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Targets will be Footman, Legions, and Honor Guards, as they are prime targets for Flail bros to ignore their shield bonuses. I've also included Chosen as a more generic test. 100% hit chance is assumed. Our attacker has weapon mastery. Defenders have their perks.
We are measuring mean hits to kill with and without HH (lower score better), and also the % chance of a 1-shot kill (or 2-shot where a 1-shot is not possible).
2H Flail w/ Mastery - Pound
Berserk Chain w/ Mastery - Pound
2H Mace - Cudgel
Observations:
HH and weapon mastery is assumed in these tests.
Note that hit chance tests are a bit dubious (see Disclaimers). When I say 80 skill here assume 80 effective skill after any modifiers.
Scores in these tests will show mean swings to kill instead of hits to kill. A 100% hit chance example is at the bottom for comparison.
Brute is also being tested here. Brute reduces skill by 5 in exchange for +15% damage on headshots. The way this works is the same as the 1H Axe skill. This only applies to the headshot modifier which occurs last in the damage formula. It is therefore weaker than you might expect (say compared to Huge/Drunk which is just a global damage buff).
Vs. 215/150 Footman with 35 Defense (25 from Heater Shield). Forge.
Observations:
HH and weapon mastery is assumed.
Score is the mean swings to kill the chosen. Lower is better.
Vs. 190/230 Chosen with 15 Defense. Forge/Resilient/Underdog.
Observations:
This is the clearest conclusion of all! (thanks turtle)
What I am reading from this is that, firstly, damn flail u carryin a permit 4 dat booty??, and secondly that two-handed flails seem to have some excellent utility for dealing with heavily armoured units but not with a great deal of reliability. But running a headhunter to capitalise on lucky headshots seems legit to my sleep deprived eyes. A 2h flail user and a crossbow unit working in tandem (or being the same person for that matter) might find some excellent value against chunky enemies.
But as a strategy it seems to me that it will all be concluded as "jank" if my jargon comes across. It's a janky way to get a higher value out of a unit\loadout that otherwise wouldn't have much. Though that's not to ignore some serious kill potential if the stars align; in the end all it takes is one lucky headshot to get the ball rolling. I can see a brother with 2h flail, HH and Frenzy just starting to clobber their way through even medium enemies, like a greatsword would with light ones. Fatigue permitting, and with a little help from the rest of the gang to set up the dominoes.
All said and done however I think the HH change is more interesting for crossbows, and the flail buff more scary in terms of orcs than utility for brothers. Though there's an idea rattling around in my head of a unit having a one-handed flail as a backup weapon and then using it opportunistically against vulnerable enemies. Though I don't have much of an idea what good it'd do. Writing this I am wondering if this isn't the wrong way around; that you engage with flail and then once your quarry is dead; pull a crossbow or throwing weapon and nail someone else through the head, 2 tiles away. The pocket-crossbow is always a fun, if not necessarily good, solution to fleeing enemies.
Generally yes, if you have room for it.
That said, I've done some light testing and found that Fighting Axe with HH is still generally worse than Winged Mace with HH, despite the Fighting Axe benefiting more from the perk.
Good on Head Splitters though, or if you have something famed.
This sounds like fun. Definitely gonna give this a go at some point. I've run Xbow+2H Mace guys before.
I don't think very many of us want to field a full 12 man Rusty Axe crew to min/max the game to it's core...so now at least Flails can balance things out a little and create a more fun experience within the game mechanics.
Great data btw.
1: HH buff triggers on the guaranteed headshot from 1-H flails
2: HH buffs stays when switching weapons.
I am thinking about a bro using the 1-handed flail with it's guaranteed headshot on the first turn, then the next swap over to 2-handed hammer and deliver a massive blow to the head.
But I'm not sure if that is enough to be worthwhile, especially since after the initial contact you'd not get much out of the flail anymore unless you switch back-and-forth.
I haven't found a famed Flail yet since the buffs, but now its gonna be something exciting to find and build around rather than in the past where you would find famed Flails and they would still be worse than regular versions of other 2Handers.
You are correct on both accounts, though trying to use a hammer for the follow up would be a bit clunky on AP.
Easier swaps would be 1H Axe, Billhook with Mastery, or 2H Cleaver to try and capitalize on the primed stack.
On the other hand 2H flails are still useless for a player. At first you do not care much about occasional oneshots. At second shielded enemies are not very dangerous and usually there is no point in killing them. Just surround them and slaughter their backline first. At third swordlance(AoE attack) is still better weapon vs shields because of several reasons:
UN, you make good points but OHK have always been a parameter of the game. I can think of a number of weapons that can outright kill a bro, even more so if they're named! But there are multiple ways to deal with that risk and I'm surprised to hear you complain about it.
Let's not forget that Pound offers a 30% chance to stun. It's not amazing, but it's not nothing either. A chance to completely disable a foe for a turn is quite powerful. Obviously, some enemies are immune but it's still nice to know it can happen!
That's why 2H-Flails can't reasonably be buffed to the level of Greataxes and the like. Although, we could argue that 100% Daze is better than sometimes Stun.
In regards to 'casino' I think that's a bit overstated. How many enemies use two-handed flails? All I can think of is Orc Berserkers and Hedge Knights. Sure, going up against them is scarier now than it was, but they were already scary up close to begin with. I think, overall, the biggest impact is seen in berserkers and beyond that this just makes it so if you do end up with a flail in your hands you'll benefit more from it than you otherwise would.
I do agree, though, that flails are still on the weaker side of the spectrum. High utility early-game, limited utility after, and in endless campaigns they don't really stay on top.
Adding at the end here that there are raiders with two-handed flails, but they're not very common so there's considerable risk management potential there.