I personally stack on a sword and shield to make my captain a melee monster. The shield increases both the auto-block and the counterattack percentages, allowing the captain to avoid most damage.I never sacrifice MP because those few steps can make the difference between arriving in time and being a turn to late. I make up for the lack of defense by having as high an auto-block as I can manage, which means putting points into Focus. Nothing beats a damage of zero!I haven't got much use for the pistol because the captain doesn't have the ranged weapon's ultimate saving grace: Overwatch. Absent overwatch, a ranged character is in a great deal of trouble if an enemy spawns a square or two away, then turns to hit like an atom bomb. So I use the shield as auto-block+counter is an adequate substitute for overwatch. Sword and pistol with a fairly even spread in stat between quickness, strength, warrior/evasion and a few token points in tactics.Main roles being a doorkicker and speartip typically backed up by paladin and if I get some extra bodies a bezerker rounds out team doorkicker, between the captains pistol and blade weave, paladin's healing and tanking and the bezerker's raw damage output, debuffs and grenades it's a bloody and dynamic entry.Dude's got a hilarious track record though.
He all but solo'd a golaith one time but can't hit skitterlings to save his life and actually almost died to one. I was tempted to rename him Achilles after that debacle. Originally posted by:I am not that far into the game yet, but I started down the sword&shield route too. My soldiers are mostly ranged so it helps to have a tank ready to break up attacks that make it through the overwatch line. He is also great at bodyguarding mission critical personnel on the way to the objective, though that means no -MP armour so he can move around faster.Lets see what the future holds for him death or melee glory.;)Post back when you have seen what death and glory your Captain has gotten into!
Would love to hear the Talent build out as the game progresses.Thanks for your support! For my first playthrough (demanding), I used sword from the beginning. I keep a small gun 'just in case', when I'm too far. Then I switch for a shield (max gear lvl 3) later, when I think the gun is not enough precise/powerful.I took mainly Warrior skill, and some Grenade skill. I took Quickness (for gun, ranged defense and counter-attack), some Strength, and few Fortitude and Willpower.
(finished lvl 20: for 6, will 6, str 8, quick 12, warr 16, gren 10)For talents, I put quickly 1 point in Grenades (2 at the end), in Warrior's wrath (+1MP), and I specialized in Bladeweave (10).For equipment, I finished with Arcum Warblade lvl 12 (not so great for the lvl?), Battle Tact lvl 5 (+18 dmg), Force pilot kit lvl 4 (+12 dmg) or Blitz kit lvl 4 (+2MP -10 heat), basic shield lvl 2 and basic armor lvl 2.I would never use a -MP armor, except for a very special mission, or if I want to try a very tanky templar for fun.(I never did it. I think I never put a single point in Evasion for example. Maybe I would build a defensive templar if he could interfere and receive attacks when other templars close to him are attacked, or if he had a good attack he can only do all around him, so you need to jump inside the battle.)My main defense is to remove MP with scouts (or Neptune), or to kill quickly. Or healing when needed. I have no faith in dice, deflection, etc.;)For my second playthrough (ironman), it was very close, even if I corrected some 'mistakes'. I took some Tactics Skills and more Strength for critical, less Quickness, and I took some Fortitude just to be reassured. (finished lvl 20: for 10, will 5, str 10, quick 7, warr 15, tact 7, gren 7)A big difference in talents was I took only Bladeweave 1 (enough to touch), so I could took Pressing Need 8 (8x +3MP) and Grenade 4.For equipment, I finished with Null Blade lvl 7 (good for the level), Prowess Wiring (+12dmg.
I didn't unlock +18 dmg for no reason.), Special Pilot Kit lvl 4 (+4dmg, +8% critical, I prefer critical), War Shiel lvl 3 (for +12% counter-attack), and Commander Leviathan Armor lvl 7. Again, I really started with all-offensive equipment, then I continued with defensive equipment.Definitely, my captain did a big part of the job with 304 on 1476 kills (38 engagaments, 432 turns), so 20%.With my two main templar Sol 01 (35 engagements 279 kills) and Scout 01 (34 engagements, 181 kills), they did 51% of all kills. Suprisingly, my scout is below. But I'm sure he did all the job, killing the big ones and injuring all others!:D-Looking at my Captain, I have a small question.I made a mistake for a mission, deploying the bad soldier.
With ironman, I couldn't restart the mission, so my soldier had always less experience than my captain. At the end of the game, I have:.
Captain lvl 20 (1120/1160): 6400 xp. Sol 01 lvl 21 (39/1224): 6272 xp. Scout 01 lvl21 (85/1224): 6318 xpIs it normal that templars with less experience than captain are higher level than captain? In my first game my captain was melee only (strength and warrior), with high auto-block. He was ok but I felt he was outclassed by ranged templars, especially scout and neptune. Auto-block is cool but is capped, and in my current nightmare playthrough I don't want to risk his neck, his or anybody else's, so I'm using a ranged build.
Sep 21, 2015 In Templar Battleforce you play the Captain of a squad of elite Templar Knights battling xeno, rogue humans, and ancient threats. A Templar is a human pilot who rides within a Leviathan battle mech - a ten foot mech adapted for war.