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Nitz

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  1. Nitz

    Season 4 reveal

    Outstanding work
  2. Nitz

    Second Wind Chicago 64 Man Tournament.

    Just confirming... with it being at a brewery, can an 18 year old attend?
  3. Nitz

    Newbie at Tourney

    did a tourney recap and some thoughts from a newb under "things I think I learned" thread if interested.
  4. So, as a follow-up the e-mail I sent last week asking for advice with my first run out of the Morts, I thought I'd put some of my initial thoughts out. I know you're all dying to hear thoughts and reflections from a guy with 5 Mortician games under his belt, but I figure if people took time to response I should take time to post and it might give you a little trip down memory lane when you were a young, fresh-faced morts player with totally skewed thoughts and ideas. First off, I went 1-3 and dropped after the fourth round. There was a 5th round, but by that time is was 8:30 and night, and although I was actually excited to play again, I had buddies playing in other tournies who had waited for me to go get dinner, so I had to bow out. I lost my first three games, so no doubt I was wading in shallow water. That said, my first two games were against Corsair fish, and I lost both 10-12. In the second game, I was one activation away (which might as well be an eternity) from winning, as he got the takeout before I could to win it. So, not horrible for literally my first full 4 games with the guild. Game three was vRage Union. I'm not good enough to know if that's a bad match-up, but it didn't feel good. Mist was giving him major goal threats, and the rest of his team was pretty stompy. I lost 2-12, but have to confess that of all my games on the weekend, my heart was just not in it. I bounced back with a win in Round 4 against Balista Engineers. Oh, for your knowledge my 10 was 8 - Obulus, Dirge, Vileswarm, oGraves, Ghast, Casket, Cosset, Brainpain (Memory). That's what I had assembled and partially painted. With that, I present things I learned. I am fully aware that I have a super limited sample of games, I'm likely not even able to see optimized play on the horizen, and some of these thoughts on based on wading into the kiddy pool until I was almost on dry land. * Obulus is a lot of fun. Scoring goals, bringing people into the murder zone, and just generally threatening to be a jerk is all very fun. I know conventional wisdom is to save his feat as the threat of it is almost a feat in itself. I felt like I was able to do that fairly well. One time I popped it to grab 9 MOM. Another time I used it for the first activation goal when Obi was all by himself. Those felt good, and I definitely enjoyed the psychological games he plays with the opponent. * Brainpan and Memory are actually kind of newb friendly I was worried about them being too much, but the truth is I remembered to dance the puppet way more than I thought. Now I'm not sure I used them the most effectively, but honestly, the ability to reposition the puppet two inches every activation (friendly) was awesome. My spatial awareness of where fights would exactly happen still isn't great, so being able to dodge in for the critical crowd outs and assists (the names always escape me) was awesome. The no VP death meant I was willing to be uber agressive with Memory. I even got a long range goal with the duo in one game. I also liked that even with 0-1 influence, they could be doing something valuable * I really liked having models that I could give 1 influence to and still feel like they provided value. oGraves with one influence felt very good with his 2 inch melee zone and ability to give Tooled up to someone. He could also use the 1 INF to sprint or even attack if the situation drastically changed. I never really used him much outside of that role, but again, that's probably where my skill cap needs to increase. Brainpan also felt pretty good with 0-1 b/c the puppet kept doing work by getting where I needed. * speaking of doing work with 1 INF, I realize I'm probably wrong here, but I didn't mind Vile swarm at all. putting 1 influence on and using that to charge a human felt pretty good. I only played him with the full morts once, but used him in four games of the Homelands Cup (forgot my Princess and wanted to practice the morts I could). I never gave him a buff, but the ability to put rabid animal up on someone with with one influence was great. I really messed up an Ox activation with that. I also lived the dream in the one Mort game I brought him where I had oGraves tool himself up, and go scything blow 3 union models, and a damaged Vile Swarm, who then exploded, dropping 7 damage on all the Union guys. * that said, the Bird isn't bad either. I didn't get much singled out placed, as giving the bird two feels terrible. However, the ability to fly 10 inches to get crowd outs or engaged counter charge models is really good. Obviously I ran cosset in every game, so the bird also is very nice with her around. I'm not sure it's necessary, but it is really good. * Cosset was good and fun, though I've definitely experienced the first-time gamblers curse with her: that being the fella who goes the casino for the first time and pulls $200 out of the slots or off the blackjack table, and then just assumes that's how gambling works. My first game I was able to pull Kraken into a massive Morticians murder ball, and then throw a tooled up Cosset at him on the charge. She wrapped 3 times and did something like 16 damage to his tough hide self. She never did too bad for me, as most times I was able to disengage her and get the furious charge off, but I was giving her 2 INF most turns. I never once used Lure, so definately going to have to figure that out. * I experienced the full gut punch that is the missed obulus bonus-timed, tap-in goal to win. That was brutal. Thank goodness I was able to get a casket time off the next turn to get the win. Obulus also had a huge miss in my blow-out loss to the Union where he missed a 4 die puppet strings on 3's. That seems like it's going to be pretty hard to come back from. Once I scored with Obulus, I rarely dodged him back, opting instead to keep pressure on the goal. I think that is the right mindset, but the dodge back to the middle of the field keeps him pressuring, but still relevant. * My line-up felt a little light on point generation, sort of like my pre-errata hunters, but not as bad. Getting to 8 points was very doable, but seemed to take a lot of clock, and then finding the last four points felt a bit hard. I played to clock a lot. On one hand, I was pretty inexperienced and that slows you down. On the other, I also felt my decision making was fairly quick since I was expecting to not do super well, and thus not overanalyzing and anguishing on each decision. So, that's it. Had a TON of fun with my morts. Really liked them. Excited to play them more, and certainly to refine my thoughts from above. will keep painting, and was able to pick up Silence and vHemlock this weekend. Also plan to add the rats soon.
  5. Nitz

    Newbie at Tourney

    Great tips. Really appreciate it. Anymore, feel free to share!!!
  6. Nitz

    Newbie at Tourney

    Guys, playing my first games of Morts at Muse On Con this week. Don't care about winning, but if there are some basic tips/strategies to keep in mind, I'd love to hear them. Plan to Run Obi, Dirge or Vileswarm, Casket or Ghast, Cosset, Graves, and Brainpan and Memory. Insane week, so probably can't get Scalpel or vGraves (for if I run VS) done. Lucky to get those players done. Very excited as I don't get a lot of games around my hometown, thus the total lack of Morts play prior to the game. I know there a million tips, but just looking for some core "try to do this, it's usually decent" type stuff. For example tip one - kick off with Obs Thoughts and ideas welcomed.
  7. Nitz

    Congrats to Germany 1 winning WTC!

    are the streams available somewhere?
  8. TanE seems to have the right of it. There are plenty of models that could have gotten some love, but if you look at it as a whole, only 1 model in the game got a boost that wasn't a captain, and that was Hearne. Hearne's boost was two things. The first was changing his character play, which they either had to do b/c of Theron's change, or go the Shark Route and rename Theron's play. Given how poorly Hunters and oHearne are thought of, a bump to both seems pretty legit. The other change was simply making his character play on column one momentous, so pretty minor. So in light of that, it's not surprising vGraves and Vileswarm didn't get love... yet. The only non-captain model to do so is on the universally accepted worst team, and his first change was b/c he shared that play with his Captain and his 2nd was small and likely doesn't happen if he didn't have to have Blessing of the Sun Father changed.
  9. Nitz

    Forged From Steel

    To me, the siloutte of the Master (maybe) looks more like a blacksmith in a suit of mechanical armor, a la Iron Man or a Space Marine. Good chat on the horseshoe for the apprentice, though to me it looks like it could also be a rudimentary mechanical hand in the vein of a low, low tech Luke Skywalker
  10. Nitz

    Sledging

    "He looks really good, but remember, 1/3 can be rough depending on your teammates... take it from me." - sun loving Hearne
  11. Nitz

    New Hunters Player Advice - which six to use?

    Fair, but my (admitted limited) experience, I wonder if it's not better to use Seenah as a piece to threaten those coming forward into your defensive half of the pitch. Similar to what VTDistiller is saying. It is hard to not want to jam the bear forward, take advantage of Furious, and try to wreck face. The problem I've found is that this then exposes Seenah's biggest weaknesses - 1) putting him in a forward position that makes it easy for opponents to jam him and prevent Furious next turn and 2) allowing enemies easy access to his vending machine qualities (Def 2, Armor 1). I just wonder if it's better to sacrifice a turn one charge to control your half and threaten the turn 2 charge in a more favorable position for the hunter player.
  12. Nitz

    New Hunters Player Advice - which six to use?

    What about Seenah in a more defensive role, almost like a Sweeper? Can some of the issues with him be helped by not thrusting the bear into the heart of the enemy, but rather using him as a counter-attacker who can push up if the play/opportunity dictates it? Or is that too little return on investment?
  13. Nitz

    New Hunters info in SFG blog

    A couple things: 1. I think the ice slick is actually going to be really good. Sure, it's going to take a bit of intelligence to place it so you don't benefit your enemy too, but requiring practice and finesse does't mean it's bad. There are lots of times it will be really good: If you need an extra two inches to delete a model, it might be worth giving the opponent access to it as well. They've got one less model to use it. If it gets you the goal or Take Out you need to go to 12, it's a non issue. PLacing it behind has been mentioned. Also, the later you activate her, the less access they have it using it. With the forest, the sooner you use Theron in the turn, the better utility you can get out of it (even in it's nerfed state.) Perhaps she is a late activation piece, giving you a chance to get the ball and being the only one to benefit from the ice. This might also apply in a similar way if she's on a flank where the opponents models have activated. It seems really fun and tactical to me. 2. Snow's ability Feral Instincts seems like a missed opportunity. If it ignored tough hide, Egret would really have some great synergy with the Wolf, between her being able to snap fire/poison/dodge them, and the movement shenanigans. 3. I'm still convinced some of the Hunters models are going to get a rework going into season 4. I know many of us were disappointed they only got small changes, but it makes sense to follow the same pattern of the other guilds - 1 season of the base models, then one season of the 4 squad fillers with only minor tweaks, and then look at the entirety of the faction. We're just a year behind, b/c the Hunters came out a year behind.
  14. Nitz

    Starting 6 help

    Thanks everyone!
  15. Nitz

    Starting 6 help

    Thanks for the comments. That is a very helpful starting spot. To be clear, I'm not opposed to buying a big guy if that is best for the team. Another $10 (subbing a small model for a large one) isn't a big deal to me. I just don't have the funds/desire to buy 9-10 models that I would normally do if I was trying to field a all comers force with the flexibility to adapt to various teams and playstyles. So, saying that would you stick with: Startbox, Hoist, Ratchet, Mainspring or sub someone out for one of the large base models?
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