Ok, a bit slower than usual to write this up but this time I thought ahead and took notes! Brief (and fairly cryptic) ones, but notes nonetheless!
I faced the dread might of the brewers this week in the form of Tapper, Quaff, Spigot, vDecimate (unsurprisingly ), Pintpot and Lucky.
In response I ended up taking Scalpel, Dirge, Bonesaw, Silence, Casket and vHemlocke (whose final varnish coat was barely dry).
I received, and vDecimate kicked off. Since the ball was a decent distance up, I decided to leave it and drop a fire blast between it and vDecimate, forcing her to do something less efficient. Unfortunately I’d forgotten Lucky’s Raise the Stakes, so he could reach the ball and pass it back to her instead...
Rather than let the brewers have the ball, I decided to launch Scalpel up the centre, tackling and dodging out of melee to punt the ball back towards my lines. She also served to distract the entire brewers team, who spent most of the turn beating her down while I did other things - using dirge to shuttle the ball to hemlocke, who passed to Bonesaw and Midnight Offering-ed him, so he could sprint up, meditate and score (lucky I could meditate, because I missed the first shot). 4-0 to Morticians
Turn two began with Lucky taking out Scalpel to deny me the activation (4-2 Morticians), then raising the stakes to reposition him. I used it to dodge Casket so he could charge Spigot (way out on the right flank with the ball), managing to double push wth the charge, then roll all 2s and 1s, then just about reach heavy burden. I’d hoped to get him off the pitch, but the dice were not cooperative. Tapper then attacked Bonesaw with equally terrible dice, so it wasn’t all bad
Silence Shut Out vDecimate and dropped a flame blast to protect vHemlocke, Dirge Singled her Out (purely for a momentum) then got taken out by Pintpot (4-3), Quaff gave her Bag of Quaffers, then vHemlocke Blinded her... almost like she was the major thing going on for both of us! In the end Spigot freed himself by and Casket, and the inevitable charge by vDecimate ended with two non momentous damage on Silence, because Blind is great.
Into turn 3, and Scalpel/Dirge come on to interfere with a goal run and engage Spigot respectively, who ends up needing three attacks to push dirge off the pitch (4-4), then can only glide round Casket’s rough ground and drop the ball on Pintpot. Scalpel promptly charges him for 1 Inf (yay gameplans), tackles him and push/dodges about so she can kick to the open out on the wing near the Brewers goal line, far away from everyone except Quaff and Casket. Bonesaw gets , Silence runs away from vDecimate across rough ground, and then Pintpot spends his beer tokens to attack and triple Concussion Casket and strip all his Inf.
More violence ensues, though Lucky gets Blinded to prevent him joining vDecimate attacking Scalpel, so he instead charges Silence for 1 damage. Bonesaw goes out to Tapper (6-4 Brewers)
And so we drag ourselves into turn 4, with Bonesaw reappearing on the ball wing, far away from Tapper and co! vDecimate charges Scalpel, takes her out (8-4 Brewers), and I reallocate 3 of her 4 Inf to Casket (again hooray gameplans). Casket s Spigot and Pintpot enabling him to sprint up, pick up and drop the ball further away from Quaff towards the wing. Silence and Hemlocke continue to flame blast and Blind in order to not get killed by the encroaching Brewers, while Bonesaw successfully Dervishes off Casket for another goal, bringing to 8-8. Quaff takes the goal kick, then fluffs a pass to Spigot with 6:6 scatter that lets Dirge run off to the wing again with it, leaving Spigot too wide to shoot once he’s tackled it back, forcing him to pass to Pintpot who dodges towards the goal.
[At this point even if Pintpot fails to score, I have a lot of players on 5 or 6 health with 5/0 defensive stats, so takeouts are a very real danger...]
Turn 5 (which we rarely see)!
Pintpot uses Silence for momentum, then fluffs his 2 dice kick leaving Hemlocke to jog, Midnight Offering herself, and kick the ball out into space neal Scalpel, scattering it slightly begins my own goal line. Not a problem, as either Scalpel gets it next activation or a Brewer does,so I won’t moss out on mom. Spigot once again takes out dirge (9-8 Brewers) and kicks the ball off pitch for a central scatter, right next to Quaff and vDecimate. Bonesaw charges the dog, dodging round and grabbing the ball to boot it back out towards Scalpel in the hope of a cheeky goal run, getting rubbish scatter. Lucky finally takes out Silence (11-8 Brewers), Scalpel (who now can’t get to the ball) instead pushes Spigot off the pitch (11-10), and the game ends at last with vDecimate kicking through vHemlocke to score and make it 15-10.
Man, that was a long game, eventually won by the brewers scoring 1 goal and seven takeouts... I don’t think @Secondbreky could’ve picked a harder way to go about winning
During this game we realised that the Morticians were running at 12 Inf, while with Tapper and Pintpot the Brewers were usually running at 15+ Inf... no wonder I felt like they were doing more
That imbalance aside, Hemlocke proved immensely useful, blunting a whole pile of attacks and letting Bonesaw make an easier goal run to start the game. She also used it on herself to back away from danger a few times and scoop the ball away from my goal. The twin combo of Silence and Hemlocke kept some of the more brutal violence distracted/slowed enough to deplete the usual takeout steamroller, so that was pretty great :)
Scalpel’s initial suicide run was a bit of a high risk thing (and in many ways, I should’ve just gone and got the ball instead of Flame Blasting first activation... that’s what I get for trying to be interesting), but it did get me 2 VP ahead by distracting the whole Brewer team, and I didn’t have the Inf to fuel everyone so losing the activation turn 2 wasn’t the worst thing (though her 9 health return was a pain). Pintpot’s ridiculous Inf efficiency with his tokens, and the resulting triple concussion, was far worse
Dirge did little as usual, scooping the ball a couple of times but gave up 3VP this time, at the cost of 6 MP for the Brewers. Good enough for my liking although he doesn’t usually get taken out so much.
Casket’s Heavy Burden came in handy too, stunting Spigot’s goal threat at key moments, though the rough ground was no real use against the momentum laden Brewers (always Gliding, damn them). He’s survivable, but I’d possibly rather have had Ghast for the better and less having to work around my own model’s aura. And easier access to enough push via unmasking to get Spigot off the field the first time I tried...
I also struggled for momentum all game, needing it to bonus time and get the results I wanted, which meant even on the rare occasions I could generate half as much as the brewers, it was all being spent rather than building up. The price of the do-not-engage strategy that seems to be necessary I guess
Still, no real ‘weak’ links this time - a fairly solid team for the Morticians against the Brewers, mostly let down by the inept muppet behind the dice
(although having forced the game out to almost 5 full turns against a team I consider a really tough matchup with some seriously potent players, I feel like I’m starting to get a bit of a handle on how to screw with @Secondbreky‘s plans to best effect )