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Monolith Rushing with Raiders - tips, tricks, thoughts

Hey guys its bison.
After some encouragement from the community I thought I would share my inside thought process behind successfully rushing Monolith quickly. Due to the growing popularity of speed running on twitch, which is fantastic by the way, I thought I would lay out my rule set that others have used in the past and are using now. This is my first campaign Day 45 Clear on the map ldWuGlMiGX without undead necklace. This time can be beaten, I will beat it soon. The run is being uploaded here.
What's the goal?
Beat the endgame legendary location of Black Monolith vs 47 enemies as fast as possible on hardest difficulty settings, losing as few men as possible.
What's your rule set?
This is a similar rule set to Mr Pants all Legendary Rush rules and similar to the rules used between Feedy and myself. To create a level playing field for competition, reveal map is used to optimally path to legendary locations and/or camps. Having played both blind and known seeds. Blind seeds are just not race-able on a competitive level due to RNG of finding legendaries locations due to sight limitations. Additionally after multiple play-throughs of a map you will learn all camp locations and fames anyway. DISCLAIMER: This is a racing ruleset. Also its extremely easy to cheat so the honour system is in effect.
Win condition: Lowest Day Count, day tiebreaks are decided by number of deaths on monolith clear
  1. EEL/Ironman - no alt f4/reloads for any reason (except a confirmed crash/freeze) - ALL DLC up to WoTN, I play Ironman but do not tick it due to save file corruptions from crashes.
  2. Full recordings of play
  3. True QoL Mods (Faster with pause, Hooks, Frenzy Red, Combat Log) while playing.
  4. Third partying is acceptable.
  5. Day 1 reveal map screenshot using debug mode for optimal planning of camp clears. Seed analyzers can also be used to determine famed items on the map. These mods SHOULD BE REMOVED DURING PLAY and can't be used to locate/reveal fog/analyze camp re-spawns after Day 1.
  6. Banned mods: Aside from those mentioned above any mod that changes the base mechanics of the game. Examples include a) Scoutable locations b) Scouting named chance which unintentionally resets the world camp spawns and famed items (abusable; confirmed by Abel) c) mods that show remaining HP on enemies, this gives you surety on killing enemies (info you shouldn't have and no you're not writing down damage taken in a notepad :P)
How many restarts did this take? Why this map?
This was a one and done run, zero restarts. It started as a fun run.
I don't have time in personal life to be beating my head against a brick wall so I want efficient play time. That said for the fastest possible run this may be the strategy! I played this map seed last year which was also a one and done and was my first speed run seed I completed. I chose the map because reddit said it was good. I liked the map because of the central road which equals lots of fights, free food/ammo/trade goods and tools. Thanks reddit!
What is the most important factor for a Northern Raiders Speed run?
This is a simple question but the answer isn't simple and will change based upon origin selected. Based upon experience this is the order of the most important factors for Northern Raiders. All of these things are important.
  1. Fight density - 2/3 fights a day, roughly you need 100 fights with 80 kills to achieve level 11. The faster you can level, the faster you can clear Black Monolith.
  2. Starting brothers - Northern raiders relies upon the carry potential of its starting brothers early for snowballing. This allows you to pick up cheap and effective "peasant militia" quality hires which are more than good enough for monolith and the game. Iron-lungs is a godsend for the adrenaline strategies that I use these bros for. I didn't buy a bro worth over 600 crowns iirc, my last member was hired at Day 16 much too late.
  3. Don't lose your men - if you like wasting money, time and level investment this is the fastest way to lose day count. Whilst it is acceptable to have 1-2 bait bros they will leech EXP and money. I used these guys for a handful of fights to make them safer.
  4. Map-seed citadels and shops (weaponsmith, armorsmith, kennel, taxidermist). Being able to buy 2h Maces, a whip, sell swords armors are important considerations. This map seed did not have a friendly kennel so I could not cheese fights with dogs. With aggression against nobleman from Day 9 and caravans all game I had billhooks early. I even accidentally betrayed my friendly house for 12 days before relationship recovery so I couldn't buy items from the citadels.
  5. Famed Items - this isn't as important as you might think due to nimble being super powerful early game in small fights especially. A couple of forged famed armors, maybe a weapon is all you really need. I did not specifically target acquisition of famed items or go out of my way to get them until later in the campaign (Day 35+). First priority was EXP from camps which actually potentially re-spawns famed items for you (one big armor). Someone Day 1 analyzed the seed for me whilst I was at Day 32. That should say it all really.. My optimal strategy is 8 nimble and 4 forged. This means I get Ijirok armor, buy a sellswords armor and need to loot two big armors (either famed/ basic 240+ from camps with attachments). Additionally you can easily run a lonewolf nimble tank for monolith and reduce forged armor count that way.
Obviously you will be looking for a map-seed that has everything, but good luck finding that with raiders. There is always something you will be missing and no map seed analyzer will give you a perfect read, maybe the mod writer got the weightings wrong! I went into this run with blind information on famed items up to Day 32, then I was provided a Day 1 seed analysis of famed items on the map. What the map lacked was questing hubs for renown and a kennel which would have secured a Day 53 Goblin City instead of multiple casualties.
Is Northern Raiders capable to clear all Legendaries the fastest?
Short answer is probably no, lack of starting archer, lack of dogs, and lack of access to the map making it difficult to travel without interruptions can be a real killer. Additionally the only real strategy to do this is going to be kiting pathfinder strats due to number of legendary locations in bad terrain, a lot of AI is abusable by 4/5 ap weapons and kiting. That said I believe it is one of the fastest origins to clear Black Monolith with.
Best Perk for Monolith?
Most likely quick hands for DPS. Its just money for legionaries in the backline and also gives you much more tactical flexibility in dealing with the tougher fights. The bardiche longaxe is my favourite build here. It also allows you to throw water from the front. Honestly I feel like monolith is more of a stat check so you can definitely bring some sub optimal builds here aside from the hammer, tanks and archers.
What was your company composition?
Forge Lonewolf Tank
Nimble Tank
Forge Bardiches QHs
Forge Hammer
2x Nimble Mace Duelists - no famed weapons/mushrooms
1x Forge Mace
2x Xbow Throw - one is a melee leveled, one traded recover for colossus
Banner QH Polearm
Nimble Polearm Whip
Dodge OW Pole/Mace
Do I need Level 11 on all my men?
With the right set up I think you can get away with level 9/10 that are carried by gear and were maybe slightly lucky in the stats department. Whilst you are likely to lose most of the company it is possible, but likely not consistent. As I am not a greedy player and played mostly safe I focused on getting the team all to Level 11 by Day 45, one archer was level 10. I skipped a handful of fights I had a bad gut feeling about.
What is your battle strategy?
Tactical flexibility. I've talked about the Adrenaline gifted starter in the past and it is the most powerful starter for Northern raiders. I have now combined the polearm mastery pathfinder builds without footwork and pathfinder crossbows for the swiss army knife team. This allows me to kite when I need to and then turn around and nuke with adrenaline at will. The lack of focus surprisingly isn't an issue and I can equip more men with spare xbows if I want. Tactically this company setup gives me way more options than just running full polearm/bow kite which I find quite uninspiring. Footwork and rotations are very skippable. I just don't build these perks. Berserk allows me extra AP to rip out a shield too or move and indom.
What is your hiring strategy?
4 forge, 8 nimble. Cheap boys, as soon as possible and as many as possible. 85+ Matk, 25+ Mdef is the aim, 80/20 is the bare minimum for a few men so long as your carry bros can take up the slack. Don't have good secondaries and can't build high HP/armor; nimble/forge characters? Dodge can work here with OW for Ijirok (1-2 bros), fatigue neutral builds are acceptable (1-2 bros). You're looking for the usual brawler, thief, messenger, houndmaster, daytaler, militia etc. Wildmen are not a consideration, they don't level fast enough and I don't rate them highly. Remember the longer it takes to hire the longer it takes to level and clear quickly.
Let's talk about adrenaline
I think I have almost perfected this perk in all around and not wasting its use (still needs work here on enemy initiative). The reason this perk is so good is the tactical flexibility you can bring to the fight. Want to retreat? Adrenaline. Want to smash past shield wall? Adrenaline. Want to kill a certain guy? Adrenaline. Want to shut down archers? Adrenaline. Want to move to dangerous positions , push positions or bolster positions? Adrenaline, rip out shield and/or shieldwall. I have damage when I need it, I have defense when I need it. This is the reason my runs are so consistent; I know when I need a shield and I know when I should/should not use adrenaline.You will see me switching shields constantly on the tactical map. Recover allows for nice up time on shield wall for the most part, it is not always a guarantee when coupled with adrenaline due to initiative effects and dynamic fights.
Let's talk about shields
Why on earth are you not carrying a shield in your back pocket!? Carry a shield, when shit hits the fan you need shield wall and its a great way to get split shields happening, its a great way to get the enemy to target someone else and it is a lifesaver when you inevitably screw up. The 5 fat cost is negligible when the death of an important bro ruins your run. It also prevents costly tool damage when you are inevitably caught in melee. If you have polearm mastery you now have action point economy.
How do you deal with raiders renown issues?
Raiders have a rough time with renown due to lack of questing and -100 renown. You can repeat banner and sergeant sash ambition if you so decide by selling these items in town for the repeatable ambition.
Do I need undead necklace?
No, it is a luxury item and not necessary if you are building a fortified mind and lonewolf tank to stack resolve. The fastest clear will either get lucky on ambitions after professional or not use it at all. I think I had 8 rolls on ambitions to get this and it didn't rock up. Didn't matter.
How many "out of control" fights are there?
3 star contracts are generally out of control fights. What do I mean? I mean you have basically rocked up to a casino and you have little control even with nets/whips and good weapons. These include necrosavants early, crossbow marksmen and 12 reavers on Day 18. There is a good chance of serious injuries and 1-2 deaths if the dice don't go your way. Every run thus far has had 1-2 out of control fights from contracts. Consider not taking these that said you can't say no to a contract for renown hit.
I could possibly make an entire guide on this and may be something that happens in the near future given enough interest. If you have any questions I am happy to answer so long as the tone is kept respectful as per usual.
submitted by WildbisonTTV to BattleBrothers