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About Mattyg2787

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    Seasoned Veteran

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    Canberra Australia
  1. Pipers road to the winter cup

    Got a couple more games in again. first game was vs a newer pundit playing fillet butchers. He ran princess, boiler, shank and boar. i ran pelage, graves, scourge and miasma I kicked off with piper and he proceeded to charge piper first activation with fillet which I didn’t see coming. Piper survived on 6 and the rest of the team unloaded. I reveried pelage up so she could single out fillet, unfortunately I hadn’t put enough onto. Scourge for him to kill her. Top of 2, scourge killed fillet and went for a goal run getting it. Game carried on with me out threading, out scoring and out killing him. The only disappointing part was he stopped me getting a 4 pt take out by activating boiler engaging pelage to die
  2. Who to kick with?

    Piper. He can either drag his own models up to go and put some early damage out or if the chance appears, send piper in and tackle score. Both are valid options
  3. Bonesaw and Vet Graves models

    Well you’ll already have 4 modes for them, might as well grab the rest. and then hunters and then union. and then you’re like me and have more teams than you can sensibly play...
  4. Ratcatchers Starting Six Thoughts

    If you can pass it out and dove into engage a counter charge model, they then can’t charge.
  5. What to do with Hammer?

    Haven’t had the chance to play into that lovely double counter charge but the principle is always the same. We can have 4 x 2” reach models in a lineup and if you can engage both brick and marbles with one model, counter charge is off the table. You will need to play slower to try and control them. And the answer to hammer is scourge. He comes pretty close to killing him in one round. With a couple of crowd outs and knocking him down, it’s almost a sure thing (6 damage per swing after thought hide, 3 inf) hammer is a little like shark- he’s gonna get a take out when he comes in and that’s all there’s is to that. Once he’s done that, you get to unload on him. Hope that helps a bit
  6. Ratcatchers Starting Six Thoughts

    @Lumpyseven - all good. Wasn’t meant to be that harsh (wrote that pre coffee this morning lol) chatting with my local group, the only one reason he’s balanced is the 2/3 stat line. 4 would mean he kills captains unassisted
  7. Ratcatchers Starting Six Thoughts

    I feel like you haven’t played scourge enough of you think he needs 4 inf. 4 inf would have my opponents table flipping. Hes in a similar vein to vkat (what a suppose there). On his own he is ok. When you can have someone knocked down by graves, singled out and snared from pelage, scourge comes in to finish them off. He also takes an absolute beating from other teams (excluding butchers or brewers who can still kill him) and should be healing for 12 damage a turn. Thinking rats, you do need to include the other 2. Bonesaw cause I love controversy, i love bonesaw in morts but don’t find a spot for him in rats. Thanks to reverie, even scourge has a 24” goal threat in a turn before legendary. And graves, miasma and pelage (25”) all kick on 3 dice. Bonesaw adds 2” to that but I find it overkill (as much as we all love to kick in the goal on the next table over). tldr - bonesaw is overkill Graves - I actually played a lot of games with him in morts as well and Joan problem was always he was competing with ghast for his spot and role. Now, 3/2 and another 2” reach, he’s great in scrums and is a good setup piece for scourge with a kd and most likely diseased (and of course, grave digger for that magical 4 pt take out) also, 24” goal threat with piper. Seriously
  8. Pipers road to the winter cup

    It’s weird. I legit love bonesaw in morts but I find him overkill in rats cause everyone can score with skulk being the worst at it.
  9. Pipers road to the winter cup

    With healing salve and scourge really not caring, I found myself staying ahead on damage mostly. What caught me off guard was venin going around, punching and heroic to make it 6 damage from conditions the biggest thing I was struggling with was I didn’t close the game out quickly enough which let him ramp right up. Then turn I missed killing smoke I played lone striker to make sure I went first. Also, they really struggle with graves and scourge once they get stuck in (2 armour on 1, tough hide and snack break on the other) i really think graves found his home in rats
  10. Pipers road to the winter cup

    Game 2 was vs alchs. Details are a little blurry (long hard game) he ran smoke, flask, Mercury, calculus, venin and okat i ran graves, scourge, miasma and skulk. the game dragged out with both of us locking out most goals. Key highlights were scourge killing kat top of 2. Next turn scourge failed to kill smoke who then got a 7 point take out with her legendary to finish people off and a last attack to do one damage to miasma. I scored with reverie and piper managed to deny smoke her goal run. Game finished up with scourge killing venin after getting taken out. Game finished up with 12-10. pelage is a out for that matchup cause she just dies to conditions. Rest of the lineup seemed to go well
  11. Ok, so wintercon in Australia is coming up in a couple of months and I’m running rats for it. I’m going to track my games, thoughts and generally how badly I do in the lead up. Kicking that off, got 2 games in last night. game 1 vs ballista engineers with hoist, Harriet, ratchet and locus. i played graves, pelage, miasma and scourge he kicked off with mother dribbling it just over the and to my left. I retrieved with pelage and passed back to scourge who dodged up. He proceeded to send mother in to tackle the Ball and Feed it back to his team. Kind of a cool play really. Scourge went in and started hitting mother, then proceeded to get wailed in by his entire team. Bad plan from me there but I didn’t want to get dead bolted and picked off before he went. i sent the rest of my team up to get into position for the counter punch and managed to sink a goal with piper after sprinting, using haunting melody to jog closer, heroic, tackle and a bunch of pushes and damage them shoot. Seriously, what a dude. We worked it out that if he’d jogged to me, I still could’ve gotten it, albeit, burning my legendary. So I finish turn one up on points but way behind on momentum. He won and iced the Ball from piper while while graves got +1 tac. Graves charged in and managed to knockdown ratchet, ballista and Harriet. And gave a bunch of disease and bleeed. We proceeded to grind out, getting a nice scrum going in the middle and I sprinted scourge up twice to get him right back in there as well as healing for 8. Pelage sprinted in to deal 3 damage to both Harriet and hoist. And I won initiative the next turn. Scourge went in first and killed hoist. Then He started trying to drop back and break away from the scrum. I kept the pressure on, killing ballista and scoring again with miasma thanks to reverie
  12. Choosing a 10 post Hemlocke

    I agree with a surprising amount of this. My only arguments are scalpel - with black smiths being a thing, she’s too clutch in that matchup. Being able ignore some of that armour against a team that ignores puppet master is huge(thanks burnish). Those def 2 models really let scalpel bounce around like she wants to. bonesaw - he’s always been a solid piece in my mind. And now, hemlocke gives him a sudo reverie. Silence and memory make decent kick targets and you generally only need 3 successful kicks, one with meditation, to score a goal. my 10 I’m sure I’ll unsure on but the definites are both captains, hemlocke, bpm and bonesaw
  13. Veteran Hemlocke

    WE HAVE BLIND! Could not be happier with that alone.
  14. Piper Bust!

    Oh yes!
  15. Obligatory Hemlock Speculation

    Some forms of field manipulation. Blind would be key. mayne another source of lure ish effect. or seduce! Give us seduce!