per turn)
4) With a two-handed ax in heavy. armor - The main thing gives a x2 buff to movement, I use him as a Captain to collect points and he has a good legendary, he inflicts very strong bleeding
5) With a two-handed mace in heavy. armor - very cool AOE damage, kills everything except tanks
6) Captured robber - a passive buff gives 30% crit damage to the entire squad, using it as a tank with a shield, one-shots any 1st enemy per turn (he has a legendary for + 150% damage if the strength is greater than that of the target)
Plus 3 slaves to professions were all
PS
In battle, the main one is a forester and chelas with a two-handed mace and a two-handed ax, the rest are stupid trailer