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About Mattias

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  1. Who do you like into Obulus Morts?

    I played hammer into morts this week. 3 turns he used puppet master to walk hammer out of range. The turn I got cllse, hammer got shutout and melted by Pelage. Game went to a 12-9 loss, but Im not confident Hammer is the way to go?
  2. Wrecker, anyone use him much

    Assisted honour took out Shark for me yesterday
  3. Any advice on using hammer?

    Really? I havent tried Hammer but as i am learning honour i can see so much potential.
  4. Any advice on using hammer?

    Does this work? The snared goes to her as well?
  5. Wrecker, anyone use him much

    New to masons, but isnt one of the biggest issues with Wrecker that you cannot play Marbles?
  6. Pin Vice v Farmers/Thresher

    Yes. And Thresher with the pass dodge has insane threat
  7. Pin Vice v Farmers/Thresher

    I received. Which helps alot.
  8. Engeeners vs Morticians

    Purely from theory, I think ballista is the way to go in morticians. Deadbolt is golden if he hides the ball on Obulus, and minefield is great against cosset for example, as you mentioned. Locus feels okay, but I would leave him out for Velocity or Compound.
  9. Pin Vice v Farmers/Thresher

    So I lost the game 11-12. Both getting clocked out, but a tater charge took out my velocity. If I had not derped out and healed Velocity, I would have gone to 12 on his clock. Notes from the game: Pin Vice has some insane goal pressure. Thresher struggled to keep the ball away from Pin Vice, Velocity and Hoist. Compound did not do that much, so Im considering Colossus instead. Overall, best game against thresher so far. I gave up getting Tater and Thresher taken out. I never had iniative, so I had to hide Pin Vice, and without her we dont do any damage at all. All ranged damage I did was healed bu the end of turn two by Harrow aura and momentum healing.
  10. Pin Vice v Farmers/Thresher

    I am planning to try out Pin Vice as well, purely for the speed and raw damage output turn one from range. However, taking out Tater at def 5 feels like a real challenge.
  11. Pin Vice Kick Off Options

    Kicking with Pin Vice sounds interesting. Turn 1 I usually blast earth with ratchet and tooled up, deletioned Hoost. So no influence to give kick off pressure. This may be a giant mistake, Iā€™m only returning to Engineers since this week. Kickoff with Velocity is okay I guess, but 1ā€ melee range makes her not that great at scoring off a kick off. This may once again be a giant mistake on my part
  12. Pin Vice v Farmers/Thresher

    Thresher hates wasting influence. So I agree Compound looks pretty legit. Also, his countercharge is pretty great
  13. Blacksmith's as a Tournament Choice

    I think we are pretty capable to go 3-0 or 2-2, with the ability to change this on the fly. Blacksmiths to me feel middle of the pack, towards the top. Absolutely viable, but skill is required. People are getting more experience against us, so it gets harder to pull jank. This is no different for other teams. I agree we have bad matchups and coming from Union, I am not used to that. Union is the exeption to the rule, all others have better and worse matchups.
  14. Blacksmiths/ kicking & receiving

    I usually kick with Alloy. Keep him within 6ā€ of Hearth. Give him 2ā€ melee and +2 hits. Use his Arsenal for anatomical precision or +1 kick. Try to get momentum or a goal with him. Receiving is great, you set up a last activation goal with someone, preferably Bolt.
  15. Die Obulus Die

    Limited experience against Obulus. In the matches I played I experienced Silence as more annoying than Obulus. Once the lines close, they go down pretty quick. At least, thats what I found.