The Banner Saga: Factions

The Banner Saga: Factions

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Characters And Their Roles
By Chronic Complainer Reviews
A guide to give basic info on each unit in The Banner Saga: Factions that are currently available.
   
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Abbreviations
Class Names
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Backbiter = BB

Bowmaster = BM

Provoker = P / PK

Raidmaster = RM

Shieldbangers = SB

Siege-Archer = SA

Skystriker = SS

Strongarm = SRM

Thrasher = TH / TS

Warhawk = WH

Warleader = WL

Warmaster = WM


Stats
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Armor = Arm

Armor Break = AB

Exertion = Ex / Ext

Strength = Str

Willpower = WP


Other
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1P, 2P, 3P, ... = 1 Power / 2 Power / 3 Power respectively

Power = The total rank of all your units combined

Elo = Your overal ranking which by default is 1000 when you join a tournament, and then goes up and down as you win and lose games.
Class Breakdowns
Raidmaster

Raidmasters are generally used to deal high damage armor break early in the game. About 12 armor and 3 armor break is ideal, with the rest of the points between strength and willpower.

Thrasher

A great class with high versatility with the ability to dish out damage to armor and strength even with little to no strength thanks to his ability. About 12 strength is ideal, with the rest of the points into armor and will and at least 2 into exertion.

Backbiter

Backbiter is a balanced fighter with good armor and strength as well as higher mobility thanks to his nice ability. Great for getting through an enemies front line to kill archers at the back. Can play a nice combo with Strongarms. Even strength and armor around 10 should be good with some will power as well.

Shieldmaster

The armor breaker king. Max armor and armor break and make sure to put his ability to use. Spend rest of points to get decent strength, and some will power, and 2 exertion. The passive of shield bangers is a bonus, returning 1 armor damage per hit or more in cases such as the thrasher using his ability if thrasher gets lucky and hits higher than 1 damage.

Strongarm

Great character, go for 14 armor and 14 strength, put the rest into where ever you want. Armor break and will power for example. This guy's ability can make for some nice combos with other classes via the ability to knock friends or foes through units.

Provoker

The lure, the bait, the tank. Max armor and armor break and put the rest into strength. Use his ability to prevent a guy from getting killed or simply to tank the damage of the enemy when a unit is being focused. By taking the enemies damage, you keep your other units strong and alive.

Siege Archer

Cant go wrong with stat allocation here. Ability can prevent enemies from traversing in a certain direction, unless the enemy does not care about the strength damage they would take. Can do 3 - 4 strength damage with her ability to a giant if he walks over 4 burning coals. Slag and burn is always useful, especially if used at the very begining of a fight where the enemy most likely has their units packed tightly.

Skystriker

Has the ability to do good damage overal to armor or strength. Ability in my opinion is realtively useless compared to the siege archers ability starting out. While it does completely stun the unit, its area of effectiveness is nothing, it does only one strength damage, and the enemy may never step on the trap. On the other hand a siege archers slag and burn ability can do both strength and armor damage, and by the fact that it is visible acts as a deterent to enemy movement. Not to mention the siege archer also has the damage to back herself up. Fortunately the Skystriker does get better over time, at Rank 3 reaching full potential and making some nice combos with other units such as Strongarms. Her situationally useful ability could save any unit from death for a turn or longer if her trap is activated, and effectively gives you 1 more turn to do damage in the round compared to the enemy. Likewise the Skystriker can activate her passive "puncture" when an enemy steps on a trap making it quite possibly to instantly kill an enemy unit on their turn should they have little to no armor left. Of course the damage is not as good when units have armor. Stat allocation wise I typically go for low armor and max out strength, exertion, and armor break, putting an odd amount into willpower, such as 9, and then the rest into armor (typically lowest armor possible).

Bowmaster

A true glass cannon, she excels on archer mastery and ability to deal puncture damage on 7 tiles radius. So in general you want her to be 8 strength and highly protected (either with armor, or even better - with good positioning and move-blocking). Just bring some enemy armor down, and she will harvest a lot of kills. I typically go for about 9 willpower, 3 exertion, max armor break, and max strength.

Warmaster

The best damage dealer. Go 17 strength, 8 armor, and 2 exertion. Spend the rest of the points where you want. Has a great AOE (area of effectiveness) armor break strength ability which is dangerously strong at rank 3 and is able to hit any unit adjacent to the Warmaster himself . Definitely a force to recon with. Most people would focus the giants, and being a Warmaster it makes this giant even more of a target. Be aware of this.



Warleader

Not one of the best choices for your giants. The ability is a waste of a turn, just to change the order of your units. Can have decent armor and strength and still a unit to worry about on the field, but this guy is simply not a threat compared to his Warmaster and Warhawk counterparts. That being said, higher ranks do give the Warleader more range on his ability. In the end his ability could make for some nice combos, but I do not think it is worth picking a Warleader over a Warmaster or Warhawk as any time you use his ability you lose 1 turn of damage output in that round. Go for even strength and armor, max armor break, and spend the rest on will power and 2 exertion.

Warhawk

Great optional choice of you do not want a warmaster. Go for 9 armor and 16 strength and 2 exertion. This is the guy you would send into the middle of the enemy team and use his ability to do AOE strength damage increasing your maiming capabilities. At rank 3 he can hit 4 targets at once.
Important Terms or Concepts
Maiming - To lower the strength of a unit close to 0. Maiming a unit is good enough, while killing a unit is not entirely necessary. Maiming a unit, and then moving on to other units is a good idea. Although do make sure to take out units who can still dish out damage even while maimed. For example the Thrasher can deal damage with their ability which has nothing to do with their current amount of strength. Likewise a unit can still do some strength and armor damage through the use of willpower. Maiming units whose damage is dependent on their strength, and then moving on to other targets will be key to victory. Maiming an archer with 0 willpower effectively makes that unit useless, especially since their chance to hit decreases for every point below the enemies armor their strength is.

Turn Advantage - In simple terms this means to have more units alive than the enemy team. This means your team is overal more productive because your team has the ability to perform more often than the enemy team, as in you get more attacks in per round compared to the enemy. Likewise you can have turn advantage if you have fewer units, but overall stronger units. For example you can have 3 units alive undamaged, as in max strength and armor, while the enemy team has 5 units all hurt or maimed. Productive wise you have turn advantage because you can do more damage and use your turns more productively than the enemy who may have more units but overall is productively and comparatively weaker in strength and power. If any one of your units in this scenario was a Varl/Giant you would be able to easily make a comback as they boast both high strength and high armor, making it quite possible to kill enemies ina single hit, especially in a weakened state.

Turn Disadvantage - In simple terms this means you have less units than the enemy team, or overall are productively weaker than your enemy. Your damage output per round is comparatively weaker than what the enemy team could do in their current state, even if they have fewer units. This situation most of the time is negative, but there are situations where you can make a comeback even when the odds are against you. Making use of terrain can tip the scale in your favor. For example one of the maps looks like an Inn, with burning coals around the edges and a line of coal through the center. If you have a Strongarm you can knock the enemy into the coals for some damage, and then the unit will take additional damage on their turn, making it a 2 for 1 combo. Likewise if you use the Skystriker her ability "Rain of Arrows" will last additional turns. This is good as normally her ability lasts 1 round. Likewise maiming certain units and focusing on others can make it easier to make a comeback.
7 Comments
Xarsus 19 Mar, 2014 @ 4:06am 
Thx for the guide
Aleonymous 7 Oct, 2013 @ 4:07am 
Anytime, Ninja. I comment on some other things on your new version:

(1) Raidmaster -- A typo, armor block should be armor break.
(2) Actually, you could also define the abbreviations for the unit stats (ARM, STR, WP, EX, AB) at the beginning and then use those in your remaining text.
(3) Your two Turn Advantage/Disadvantage subsections are a little complicated and overlapping. I would state the subject in this way: (a) Turn Advantage/Disadvantage is when you have less/more alive units than your opponent, respectively. (b) Stat Advantage/Disadvantage is when the sum of STR+ARM+WP of your units is large/smaller than your opponent's. (c) Describe the implications of (a) & (b), as you already did, by means of extrapolated examples. (d) Depending on the combination of (a)+(b) you can judge how "healthy" is your overall situation. In some situations (a) could be more important than (b), or vice-versa. (e) Pillage-mode changes things...
Chronic Complainer Reviews  [author] 6 Oct, 2013 @ 8:21pm 
Thanks for the feedback ! I have added some additional info to this guide, and made some changes as well. I tried to make certain units full potential be known compared to previous version of guide without tarnishing my overall view of the units.
Aleonymous 6 Oct, 2013 @ 4:44am 
The Skystriker is not as weak as you portray her. When properly used, she can change outcomes of battles! Her Rain-of-Arrows ability takes time to master and its uses can be categorized thus: [1] Trapping an obviously sensitive tile, so that the enemy unit(s) cannot come over and do serious damage to you, e.g. preventing a Warhawk's Tempest. [2] Placing 50/50 traps on strategically-sensitive tiles/units, effectively forcing the opponent to either risk losing a turn (but, if succesful, would pay off greatly, e.g. maim an archer) or just do a sub-optimal move. [3] Combination of the above that mind-plays your enemies or baits them for big trouble. For my part, I mostly use her ability as in [1], which is the simplest use, and sometimes in [2], which is not advisable. Finally, her ability does a guaranteed 6STR damage in rank-3 and can be used in combos with Battering-Ram (Strongarm) or Malice (Provoker), by throwing or taunting enemies into a trap.
Aleonymous 6 Oct, 2013 @ 4:43am 
The Warmaster's ability does a guaranteed 2STR/1ARM damage to the target unit, making him, like the Thrasher, practically unmaimable. You should also clarify that AOE refers specifically to the tiles adjacent to the target. This is more important if the "target" is a varl 2x2 unit, meaning that it has a possible of 8max adjacent units that can be harmed this way.
Aleonymous 6 Oct, 2013 @ 4:43am 
The Warleader can also be used in some interesting combos, espcially at rank-2 and 3 where his Forge-Ahead (FA) ability has a much greater range than the 1-tile at rank-1. A typical example is the Warrior-FA-Warrior combo: [1] A Warrior seemingly away from the fight moves on closer in-range, but not to attack. [2] The Warleader pulls him up in initiative to act again after him. [3] The can now move in and do serious damage, e.g. if he is a full Warhawk or a high-rank Warmaster. This combo is also used with archers, in the typical Break-FA-Puncture sequence. What you need to take care of is that the unit you want to FA is not to be killed/harmed by the two enemy units following it in initiave.
Aleonymous 6 Oct, 2013 @ 4:42am 
Great guide, Ninja! Thanks.

*** A correction: It's exertion not exhaustion! :-D
*** A suggestion: You can introduce the abbreviations for the units and their abilities for easier reference. A detailed list can be found here: http://bannersaga.wikidot.com/glossary