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About DeathlyDrew

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  1. 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.
  2. 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.
  3. 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.
  4. 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?
  5. DeathlyDrew

    Skulk Legal

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

    Skulk Legal

    Is Skulk Tourney Legal? Like for Adepticon?
  7. Gotcha. I thought you had some insider info. Let's hope he has something else entirely and he becomes..... better.
  8. 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.
  9. 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.
  10. DeathlyDrew

    Idea for Thresher Change

    You're right, it's worse.
  11. 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.
  12. DeathlyDrew

    Idea for Thresher Change

    It’s not about winning it’s about having a chance. It’s fun to go into a game saying hey I may win or have a close game. Thresher reminds me of when you’d line up against S3 Midas or Shark. One small error and it’s going to be a game where everything you do just makes it worse. There is a difference between a fun loss and a why did I even set up my team loss. I don’t want to take anything away from Alex you still have to play the game, but as a Morts player I remember choosing not to use Obs because it wasn’t an enjoyable experience for my opponent to know that he was an OP model that was going to win the game by being on the table.
  13. DeathlyDrew

    Idea for Thresher Change

    Today’s championship sealed the deal for me. Two top players and Farmers made it look like the Hunter had no idea how to play. Hats off to Alex for solid play, but no championship table should be lost on a single bad dice roll on a charge on turn 2. I hope it’s changed before Adepticon or I may drop out. No point in having a bad time playing a team that is broken.
  14. DeathlyDrew

    Idea for Thresher Change

    2 Thresher teams in national finals.... time to say OP yet? I understand they haven’t been released, but I can’t help but feel this is exactly the witch hunt that happened with Obulus. (Maybe not exactly but close)
  15. DeathlyDrew

    Morts vs. Blacksmiths

    A reminder, once the Rats are out no more mist. I've been starting to get away from using any Union because I know they will be gone soon. And this could be another thing. Right now we may not be stocked to take them on super well, but Pelage and VetHemlocke may provide some help. I don't think Skulk does much for us against Smiths. I agree we can't kill them, so we have to outscore them, but I don't know if that is easily done either. Ferrite and Cinder and great goal scorers. I scored turn one with Cinder no problem. So we need to mess with their movement which is why I think Casket is a must with Heavy Burden and Ghastly Visage. To prevent them from possibly getting a charge off and being -6 at 3in out (the foul odour rough ground+Ghastly Visage)I think is the best control move we have against them.