Reply To: Destroy Armor Abiltiy needs attack penalty

#21105
Avatar photoStyxwash
Participant

Some times you will face Bandit or Footman group where more than half of them are wielding military picks, on expert that amounts to some times 5-6 military picks. I will try to take screenshots in the future, but it has happened at least 3-4 times last few weeks playing alot.

Sure, good shieldmen can avoid alot of hits and I always keep up shieldwall until my mercs are fatigued, but one hit with a military pick will leave 100-150 chainmails very low, so it only takes one hit to disable a merc.

Fights against most enemy types are considerably easier when you use at 3 military picks and fights against human opponents are that much harder when they randomly decide to bring a bunch of them.

With some more consideration I suppose the military pick isn’t all to bad unspecced, but the Warhammer does crazy armor damage and if you can get your hands on a few of them, I see no reason not to have equally as many Hammermasters.

Again, I would never buy any other 1H T3 weapon aside from Warhammer (and Rondel) because Flailers, Daggers and 2H Swordsmen usually perform alot better. But I do save most of my cash for armor and replacement mercs, so I generally prefer capturing T2-3 weapons. Spear and Mace tactics are fickle and I see no reason to have axes on the frontline after mid-game.

My main concern is still that the standard attack on hammers feel useless. Only reason I ever use it, is later in a battle when most enemies are dead or have damaged armor. Some times maybe to finish of a tough gravely wounded enemy with no armor, late in a round, to prevent it from attacking again. But generally it’s just a waste of fatigue.

I do always carry spare armor, helms and shields + some extra weapons of different types. Buying tools is also a high priority for me.