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DeathlyDrew

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Everything posted by DeathlyDrew

  1. 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.
  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. 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.
  5. 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.
  6. 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.
  7. 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?
  8. DeathlyDrew

    Skulk Legal

    Is Skulk Tourney Legal? Like for Adepticon?
  9. DeathlyDrew

    Skulk Legal

    So Skulk and Union are good to go.... hmmmm decisions
  10. Gotcha. I thought you had some insider info. Let's hope he has something else entirely and he becomes..... better.
  11. 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.
  12. 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.
  13. DeathlyDrew

    Morts vs. Blacksmiths

    How do we beat them? Given tonight I missed five kicks, four with Bonesaw and a Dirge Assisted Silence and a goal kick with Obs, but on top of that what is the team you would take into Smiths? I think Casket is a must with Heavy Burden and Ghastly Visage.
  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.
  16. 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.
  17. 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.
  18. 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)
  19. 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.
  20. DeathlyDrew

    Morts vs. Blacksmiths

    You'd think yes, but Cinder has Unpredictable movement, and Iron is a lot tough that you'd think. Ferrite and Sledge are the two weakest. I agree Brianpan and Memory are not a good fit here, they could just take him out constantly and get the Momentum. It think Cosset would be fine for a perfect take out, but I am not sure if she would survive after that one time and it would be highly risky.I think another addition could be OG Graves and Scything blow
  21. DeathlyDrew

    Morts vs. Blacksmiths

    I don't think killing them is a reliable option. A casket time maybe, but my friend and I did an attack with Thresher on just Iron 2/2 and even if you wrap his play book every time you still can't kill Iron in one turn 1v1. Ferrite, Cinder and Sledge are killable, but it's hard to get at them going thorough Anvil, Iron and Furnace. I don't think the anatomical precision on scalpel is worth it in most cases with them, and I think her 1in reach is going to be an issue with no UM. I think Obs is the captain to take, but maybe Vileswarm is a better mascot because they do have to think about killing him or not, plus rabid animal will mess with their range. I'm thinking wherever we can use character plays vs. damage is better. I used Ghast, and he just tore through him no problem. So I don't think Ghast is the answer to them.
  22. DeathlyDrew

    GIC General Theory Thread 

    I would say most times Morts have at least one gang-up, but I can really only think of it helping Graves or Casket, allowing Graves to pull of Tooled up (although this would probably happen too late in the turn) or Casket to cast Heavy Burden (which again is one of my early in the turn plays) It could help give a take-out and then into a goal opportunity, but all options are too situational for me to ever use it. I think the Take a Breather one or the 3 models off one is a better card. If Morts take A&G and Brainpan and Memory with Dirge (or Vileswarm now) you could have three players off the pitch pretty easily.
  23. DeathlyDrew

    GIC General Theory Thread 

    Thanks, couldn't think of the actual wording
  24. DeathlyDrew

    GIC General Theory Thread 

    First off go Morts, but secondly it's not exactly free. It is allocated, so you have to risk that you will get the takeout and not max a player out on influence. The wording should be changed from allocate to assign or give, so a player could have OVER their max influence. The way it is now will be a very risk reward type of deal.
  25. DeathlyDrew

    GIC General Theory Thread 

    So after seeing this I think Brewers win. They are the only ones that don't lose any healing potential, and they are all good and viable, I mean the one that offers a VP is +1 health (I was unaware that Brewers had this issue with all of them having tough hide). As a Morts player I am disappointed. I don't really see either the INF one or the 3 Model one as that great. The healing one is nice because it at least gives that option. I would have liked to see Morts get a once per turn +2 successes when attacking a model at half health or less. This would be to aid in an unmasking, or a casket time. It wouldn't add any additional VP's and could by a heal 3.
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