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About Frepet

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    Oslo, Norway

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  1. Who to kick with?

    I feel like the most natural kicker is Piper so far, but the team has a lot of repositions so that might not hold true once we actually get to play them. I think the threat of a turn one Piper goal is pretty nice with his abilities to rearrange the situation quite a bit, and in the case where the goal is not possible, you can reverie another player of your choice to the front lines (Scourge seems to be the choice for this), thus having multiple threats in the first turn. Can´t wait to try!
  2. Morticians post rat catchers

    That sounds terrible xD My intent was to make it not be a net loss of momentum for the morticians to utilize the skill fully, but that was indeed a bad idea. Carry on!
  3. Morticians post rat catchers

    I wonder if simply removing the MP cost of using Football Dervish would make Bonesaw more appealing. It certainly would help if the risky play didn´t completely drain our momentum pool in addition to having a reasonably high chance of failing.
  4. That is true, but those are both cases of selecting a playbook result, and I think that is different. But I don't know, so I will also await an official answer
  5. In this case I believe they would be able to choose Snared again, there is at least nothing in the text on the card that prevents them from doing so. It will be up to the Ratcatcher / Mortician to make the most out of her abilities.
  6. Played 2nd Tournament

    Sounds like you played great, interesting games! You seem to enjoy playing Ghast and Casket in the same list, do you feel that the one less influence hurts your gameplay?
  7. Morticians post rat catchers

    Reanimate on Pelage is actually quite a cool idea. The models I think kill her the easiest are the ones with reliable knockdowns to bring her defense down to 4+, but if they have to first knock her down, deal 10 damage, then 3 more on def 5+ (or another knockdown and then 4+) without generating momentum on the damage results for bonus time, it might become more trouble than it´s worth. (Especially if they have to do it across 2 activations, giving you the ability to keep Scalpel back until she´s needed, healing 4hp and putting reanimate on Pelage after one model has already committed.) You might argue that keeping your captain close to Pelage for this interaction to work is a bit to much of an investment, but it´s a neat trick that can catch opponents off guard, and it´s not like Pelage with singled out and possibly snared is a bad combo with Scalpel from the get go.
  8. Rat Catchers

    I wonder if Scalpel can use second wind on Pelage, so that Pelage can choose to trigger Cloak of Rats before Second Winding away to "safety". Might be a bit of a resource hog and counter to how you want your activation order to go, but it could be interesting.
  9. Rat Catchers

    This comment was purely based on her description and the way the model looks! She just doesn´t strike me as a striker.
  10. Rat Catchers

    I´ve never used Mist before, so reading the comments about how Morticians just wont work after he´s gone doesn´t quite jibe with me. With that said, I am relatively new and have noticed a few weaknesses in my play, but Skulk seems to shore up pretty great. Maybe having a striker like Mist just foregoes a lot of the issues that I´ve been struggling with as the morts. Anywho, I´m looking forward to seeing Pelage´s card, but if she is a bit like Cosset as el009 says, I really don´t see who she will replace in my games... Cosset is the one who got booted in favor of Skulk in my lists.
  11. Rat Catchers

    Just a random musing: Pelage doesn´t really look or feel like a striker, and now that we know for sure that we´re getting her and Skulk, I think Bonesaw is our guy for the forseeable future. (Unless of course I´m wrong and she is a striker :D)
  12. Ratcatchers Guild

    I think this notion is mostly based on Pipers partly revealed card, and the inclusion of Bonesaw in the roster. Looking at the artwork though I´m inclined to believe that they are gonna be a mixed team, and that´s partly why they´re getting Bonesaw: They need a striker from somewhere else other than Piper, who weirdly seems to be a setup captain and not a solo striker himself. Anyhow, I´m very much looking forward to seeing more! I´m particularly interested in Pelage, who, if I understand correctly, is the second player in addition to Skulk who can join the Morticians. Also, creepy sick lady looks interesting!
  13. Verse Farmers Tech

    I´m looking forwards to playing a game against Thresher with Scalpel. Yes, anatomical precision is mostly wasted on his team, but I feel like being able to redistribute 2-3 influence from Tresher to the supporting cast depending on luck while gathering momentum and preparing Tresher for the casket seems like an OK plan. Treshers counter attack doesn´t really threaten Scalpel, and with tooled up she can reach Tresher on the second activation before all the setup is complete, and it doesn´t depend upon conditions, which nulls out Millstone a bit. Casket is good at negating Taters CC with a well placed Ghostly Visage, and BP+M + Scalpel are both good goal scorers aswell. It will certainly be interesting, even though it might fall on its face. An additional benefit is that Scalpel can go in, and get out again so that you don´t have to commit her fully to poke at Tresher because of second wind. Memory should be quite good at getting in the way for Thresher aswell, even though 3inch range makes it harder...
  14. When to Casket?

    Unless there is a better Casket time guaranteed, I usually take it at the first and best opportunity as well. Putting the captain in the box is really good, but I don´t feel safe taking a gamble to get a better target most of the time. And really, while the influence drain on your opponent is great, the activation part is really the kicker here. Especially if you can set the casket time up as first activation, effectively robbing your opponent of 2 activations and giving you the opportunity of going first and still get last activation, twice, if you manage to win the momentum race. That´s the stuff that makes you win games! Also, it usually helps you reach that 8 point threshold much quicker, which restricts your opponents game plan heavily. A goal and a casket time puts your opponent in an awkward spot. In most cases he just cannot give you the ball at this point, with Obulus or Scalpel loaded up and ready to seize any opportunity to capitalize on a mistake.
  15. Morts vs. Blacksmiths

    Gonna share some of my limited experience here, just to add some agreement to points mentioned earlier here. I think BP+M is quite limited in this match up even though I generally always use them. If you have something specific in mind for them I´m sure they work, but the general "We´re hovering around and being annoying, maybe do some damage and take an opportunistic goal" sense hasn´t really worked for me yet. I think Silence or some other player might do a better job as multiple people have already suggested. Casket is just a beast in this match up. His ability to mess with the blacksmiths movement is just awesome, and really ruins their day. Heavy burden on Bolt is just cruel. He does have limitations, most often in the form of low tac vs high armor, but I think that goes for pretty much any of our players. I think he is especially great at protecting Obulus, for instance keeping the aformentioned Bolt from being able to reposition easily into a free Shoomerang onto Obulus while he holds the ball. Not only does the movement debuff help in keeping him out of range, Heavy Burden also makes character plays harder to hit. Speaking of Obulus, Ferrite must be one of the best targets for Puppet Master ever conceived. 4/8 kick on a def 3 model is about as good as you can hope for, and most of the other people in the guild have surprisingly good kick stats while having generally low defense. This makes hiding the ball hard, which is why my intuition is that while Scalpel can certainly strip the armor off and do some good damage, going for the 2 goal + casket time on an apprentice of your choosing seems to be strong. That said, Scalpel´s access to >< is great versus all the positioning elements that the blacksmiths try to keep in place. Being able to negate the armour most of the apprentices get for being near a master, while also benefitting from Anatomical precision is ace. However the constant threat of Obulus makes it harder for the blacksmiths to score, which seems to be their gameplan more often than not. Leaving the ball on any of the players while Obulus still hasn´t activated always feels like an opportunity for me. I´m sure it´s a contributing factor that makes the game tougher for the opponent, especially if you consider the clock in a tournament environment. I think my ideal lineup would be Obulus, Dirge, Casket, Silence, Graves 1 and Cosset. If I were to not take Cosset I could theoretically consider Vileswarm, (if I´d bothered to paint him ) so I have no experience in that area. If I had access to Mist he would probably replace Silence (or Cosset), so that Obulus wouldn´t have to do everything himself. I´ve experimented with Bonesaw, but even if he scores turn 1, I´m never happy with the play, as it feels so risky every time and takes a lot of attention to do. Might just be my limited experience talking, but I´d rather go for the "Get the ball on Obulus, score turn 1 or farm momentum to hopefully score turn 2" if I receive anyway. Keep in mind that I´ve only played a few games versus them and most of this is theorycrafting, but it seems consistent with what I´ve seen so far and what seems to be the general experience of other players. Adding farmers to the mix, I think we have a good chance in the current meta. If people have been having success using BP+M versus Blacksmiths I´d love to hear the feedback, love those guys!