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Everything posted by Nykolae

  1. Nykolae


    Don't worry about that. I'm looking at how to start my own blog. I'll let you know. 😀
  2. Nykolae


    Not happy about the forums disappearing. The information I could find here was much more detailed and understandable than anything the Facebook groups has ever been able to give me. I also always tend to write up entire journals of information when someone asks me about how a Guild or player works, and that just doesn't gel as nicely with the way social media works nowadays; quick, snappy and short. I'd like to thanks @Mako for keeping the forums in check, and also for just being a downright awesome person. I'd also like to thank everyone that has ever helped me understand the game better through the forums. Special thanks to @kryzak for the extensive practice sessions! I'm gonna miss all of this. I guess I'm going to start learning how to blog. 🤔
  3. Nykolae

    Engi's 12 and 6

    I've been playing around with PV, Mainspring, Velocity, Salvo, Harriet and Locus while receiving. PV + Harriet is money for making loads of momentum off of PV's Legendary due to the Hat aura. This combo brings you an easy way of getting that first turn goal, ánd providing you a momentum lead for going first in turn 2. Salvo and Velocity are your two main goal threats, alongside the captain. Mainspring, Salvo, Harriet and Locus have ways to deal with ball killing, by basically just stealing the ball (Thief) or easy access to ball scattering (Floored Bolt, KD, Wrench). Ball scattering isn't that problematic, as you have Salvo's Tether Ball and Locus' Remote Control to play with. (If you are really into forcing free balls, Mother is quite a great pick for picking up free balls from 7" away for free, although she's quite fragile and therefore and easy 1 VP cash-in for the opponent.) If you are forced to kick, I usually leave Harriet or Locus and bring Ratchet. I kick with Velocity, who has an excellent first activation goal threat, and threaten with Overclocked and Controller+Alternator. Kicking with PV is decent as well, as is with Salvo, but I feel that Velocity's Nimble can be instrumental in scoring that first goal and nót giving away that first take-out. Use the time they're beating on Velo to threaten the ball for turn 2. Thoughts?
  4. Nykolae

    Brainpan and Memory

    Agreed, but I'm of a mind that I need to know how to use them at least. With the March errata in mind, Scalpel might get a hefty nerf, which might open up possibilities. In an Obulus team, they can still be my damage threat, while providing janky goal threats together with Obby and Bonesaw. Yes, these are quite influence hungry, but you don't have to fuel them all at the same time usually, in my experience.
  5. Wording. Ball's Gone states: Target enemy model loses possession of the ball to this model, which may THEN make a pass without spending influence. While Great Balls of Fire states: Target enemy model loses possession of the ball to this model AND suffers the burning condition. Ball's Gone needs the first trigger (losing possession of the ball to your model) to happen to be able to pass the ball. Great Balls of Fire has the effects happen simultaneously.
  6. Nykolae

    Brainpan and Memory

    Brainpan & Memory have absolutely great potential, but need loads of practice to use effectively. I've had Memory one-round the likes of Corsair, or score goals from 22" away, but usually this requires quite a bit of setup and needs a big influence investment. And this was in Season 3. Agreed with this statement about the damage creep in S4, and Memory still has the added problem of needing Encourage to be able to stand back up after receiving the Knocked Down condition due to not having an activation of it's own. Still though, I'm of a mind that an experienced user can make huge use out of them, just because it forces the opponent to also take into account all the janky stuff you can do. I'm going to try them out more and more during practice matches.
  7. So, with the news of an errata hitting in March, are we expecting anything? Usually, SFG is quite reserved with buffs, and I don't think the Engineers require nerfs. I'm hoping for: Mother back to 4+/1 and/or Spider Nests/Burrow range increase to 6". Mainspring is just all over the place right now, as Mother is just too much of an easy 1 VP for needing to be too close to the action. Ballista's Breach regains his KD. Pin Vice gets momentous 2 on column 3. Alternator back to 1 influence cost. Locus melee zone to 2". Harriet's Sucker Punch is buyable from the playbook again. Mostly, I feel the problems from the Engineers stem from having to work so hard for their VP's. Their damage potential is pretty laughable (unless you can go to magical christmasland with Gutter), and getting the ball back after scoring usually brings quite some problems. The above problems at least help with the field control and damage part, and indirectly buff the playrates of some of our least played models (Mother, Locus, Hoist). This means we'll at least have the ability to play for a 2-2, if needed.
  8. Nykolae

    March errata - what to expect?

    Historically seen, SFG have been quite reserved with buffs in their errata's. The only one I can recall is the S3 errata with buffs to Hammer, Theron and Hearne. Nerf-wise, I'm thinking Midnight Offering and Scalpel herself are going to take a hit. I'm thinking MO might change into a 4" dodge à la Second Wind (which would also empower vHonour's Legendary Play indirectly). This would have a huge effect on the mobility of Hunters and Morticians. Scalpel herself is widely known to be 'that damage threat you can't get away from' due to the combination of Voodoo Strings and Spirit Bomb. She has a native ability to deal around 18-21 damage (with Tooled Up) on a single 4+/1 target, which is enough to kill any model, ánd you can't get away from her. This is why I'm thinking they're going to hit Voodoo Strings. Her playbook is fine as it is. It's either that, or they're changing Unnatural Stamina back to only being able to cast Second Wind, which would nerf her sticking power immensely ánd reduce her damage potential. If there áre buffs incoming, I would expect some to go Brainpan & Memory (although I don't know what they'd need...), Pelage (12 HP would be a good start), and maybe vGraves. My reasoning for vGraves is that oGraves is picked 95% of the time anyway, due to Scalpel being so oppressive with Tooled Up. vGraves not being picked also indirectly affects the playrates of Vileswarm and Dirge, with the latter being the mascot of choice usually. I'm thinking Obulus himself doesn't need anything. The reason he's at 45% might just be due to his higher skill level (and ceiling), and mightily different playstyle than Scalpel's. I'm thinking the buffs to the above 3 (or 4 indirectly) would help Obulus quite a bit, as there's quite a bit of influence efficient damage/control/ball control there, which Scalpel hardly ever uses.
  9. Nykolae

    What's your morts 12?

    When do you decide to bring Pelage? Would like to know another player's reasoning
  10. Nykolae

    Scalpel woes

    I'm going to remember this one. Thanks
  11. Nykolae

    Idea for blacksmiths minor guild

    It has already widely been speculated that The Watch indeed has a strong chance of ending up as the Smiths minor, knowing that both Farris and Ferrite have history with the Guild. But, as I said, it's all speculation. First up are the Miners, Lamp Lighters, and I'm guessing Entertainers.
  12. Nykolae

    What's your morts 12?

    At the moment, my 12 is Obulus, Scalpel, Dirge, Bonesaw, Casket, Ghast, Cosset, Graves, vGraves, vHemlocke, Silence, Skulk. The problem lies in that I really like Vileswarm, but his dependency on vGraves to really shine brings him down, as I pick regular Graves in 80-90% of my matches. vGraves (and Skulk) are actually only there to screw with aggressive goal scoring squads. I also really like the idea of B&M, but I've not yet unlocked their full potential to dare and bring them to a tournament. I've not yet had the idea "I really need the puppet here!", so I guess I'm okay for now. And Pelage... When considering her with Cosset, Cosset gives me more option, I feel. Yes, Cosset can be abused quicker due to her 4+/0 defensive stats, but the threat of Lure can be very disabling for an opponent. And if they totally forget Cosset has that ability, it can be game-changing. Next to that, Cosset regularly deletes huge targets for me, while Pelage usually goes in for Singled Out and Snared and gets totally destroyed afterwards. 5+ and Empathy are nice, but only 10 HP and this season's huge increase in damage output really puts her firmly on the bench for me, unless I'm playing a casual game and go ham with my (nearly) full female death squad .
  13. Nykolae

    Nyk's Adventures

    Hey all, how are ye doing? I was thinking of starting a match report thread. I'm thinking it might help with reviewing certain matches in which I encountered problems, but didn't know how to handle them. And, of course, some people just like reading match reports. First up, a practice match between me and one of my friends, who has ~5 games of Union on his belt. Mason's: Honour (c), Marbles (m), Harmony, Brick, Mallet, Flint Union: Rage (c), Coin (m), Fangtooth, Avarisse and Greede, Decimate, Grace Rough Ground on the left flank, obstructions in the center and right flank, all around the halfway line. Mason's win initiative and kick off with Flint through the middle, ball gets stuck just over the halfway line behind an obstruction. Turn 1 Rage comes forward to pick up the ball and tries to pass to Avarisse. Sadly for him, he misses. He actually wanted to use the Teamwork Action to close in with Flint. The ball scatters to just behind Grace, on the right flank. Mallet moves up on the left flank and Fangtooth mirrors his move. Brick moves in to protect Mallet and Flint with his Counter Charge bubble. Decimate moves in besides Fangtooth. Marbles completes the defensive double bubble on the right side of the center, while Coin Coffers Avarisse and walks into cover behind the center obstruction. Harmony runs forward and hides besides the right obstruction, in cover, after which Grace passes the ball to Avarisse and moves to the right side of the central obstruction. Flint smells his chance, sprints for Avarisse, steals away the ball and scores! From the gained momentum, he dodges away, but Avarisse is still able to get close to him and knock him on his arse. The Goal Kick was done into the left field, towards the patch of rough ground. Lastly, Honour Quick Time's Brick into a better position, so Decimate can't get to him anymore, and moves up along the right flank to get close to her sister. 4-0 Union gets initiative and chooses to go first. Turn 2 Avarisse drops Greede, and both of them kick Flint from the field. As vengeance for Flint, Honour and Harmony then do their Sister Act and delete Grace. Fangtooth moves up towards Mallet, but Brick Counter Charges into him. I forgot Gluttonous Mass... Oops! Mallet and Decimate start wailing on each other, while Brick repositions, and Coin slithers over the field towards the center. Only Rage was close to him, so there was no Coffers target. Marbles then positions himself to counter Rage's possible Furious charge into Brick. Sadly, the charge didn't get the required 5 results to push Rage away from Brick, which makes that Rage is able to wail on Brick some. 6-2 Mason's get initiative and choose to go first. Turn 3 I was really lucky here. The Union was +3 on the initiative roll, so he expected to go first. But now, Honour and Harmony could close with Rage, while having friends in Brick and Marbles. Honour and Harmony delete Rage, cleaning up the scrum's right side. Fangtooth starts wailing on Brick and knocks him down, and Mallet strikes back onto Fangtooth and knocks him on his arse as well. Using 'Come On Mate', Brick is able to stand back up. Decimate hits Mallet some, and dodges into snap shot range, but still within 2" of Mallet. Flint then goes for the ball, but just comes up short, so he moves to stand in the way of the pass towards Decimate. Avarisse picks up Greede and moves closer to threaten Flint's life next turn, but my opponent forgets that Fangtooth is not engaging Brick, who can Counter Charge in and drop the big guy to the ground. Marbles moves into Decimate to deny another kicking die. Grace then grabs the free ball, kicks it successfully towards to Decimate, who Bonus Time's a now two-die Snap Shot... but misses. The ball is intercepted by Harmony. 8-2 Union gets the initiative and chooses to go first. Turn 4 Decimate tackles the ball off of Harmony and shoots for goal. And she scores! The ball is kicked in towards the center scrum, to land at Honour's feet. Honour snaps up the ball, uses KD'd Fangtooth to get two double dodges, uses Quick Time and sprints to get in range for a 4-dice Shot and scores to decide the match. 12-6 The match was played against someone with an even amount of Guild Ball experience, but this was his ~5th game being Union, so he was still getting into the working of the Guild. In my eyes, his team was sub-optimal against mine, and he seemed to not respect the Honour-Harmony combo. Grace was quite overextended (while still in cover), and Rage stood against Marbles and Brick, so Honour's attacks gained 3 dice and 1 DMG He also made some key mistakes ,i.e. passing the ball to Avarisse in turn 1, who was clearly in range for Flint to grab the ball and score an easy T1 goal. For next time, I advised him to bring Benediction for Fangtooth and to bring Minx for Grace. Benediction is a much better control piece for the center scrum, and Minx helps out Rage with her Marked Target and Snared. Using her speed, she's also a decent goal threat. Maybe even Gutter for an extra 2" melee character, and forcing people in using Chain Grab, but for who? AnG? And would Strongbox've been better than Coin? I'd say yes, but I'm not exactly a Union connaiseur. What do you guys think? I also made some mistakes, but those were mostly due to playing against the Union and their roster for the first time. Most of my problems came from figuring out what to do with Decimate. That broad is só mobile! I basically just ignored what she did, or counter-attacked with Mallet to try and keep her off him. I knew that a goal from her would eventually happen, and I kept Flint or Honour/Harmony both in position to do an immediate response-goal, in this case to end the game. I think I played it quite okay, but I'm not sure if the same will happen if my opponent gets some more practice in. Getting lucky on the initiative roll in turn 3 really swung the game for me. Anyway, would you like me to continue these reports? Let me know! Any (constructive) feedback is welcome!
  14. Nykolae

    Scalpel woes

    Scalpel indeed feels like a tough nut to crack for the Farmers, but it's certainly doable. I'd say the usual 2 line-ups are Scalpel, Dirge, Cosset, vHemlocke, Graves and then either the defensive option of Casket or the aggressive option of Bonesaw. In my opinion, Thresher certainly is the way to go, as Grange can be too much of an easy target when he's not yet activated yet. Tough Hide certainly helps negate some of Scalpel's kill pressure, but Voodoo Strings will negate all of the work you've put in with Close Ranks.If Grange hasn't Tough Hide'd himself, a Tooled Up Scalpel can just one-round him. Thresher can at least match Scalpel's kill pressure, so it should be an even trade-off per turn. The mascot is also easy. Buckwheat really does nothing to thwart the Scalpel missile. Peck can at least kill the ball and clear knock-downs and poison/fire if the opponent decides to bring either Vileswarm or Silence. Tater also is a no-brainer. He's a 5+ against Scalpel and Cosset, and brings some extra clock pressure via Fork Off. Sure, Casket's Ghostly Visage can deal with some of Fork Off's pressure, but it forces a certain activation order. The low health of the Morticians also makes Tater's extra damage on a charge very useful. Blasting off 1/3 of a model's health with a single charge is nothing to scoff at (unless you're called Sledge). Ploughman is another no-brainer, certainly with Casket on the field. His True Path totally negates Casket's Foul Odour, and he brings 2 harvest markers per turn for free. His Broken Earth can also force some momentum usage from the Mortician player, and his easy pushes and 20 health make him a hard target to kill for anyone, but Scalpel herself. From here on out, it's a bit harder, but I'd say that Jackstraw is another good contender. Ranged Harvest Markers is something that Thresher really likes, and a 5+ with Reanimate and his ability to just teleport means he should be another model that is very hard to take out, and to hide the ball on. Thresher and Jackstraw together might also be able to score a few goals, if the Morticians player makes some mistakes in his defensive positioning. The last model to pick is a tad harder to choose. The choice is between going for a Planter or a Reaper. At the moment, you have an influence generation of 9 and Harvest Marker generation of 4. This should be enough to choose another Reaper. Fallow should not be a choice, as Scalpel can easily undo her positioning with Voodoo Strings, and she brings quite a heavy toll on your Harvest Markers. Her 1" melee zone also brings her efficiency down quite a bit. Windle is a HUGE target. Yes, he can deal major damage, but he should be the last one to go in, which is also Thresher's spot. If Windle goes in earlier, Scalpel and/or Cosset can deal massive damage against him, and might even be able to one-round him. With Casket on the field, I would not want to field such a liability. If he's not taking someone out before he himself is taken out, it's not worth bringing him. Certainly do not bring him if the opponent fields Silence! The last Reaper to choose from is Bushel. And in my opinion, she is actually your best option. Due to the low health pools of the Morticians, Thresher and Tater should have no problem taking out at least 2 models. If, alongside that, you have another goal threat in Thresher through the middle, and Bushel and Jackstraw on the wings, you might even be able to score 2 goals as well. With Scalpel's ability to switch up the field so strongly, you really want to finish the match early, and a 2-2 should be quicker than a 1-4 strategy. If you're more of a defensive player, you can decide to go for another Planter. Your choices here are Harrow, Millstone and veteran Honour. Harrow's healing aura won't be that massive, knowing that Scalpel and Cosset can dish out massive amounts of damage. Also, both ladies have a threat range of 10", so going for Marked Target makes Harrow a target himself. He actually doesn't bring anything else to the table. Veteran Honour can reposition Harvest Markers, giving Tater the ability to position quite agressively and still have Fork Off active. Also, her legendary works as Midnight Offering, so you can make Thresher's threat range enormous for one turn. She also brings another cast of Cocksure, which makes that you can defend against KD's on both Thresher ánd another model. Millstone is also another very strong pick. Her Battering Ram gives you the option of getting in the Mortician's face even faster, and Take One For the Team makes that Thresher can negate TWO conditions. She would also certainly be my pick, if my opponent would field Bonesaw. Goal Defence on Peck is hilarious! Make him work for those goals! So yeah, my three 6's would be Thresher, Peck, Ploughman, Tater, Jackstraw, Bushel for a more aggressive playstyle (3-0 and 2-2 both possible) Thresher, Peck, Ploughman, Tater, Jackstraw, vHonour for a more mobile playstyle (1-4 and 2-2 both possible) Thresher, Peck, Ploughman, Tater, Jackstraw, Millstone for a more defensive playstyle, mostly against Bonesaw (1-4 and 2-2 both possible) I'm not saying that it should be easy defeating Scalpel using one of these three line-ups, but at least this is my view (as a Scalpel player) what would be the best way of dealing with her. Obviously, the VP generators (Scalpel, Cosset, Bonesaw if fielded) should be your primary targets, but taking out Graves before Tooled Up hits makes Scalpel a lot less scary. If the Mortician player plays it right, vHemlocke should never be in your sights, but when playing the Bushel team, she is your worst enemy with Blind and Midnight Offering. Luckily, Jackstraw and Bushel are both 5+ and Thresher can still go for the kill after being Blinded. Honestly, if my opponent puts resources into killing Casket, I'm quite happy, as he's not going for my actual damage dealers or goal scorers. Usually, I trade his 2 VP's for one or two take-outs of my own, or a TO and a goal. There's a possibility the Morticians might field Silence, but I'd say that that's just for Tucked/Shutout. On a 8" range, this means that Silence is positioning himself quite close to the Farmers front line, which makes him a target. Cocksure and Peck's heroic just negate anything that he can do with Fire Blast. In my opinion, bringing Silence instead of Casket or Bonesaw is a mistake, but a good Tucked or Shutout can destroy any plans that you might have, so don't immediately discard his threat. I know I might throw in some of my own chances in winning by posting this, but as a pundit I'm more for helping the community get better than going for my own winnings.
  15. Nykolae

    Field Medic and wraps

    God, I love this community. Always there to help 😁
  16. Nykolae

    Season 4 results

    @THE_DOJO_MIKECould you provide the last model the second Mortician player brought along? I'm guessing vHemlocke? Quite the agressive line-up, with Bonesaw. Did he do more than get that first goal? I've considered him as well, but thought Casket would be the better pick to turn off Counter Charges. Your ideas? (This seems like me trying to figure out Spooks stuff, but I'm actually trying to help you figure out a valid strategy against them as a Spooks player myself. Just need to know his playstyle 😉)
  17. Nykolae

    Field Medic and wraps

    I would indeed as this in the correct sub-forum, but to answer your question: Wraps always get added up, so you're basically only attacking once. You're not dealing 2 and 1 damage, but 3. Therefore, Field Medic only triggers once.
  18. Nykolae

    Nyk's Adventures

    Hi @Tsar14, thanks for the kind words! I've been thinking on your questions for a bit. If Shark would've scored that snap-back goal on me, he would've been able to dodge out after the goal, not securing me that take-out. I think I would've played a tad more defensively, basically just making it as hard as possible for the Fish player to come get the ball, while Scalpel keeps on taking out models one at a time. I merely took full advantage of my opponent's bad luck. If he would've scored the goal there, I would've been in a less than happy state. I think I would've pulled out Scalpel with vHemlocke and just have gotten ready for turn 2, trying to get some momentum by kicking the ball around. That round I would've focused Shark with Scalpel, trying to take him out immediately, and the rest would be making sure my opponent doesn't get the ball. Round 3 would've been making another take-out on either Shark, Sakana or Fathom, and then looking for a goal run by keeping vHemlocke as a last activation with her 20" goal threat using Midnight Offering. In all fairness, I think my turn 1 goal run was total bonkers. My opponent told me he was fairly new to the game (still went 2-2 on the day, so not thát new I guess), so I thought 'aw hell, why not'. This was a friendly tournament after all, so I basically wanted all new players to have exciting games with high-risk plays. My pre-game strategy was that I would've actually waited out Shark's goal run and then pull him in with Scalpel and hold him hostage for the next turn, while protecting the ball on the vGraves/Skulk combo. After that, it would've been a slow grind with me basically trying to one-round Fish players with Scalpel, and the rest of the team just protecting the ball. There would very much be room for Cosset in a team like this. I went super defensive, as I wanted my opponent to need to work to get the ball, and I knew that Scalpel wouldn't be in much danger of repercussions after overextending for a take-out. You cán go slightly less defensive and bring Cosset instead of Ghast. Her and Dirge together can make for a second take-out squad and put more aggressive pressure on their strikers. vHemlocke, Skulk and vGraves are more than enough defensive tech to still make it hard for their strikers to hit home, but as I said, I wanted my opponent to have fun. A challenge, yes, but still fun. Losing 2 models per turn due to bad positioning and not even being able to get the ball off of my models wouldn't be a fun experience. As I said in my report: I made it as hard as possible for myself to win. Next to making it an exciting match for my opponent, it also shows me the limitations of what b******t I can pull off without too harsh repercussions. Basically, my luck on the Scalpel goal run and his bad luck on the Shark one in the first turn were what locked in the win for me. We could've just as easily just called it right then and there, but where's the fun in that. I hope these answers are satisfactory? I'll add my third and fourth matches (both against Farmers) later on. It might be Christmas holidays, but I'm still a VERY busy man. 😅
  19. Nykolae

    Morticians in Season 4

    To not further muddy @Gauntlet's S4 Morticians post with battle reports, I'll put the rest in my own battle report thread. To get back on topic, I'd like to address the strength of the Scalpel / vHemlocke combo, as I see many people complaining that Scalpel is way too strong. Sure, I didn't feel like I needed to bring out Obulus during my tournament, but I think the big offender in Morticians right now is vHemlocke, or rather Midnight Offering. Giving Scalpel such mobility with Midnight Offering, but at the same time security from threats is MASSIVE. Just look at the only other team that has access to it: the Hunters are freakin' tearing it up on the big leagues. Midnight Offering for the bear is just bonkers, although the Hunters have the added strength in Blessing of the Sun Father, handing out free 2-3 influence character plays like Pinned, Boom Box ánd Midnight Offering itself (but this is a discussion for a thread in another guild sub-forum ). Do we expect a nerf to Midnight Offering for the errata around April/May/June? At the same time, I feel like some models could still receive some love. With the massive buff to Cosset, Pelage has basically been perma-benched. Looking at Rat Catchers, you also see that Pelage is always the one keeping the dug-out warm, as vGraves and Bonesaw have been upped in their power-level and provide just the right tools for the thing the Rats want to do. For the moment, I have no idea how to get her back, but I feel that a minor health increase (from 10 to 12-13) or the addition of a defensive play/trait (Clone, Decoy) would be enough to make people rethink her. The passive control she puts out can be absolutely bonkers, but she's just tóó fragile to even consider putting her inside/near a fight. While she has Empathy, she nowhere near is as scary as Windle, so I feel that that isn't enough of a deterrent to just easily get the 2 VP. I could be wrong about her, though. Does anyone disagree?
  20. Nykolae

    Nyk's Adventures

    Hi all! I've been dabbling with Morticians in Season 4, and did a little write-up of the first match of a tournament where I went 4-0 and came in second on SoS. Very proud of myself! How'd you like me now, @kryzak? The first match report is written in Gauntlet's post, but I chose to go on here, as I don't want to muddy his post with match reports. It should be about the Spooks in S4, not about some random dude's adventures. Anyway, game 2 of the Here Be Balls tournament! In the second round, I squared off against a Belgian Fishermen player. He won the roll off and elected to receive. Fishermen for me is a captain chicken match-up. I'd like Obulus into Shark or Scalpel into Corsair. I chose Scalpel and Dirge, he chose Shark and Tentacles. Darn... His total 6 was rounded out with Kraken, Fathom, Hag and Sakana. I chose to deny him the ball as much as possible by picking vGraves and Skulk as a ball-killing tag team, and (of course) bring vHemlocke and Ghast. vHemlocke's Midnight Offering is too important a tool to leave at home against such a mobile squad, and Ghast brings some KD pressure, influence inefficiency for my opponent, and makes for a great Drag blocking tool. I kick off the ball closeby. I put 6 on Scalpel, 2 on vHemlocke, 2 on Skulk, 1 on Ghast, none on Dirge and 1 on vGraves. My opponent retrieves the ball with Sakana and passes to Shark. I measure the distance between Scalpel and Shark and he's within 10" of her. Now I have a choice: try and go for an early kill on Sakana, or go 'no guts no glory' and try to get the first goal of the match. I choose to go for the latter and charge into Shark. He defensive stances and counter attacks, so now I'm hitting on a 5+, with Hag being a crowd-out. I hit my tackle, and my opponent decides to use his counter-attack to dodge out of range of Scalpel. Now I'm stuck with Scalpel, but luckily I ám within 6" of the Fisherman's goalpost. I decide to hard-cast Spirit Bomb on Kraken and Shark to try and get Shark closeby again to make some more momentum, but sadly I only hit Kraken, who gets pushed backwards. So then I elect to also hard-cast Second Wind and just go for the 1 die shot on goal. Passing backwards would've just set things up for their goal run anyway; at least now I have a 50% chance of jumping ahead 4 VP. I roll my 1 die and... hit the 4! Using the momentum from the goal, I dodge backwards 8" from the goal dodge and Second Wind, putting Scalpel into cover. My opponent kicks the ball out and goes for a goal run of his own with Shark. A Quick Footed Shark charges Scalpel, picking up the ball on the way, and gets some momentum for the goal. He dodges into range of the goal, only having 1 momentum, and so takes the 3 dice shot due to an intervening vGraves. He misses... OUCH! The ball scatters onto vHemlocke. The rest of the turn, I just set up to kill Shark. Kraken harasses Scalpel some with Drag and KD. I choose to not hold Shark hostage at the end of the turn, because I thought my opponent had a major stroke of bad luck in the first two activations and I basically handed him Shark back for turn 2. 6-0 In this turn, my opponent is quite at a loss. Shark cán reach the ball, but is blocked by Ghast, and therefore he bides his time. He tries to save Kraken from a massive ass whoopin' with Hag and Tentacles' Blind, but it doesn't matter. I totally encase the big lug with my team, leaving the ball free on the pitch near my goal (still within range of Shark, but I wánt him to score. This means Shark gets close and I can kill him again.) When I move Ghast into melee with Kraken, Shark indeed sees his chance, runs in and scores the goal. I kick off towards my scrum and the ball is placed near Skulk, who places the ball down in a location where Scalpel could easily pick it up and go for a 6 VP activation of killing Kraken and shooting a second goal. My opponent spots this and sacrifices Fathom to get the ball and passes it to Tentacles, who tries to get away from the scrum to pass to Sakana. I take out Kraken and use Voodoo Strings and Spirit Bomb to get Tentacles back into melee range of Scalpel. 8-4 My opponent brings out Kraken near his goalpost. I activate Scalpel, tackle Tentacles three times (yes, he got the tackle off on his counter attack!), damage him to push myself out of his melee range, sprint up to have Kraken not intervene my shot on goal and sink the goal to win the game. 12-4 If I would've elected to bring the ball with me into the scrum, and not leave it near my goal, this game could've potentially ended up 12-0, but I think this was more of a fair score. Me scoring that first goal was just nasty, but him missing that first attempt basically lost him the game right then and there. I could just farm momentum off of Shark, and him overextending Kraken into Scalpel made it possible for me to just surround the big guy and make sure that I had first activation on turn 3 as well. My opponent went to finish 2-2 at the end of the tournament. I feel I just had a huge stroke of luck, as this match could've been a lot harder. Matches 3 and 4 will come later on!
  21. Nykolae

    Morticians in Season 4

    I think I do. Most of the time, I put 6 on Scalpel, 2 on vHemlocke for Midnight Offering and 1 on Graves for Tooled Up. After that, it's mostly based on where the ball lands, and how far up I want to be playing. This time, I wanted to reach their lines a.s.a.p., so after dealing those 9 influence, the other 4 were 1 to Dirge (to collect the ball and pass to Ghast), 1 for Ghast (to move up), and 2 on Silence (for a Fire Blast or threaten a Tucked/Shutout on the kicker, which was Crucible). So, to recap: Scalpel 6, Dirge 1, Ghast 1, Graves 1, vHemlocke 2, Silence 2. I positioned my lines from left to right: Dirge, Ghast, vHemlocke, Scalpel, Graves, Silence. I figured I wanted the ball on Ghast due to Fear making GBoF cost 3 and killing the first activation goal threat outright, or on Silence, Dirge or vHemlocke for 5+ defense. Basically, unless Scalpel is in a pickle and I don't have initiative, she gets 6 influence. She is just too much of a monster to not fill up. Turn 2, she got 6 for the 6 VP activation. If that was out of the equation, I would've tried deleting Smoke, as Spirit Bomb can get around Unpredictable Movement. Otherwise, I would've went for Venin (the most valuable take-out target after Smoke) and set up either Mercury or Calculus for a later take-out that turn by using Voodoo Strings and Spirit Bomb to box them into my team. Dirge took 0, as he did his job of harassing Crucible without even moving. I gave vHemlocke 1 for a possible clearing of conditions with Soul Seer + Smelling Salts. Ghast got 2, as I wanted him to start off the scrum. I had placed Silence a bit too far forward, so he got nothing, but he was already engaging Calculus. Graves got filled up with 4, hoping for some decent damage after setting up with Ghast's easy KD. Against Smoke, it helps to just keep on healing. Forget clearing conditions, as they can just put them back on just as easily, and if you're going for Calculus or Mercury, you get conditions just by engaging them. Your best bet is waiting for the Smoke activation, keep healing, and have vHemlocke clear most of the conditions on one of the last activation of the turn. Ghast is ideal here as dealing damage to him gives you one or two free heals. Hope this helps!
  22. Nykolae

    Morticians in Season 4

    Went to a Belgian tournament last Sunday, and I've played my best tournament yet! It was a 4-round tournament and I ended 4-0, just coming in second on SoS. https://www.longshanks.org/events/?event=1623 The 12 I brought were Obulus, Scalpel, Dirge, Bonesaw, Casket, Cosset, Ghast, Graves, vGraves, vHemlocke, Silence and Skulk In the first round, I played against another Dutchman, of whom I knew was just getting into the game. I figured to not go in too harshly, to not immediately break his spirit for the tournament. He played Alchemists, won the roll off and decided to kick off, picking Smoke and Flask as captain and mascot. I picked Scalpel and Dirge into that. His 6 was rounded out by Crucible, Mercury, Venin and Calculus. I picked Graves, vHemlocke, Ghast and (my secret anti-Smoke tech) Silence. I usually bring Silence against Smoke when receiving, because if my opponent kicks with Smoke, I can try to force a first activation for Smoke with Tucked, which greatly hampers Smoke's efficiency for the first round. I think my opponent figured out my strategy, as he elected to kick with Crucible. I knew the first turn goal was a threat, so after collecting the ball with Dirge, I kicked towards Ghast. His Fear trait would make Great Balls of Fire a 3 INF character play, and would therefore render it useless and Crucible can only be allocated 3 influence and Reactive Solution wasn't an option. Sadly, my pass missed (2 dice, tap in range...) and the ball scattered to behind my own goal line. No momentum for me... I decided to keep the ball out of play for as long as possible and moved up Ghast, Graves and Silence first. Graves tooled up Scalpel, and Silence threw a Fire Blast onto Venin and Calculus. Mercury threw a Fire Blast on Silence. Due to the ball being behind my lines, I didn't receive momentum from Rising Anger. With only Smoke and Calculus left to activate, I moved up Scalpel with Midnight Offering and tried to pass the ball to Dirge. Another 2 dice tap in pass, another miss... The ball scattered into the outer left field, where no one was, but a Fast Ground patch was conveniently placed for the Alchemist player. Calculus chose to throw a Noxious Blast onto Silence and Scalpel. Scalpel activated and took out Crucible, and did some damage onto Venin and Calculus with Spirit Bomb. She cleared conditions, and by using Second Wind and her last push onto herself, she had enough range to push/dodge towards the ball and snap it onto her. Smoke went in last and did Smoke things. Silence, Ghast and Dirge received both Burning and Poisoned conditions, the group was also Legendaried, and Dirge was Infused to 1 HP and Smoke received 3 momentum from Watch the World Burn. Dirge died of conditions in the Ending Phase. 2-1 Due to having no 6's and 7's in my Gameplan cards, and being even on momentum, the Alchemists won the initiative and elected to start. Crucible got up near Scalpel with the ball, but I brought on Dirge as well, putting it base to base with Crucible. He attempted a 1 die GBoF on Scalpel and missed. Bringing back Crucible back so close to Scalpel, knowing that Dirge would be coming on as well, was a huge mistake. Finally, he just used Acrobatics to get away from Dirge. I activated Scalpel and made a 6 VP activation from taking out Venin and scoring after. I also positioned Calculus closer to my own team using Voodoo Strings. After some scrumming with Ghast, Silence, Mercury and Smoke, I had the perfect set up going into the scrum with Graves. Calculus was Knocked Down and on 8 HP, and was crowded out by both Ghast and Silence. Graves went in and was able to use Scything Blow three times, hitting Calculus, Mercury, Smoke and Ghast for a combined total of 36 damage with 3 influence. Calculus was taken down, and Smoke and Mercury were also taken very low. 10-1 I won initiative due to me winning the scrum very handily, and we both called the game. Scalpel would be able to start off the turn with Crucible and Venin both at 7 HP within her threat range, and Mercury also at low HP close-by. He conceded. 12-1 This game showed me how lethal Scalpel can be if left unchecked. This was my opponent's first experience with Scalpel, and so didn't know the respect she should receive. I was also very happy to see I was finally able to set up Graves for some juicy Scything Blow damage. Ghast was an absolute legend by being the scrum-master, and handing me free momentum with his Rising Anger trait, making it easier for me to keep everyone healthy. Silence also did his job by forcing my opponent to make suboptimal plays due to the threat of Tucked/Shutout, and another 5+ model with is hard to hit with Character Plays always comes in handy against Alchemists. I will post the other games later on!
  23. Nykolae

    S4 Captain Choices

    Kraken 😉 A decent 6 is Corsair, Squid, Kraken, Hag, Fathom and a flex. Jac is possible to bring more ring-out pressure, and more reach for Drag due to Battering Ram.
  24. Nykolae

    How do I find Vassal games?

    https://www.facebook.com/groups/901202099948458/ This link should go to the group. If not, the group is simply called Vassal Ball.
  25. Nykolae

    Free Cities Draft -All Butchers Read-

    Axe Throw = 4 Dirty Knives x2 = 4 Bleed = 3 Poison = 2 8 + 5 = 13 damage. 16 on the Legendary turn.