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  1. I ussually try to prevent my opponent from forming a scrum, Jeacar (Gut & String + Trap) and Minx (Snare) are ussually on opposite flanks harrassing players and getting players snared for Seenah. If there's a good goal opportunity I'll probably take it, aslong as that doesn't mean Skatha instantly dies. Just spread the board and try to annoy as many people with slow effects while you speed your team up. Turn 1 Skatha always get 6 and whoever can threat the board in a good sense gets 4 or 2 depending on their cap. Jaecar always atleast gets 1 to run. Turns afterwards, it depends on the board state, but here's sorta the priority for me: If Seenah can maul anyone he gets 2 if not he'll probably get 0, Jaecar gets 2-4 depending on what needs to get done (just Gut & String and trigger back to the shadows or full blown damage dealing), Skatha gets atleast 2 for the snowball but if she can score she'll probably get 6. Minx gets influence if she needs it, but is happy with 0. Fahad ussually gets 0 unless there is some shenanigans I can do with Zarola or there literally is no one else who can use it. Zarola ussually gets 0 unless I need Midnight Offering. I don't feel like Egret really helps Skatha, since she needs influence, and does not really generate momentum like she does for Theron, even against Esters brewers I actually prefer to go for a Minx marked target on her to pop the glut mass. But that's probably personal preference. Zarola is there for turn 1 stuff and to get fancy Fahad goals pretty much. ^^
  2. The Skatha team I like to rock most is: Skatha Fahad Jaecar Minx Seenah Zarola It rocks a decent 11 inf, but there's 3 furious players, and you're prolly looking for a 1 goal, 3-4 takeouts or 2 goals, 2 takeouts You can attempt an early fahad goal if you are recieving or if you feel risky you can try to go for a turn one skatha goal, seeying as she's pretty fast (although you'll lose a lot of utility for a turn or 2). Skatha is the only real striker in this team, but she can really control the board well with this setup, and deliver the bear anywhere it's needed. If you'd want to go more footbally you'd prolly swap out seenah for Egret or Ulfr (but he's not in my 10).
  3. Mascots

    Dirge is the only useful one really. He supports Silence and Cosset sorta. And if you’re lucky enough to get the guild plot that lets him charge for free you might even get a singled out on something. The fact that killing him will pretty much be a 0 momentum gain instead of -2 is pretty sad too. But yeah, they both are pretty bad.
  4. An Issue with Morticians

    I'm not saying Morts is a bad team by any means, but I feel like they could use some quality of life stuff. The 14 influence is only with Obulus with a setup that has no enforcer (ghast or casket) which is still only 1 influence more than most teams can have. Casket does sorta make it up by removing influence from the opponent for 1 turn. They shouldn't be the most influence efficiënt either, but they could maybe have some decent heroics. But a fix for vGraves and vileswarm would be nice too I guess
  5. An Issue with Morticians

    Hey guys, I'm a fan of morticians, but every time I play I feel like they are lacking in some department. I never really could get my hand around it, but I think I figured something out. Everything Morts want to do costs influence. And while this would seem logical, what I mean is that very few players in morts provide any form of support if they didn't get influence that turn. Ghast (Rising Anger, Fear), Casket (Foul Odour), Dirge (Follow Up), Memory(Control Strings), Obulus(Unpredictable Movement) Are really the only players with passive abilities that can influence the board state in a meaningful way without influence. There's a lot of great examples of players with great passive abilities that can help out on the board without influence: Compound, Vet Velocity, Tenderiser: These guys can pretty much stand near the goal and just be influence batteries all game. Wrecker: This guy can just go Ramming speed and push some people on the board. Spigot, Mallet: Football legend. Calculus, Mercury: Can just put conditions on you by being near you. Chaska: Can put some traps on the board to hinder players. Snow: Can try to get players out of a tough position or force a knockdown. Ballista: Lets players generate momentum on ranged plays. These are most of the examples I could think of on the top of my head. Are morts bad? No, But could they use something to make some of them useful without influence? Probably. I would like to hear what some other people think about this..
  6. How to Graves

    He is one of the better Mortician players though imo. Tackle on one is always great. Tooled up is awesome. And I feel like he can get some work done against the lower defence teams, cause his playbook is fairly decent and bleed is just annoying. Against teams with higher defence he tends to struggle. He does have a fairly decent kick stat, so that could help bonesaw should you ever want to use him.