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About DeathlyDrew

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  1. DeathlyDrew

    When do you not take vHemlocke?

    I'll play devils advocate.... I don't like her. I played as scalpel the other day and had a hard time killing anything plus she is squishier than I'd like now. Putting her further up the pitch puts her into a danger zone. While Midnight offering is good, it's a whole turn where all you do is move models around to be closer to the other team's beat down. I LOVE Cosset, but I know plenty of players that can see her coming from a mile away. After playing S4 Morts, my go to is Silence. His ability to almost guarantee a next turn or last turn move now is fantastic, and to me is better than the off chance you blind them on one die. IMO i think there are two models that Morts have right now that fit the, "I might use and put one on but not really going to use them," role. To me it's Hemlocke who for my play style is VERY situational, and Skulk, who is also very situational, but has more free things without harm he can do. Now incinerate me.
  2. DeathlyDrew

    The Reign of Obulus is over....

    I suppose I am just inexperienced with her. The 12 HP and 5 Def with no armor and typically using Soul Seer just has her killed all of the time. I want to use her as a striker, but then she just seems like bait. I agree with your assessment on control tricks. The resource cost just seems so much in comparison. Especially when the only good guild ball move we have is unmasking, but it isn't that easy to hit. Most everyone else has a way to drop aoe's from far away, or hit a guild ball move that can dirty knives someone, while Morts just..... don't. I felt like Morts were viable for awhile, but with the new Falconers and the Navigators and then you get VCinder and all of them, it just seems like Morts get the "balanced" character, and everyone else gets the pretty easy to kill character. I would say morts really don' have a good killer, or a good scorer, they are all kind of average at both. (Maybe outside of Cosset, and Bonesaw) S4 will for sure see a chance in vGraves, he is completely unusable, and I would appreciate a boost here or there in a kick stat. One of the biggest issues I think is that we have so many players at 2/6", so you spend ALL of your influence to get up to 6", make the kick and you miss. And now you're just a sitting duck at 14hp.
  3. DeathlyDrew

    The Reign of Obulus is over....

    How so? I mean I understand how with Obulus, although he is going to have to go early which puts him at serious risk with his low HP. But I guess I don't get the love of vHemlocke. I've tried her and Taking the 3 damage just didn't do it for me. I understand the love for Blind, but if you miss, it's over. (I'm also jaded as I think many of the other Vet pieces were much better than Hemlocke) I think the problem with Obi is A. He's not changing in S4. B. I would debate that Morticians may be one of the least buffed teams since the nerfs happened to Obs and Silence and C. Morticians rely so heavily on a single dice roll to win, vs. many other guilds that have a heavy dice pool or tricks that can win them games. I think Silence is going to see a resurgence because you're going to have to land a tucked to disrupt the combos.
  4. Hot take. With how captains and guilds are continuing to get more complex, higher damage output, more abilities and character plays and can hit from range. In addition to the way initiative works, Obulus is no longer the best or a very good threat to most guilds. The big thing with Obulus is his ability to avoid being attacked, puppet mastering and used to be stealing momentum, but I have found that stealing momentum really doesn't do anything outside of maybe dealing a goal now. Puppet Master isn't as effective as it once was, and his 4d1a and only 14 health is WAY too fragile. Case in point, if you look at the new falconer captain Devana, she destroys Obs without a thought. Or take the new vCinder, charging Obulus does 3 damage and she has a 2 in reach, which means UM isn't getting you away, and on just three hits you're likely getting impaled for another 3 dmg. I'm not saying he doesn't have his uses, but I just don't see obulus being the man anymore.
  5. DeathlyDrew

    Harriet 'the Hat' revealed!

    Agreed. There is nothing worse than when someone with dirty knives is destroying from 6 in away. I think what people are missing about the Hoist thing is 2 things. Take away the Deletion and let's just say Hoist gets Tooled Up and Overclocked. That's +1 damage. There is only one way to counter Hoist which is a push because he ignores the first KD, and I imagine good players would make sure that first KD never happens before activating Hoist. Now you're looking at a possible 15 damage IF Hoist doesn't wrap on the charge. Being a Morts player that kills pretty much everyone on the team outside of Casket, Ghast and Scalpel. A Guild ball play surface is 3'x3', or 36in wide, this character play covers 16 in (not counting the base size you measure from), so it's not as easy as some say to just stay out of that area. Does everyone remember when Shark's Legendary was 8 in?, or think about Puppet Master on Obulus, he only has a 4 in joke with 2 in shadow like, and he can still get to most everyone. The other thing is if a player is sitting on a +7 card and wins initiative for the next round after dealing tons of damage already, load up Hoist with four more and deal 8 more damage from 8 in away. The issue with this whole hit one player and CP another is 2 things. One is, so the armor and def on the other player just doesn't matter because.... rules? And secondly this whole doing damage from 6-8 in away over and over and over again seems anti-thematic. I understand Alchemists with AOE's and such, I get one off's or controlling characters plays being from distance, but most of those are OPT. I think if you want to fix this quickly there are three options. 1. Make it OPT 2. Take away True Rep 3. Fix the character play attack, move damage to another model within x inches. Honestly, this is disheartening to the game, we just learned out lesson about unblockable damage from Thresher, and I feel like we're right back at it. I know, I know, you still have to roll, but you still had to roll with Thresher to, and set him up with 3-4 different players, and yet he still destroyed everyone. I don't think Hoist is that different, in fact I think Hoist has it even easier.
  6. DeathlyDrew

    Choosing a 10 post Hemlocke

    As the counter. I think vHemlocke does everything that the Morts see as a struggle. The 20in goal threat is nice, but with just 3 inf it forces another player to take the ball off first. Secondly, everything about morts outside of some of the killing is super high risk for high reward, but if you fail, you’re out of position and possibly out of the game. In my last tournament I missed 2 bonus timed Obulus goals that would have put me in a winning position, but that 2/6 kick stat is tough, and tap in range isnt always an option. vHemlocke is okay, but as you said about Silence, blind is yet another one off inf character play and 5/0 def is okay, but with all the low KD now it seems tough to keep a 12 hp alive. I’ll wait to play her to make final judgment, but right now I feel like shes just a slightly better Silence, but doesn’t scare anyone on the table. my 10. Obulus, Dirge, brainpan and memory, cosset, skulk, casket, ghast, graves 1, pelage, 10? (Bonesaw, silence, vHemlocke) I think Bonesaw is still very good against a team like Farmers that he can charge over the top, UA and score.
  7. DeathlyDrew

    When would you take Bonesaw over Mist?

    Also, scoring a turn one goal with him by charging behind one model and doing unexpected arrival. Try to take out a late turn Bonesaw now at 5-0 while everyone is away from him now. If you end up winning turn one he can come right back and score again, or come in with someone else. Morts are never going to win 12-0, I have to always feel comfortable sacrificing a model to get 4 points.
  8. DeathlyDrew

    Morticians 10

    So my list previously was Obulus Scalpel Dirge Graves Casket Ghast Brainpan and Memory Cosset Bonesaw Mist/Skulk I recently dropped Scalpel for Silence. I think Bonesaw against, Brewers and Farmers is deadly. Swift wind charge with unexpected arrival is a monster and especially when you then kick a goal. I typically run two strikers, dropping Bonesaw for higher Def teams and putting in Brainpan and memory. I struggle with when to play Graves over the second striker. Maybe when playing a 4-5 player 2 in reach team against fish or a 1 in reach heavy team? I know many say you always play him, but for my experience takeouts take too much inf, while goal scoring is a quicker better way to win. So in conclusion Bonesaw and Mist- Brewers and Farmers Brainpan and Memory and Mist- Engineers, Butchers, Smiths, Alchemists, Hunters, Union Graves, Cosset, Dirge, Ghast, Obulus Mist- Fisherman, Masons? Morts?
  9. DeathlyDrew

    Skulk Legal

    So Skulk and Union are good to go.... hmmmm decisions
  10. DeathlyDrew

    Skulk Legal

    Is Skulk Tourney Legal? Like for Adepticon?
  11. Gotcha. I thought you had some insider info. Let's hope he has something else entirely and he becomes..... better.
  12. Was this in the blog? We know this for sure? Does that mean we can create Vileswarm on the pitch? I'm confused at how VetGraves could actually get worse.
  13. I know how you feel as a Morts player pre-Obulus nerf. For the NPE though and how to make the game better. Just relax about it and know it's just a game. If there isn't a tournament coming up that you are practicing for, play some weird line ups, try out new stuff and players you have never played or lineups that seem bizarre. I think the key to a community downfall is when it gets too competitive all the time. The Longshanks is a good resource, but in our group we have had a few players that have be so obsessed with being the best in the rankings playing them always seems like a competition vs. just playing for fun. As a Morts player, sometimes you have to play VGraves, Vileswarm, Silence and Fangtooth, and then laugh when you get demolished, or better yet, play pretty well.
  14. DeathlyDrew

    Idea for Thresher Change

    You're right, it's worse.
  15. DeathlyDrew

    Idea for Thresher Change

    Agreed on they need to at least look at him again. I hate to always go back, but when you look at the Shark and Midas nerfs from S3, a lot of it (I think) had to do with unenjoyable games and the fact that you HAD to play one of the very few counters to the opponent. This is where I am with Farmers, Thresher, Tater and Millstone most notably. It is disheartening to see top players drop at 5-0 because they don't see an out, and then know that I will have to play that and not be a top player. I understand that not every person with Thresher is a top player, but I don't know if the strategy behind it is really a secret anymore, which means people can probably figure out the basic mechanics of what the terrible three need to be doing and run them somewhat efficiently. *Note this is not me saying they are easy, or that you don't need to be skilled or taking anything away from Alex. But the forums, youtube, etc.. the info is out there to figure it out. That discourages players like me who play well, not top tier, but can hold my own in a tournament from even going to a tournament because I know I will face the same Thresher team multiple times, or be forced to play Thresher in order to have a chance, which I've already been through when I played Obulus (by choice from the beginning, not because he was OPAF) So yes, I think he is worth a look for sure, and I don't think it is knee jerk. I'd rather have Steamforged do something maybe unofficial sooner with play testers than later and possibly hurt the community.