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Found 7 results

  1. IHatethePuppy

    Player Choices into Fish

    I play a lot of games into corsair fish, like a silly amount and I want to be able to better articulate the choices I make into the match up so I'm writing up this piece. Any amount of CC will be appreciated and I'll try to answer any questions to the best of my ability. FIshermen and their options- (Assuming the line up is shark,corsair,tentacles,gutter,greyscales,hag,jac,siren,vsiren,sakana) Shark- Shark is not the captain choice I believe any fishermen player would make in morticians he has a VERY linear game plan that is easy for us to disrupt with our control elements and very little way to switch it up efficiently. Silence Obulus and Casket combine to make him a very very sad boy. Corsair- The captain you'll see 90% of the time drag is very good at isolating our squishy models if you allow them to, and easy knock downs mean a combination of him and gutter will kill almost any of our models he can catch (besides casket) in one turn- and the combination of sturdy, close control, and tough hide make him extremely annoying to interact with outside of character plays. Tentacles- In my opinion one of the strongest mascots in the game, the combination of close control and a 2/6 kick makes him great at holding the ball and giving it to who needs it when it's time for scoring. Blind is a great tool for corsair to have in his control tool kit. Gutter- I consider gutter one of obulus' worst nightmares she can catch him with her quick movement and can drag him in while beating up a model like casket or ghat that makes it easy for her to hit her drag. She'll be in every corsair line up you play against. Hag- A fantastic threat range extender and great at breaking up and re positioning scrums, my most common fish opponent has lately stopped using her against me- I'm pretty sure this is because fear doesnt work if the puppet is attacking her- making her a bit of an easy take out and momentum farm if she ever ends up invested in the scrum. Greyscales- A good striker that's hard to pin down- sometimes I see him sometimes I don't generally only taken if they feel like they need another striker after sakana. Jac- Goad, and his heroic are important control pieces- he's very good at breaking up a scrum and tough hide makes him relatively difficult to take out. The local fish player and myself see him as a good way to break away from being bogged down by casket. Siren- Another important control piece, beautiful makes it very hard for us puppet master her without giving away obulus- lure in conjuction with drag can create positioning nightmares and seduced can strip the ball off of our models very easily. V Siren- Generally not as good into us as Siren 1 but dread gaze can be very annoying when we're trying to hit things. Escape fate also makes her very difficult to take out. Sakana- An all around good striker that requires very little set up and has some nice defensive tech with poised. He's like a mini shark. They'll take him almost any game for the two inch reach, the weak point, and the goal pressure he can provide. Keep an eye out for poor positioning of him though, because he can make a very juicy puppet master target if he's starting the move in cover. Morticians My line up (post rats) Obulus, Scalpel, Dirge, Graves, Casket, SIlence, Ghast, Skulk, Pelage, Brainpan and memory Scalpel- Lets get her out of the way. I have her in my roster solely for kicking off against blacksmiths. She's a really fun model and isn't really terrible into alot of stuff just generally worse than obulus. That being said The only game into corsair I have tried with her was lost 10-12 so maybe there's merit I haven't seen. Oblulus- Good ol' obby. This is the sort of match up where early you want to use puppet master to set up a nicely positioned scrum early then have him stay on the fringes of it and go for goal runs when the opportunity is there, using puppet master to strip the ball off of corsair or tentacles is a great way to get around close control. Rigor mortis in this match up is generally best used when it'll swing an important momentum race or when you need to heal several models in one activation and can't do so other wise. Dirge- The little guy's stock has gone down since sic 'em has gone away but he's still miles better than vileswarm. Use him to block drag lanes and provide crowd outs/gang ups. Graves- I never leave home without the good doctor 2" reach, a decent playbook for stripping the ball, beating down, or re positioning models, tooled up, he really does do almost everything in this match up he likes to poke around the scrum with his reach and tool up casket or memory for take outs. He can also take a few influence and turn it into some bleeds in the scrum which can go a long way against some fish models. Be on the look out for sweet spots for consistent scything blows. It won't happen often but when it does it's super value. Casket- The other model I play in every match up- he is a fantastic tar pit being near unkillable for alot of factions. Heavy burdening an out of position corsair can be back breaking and his rough ground can be a super annoying momentum tax if the scrum is positioned poorly for them. Trying to casket time some one (if possible gutter) is of course very strong and a tooled up casket or memory last activation followed up by a first activation casket will do it to most models in fish. Casket timing corsair is honestly not very realistic but I have done it once (and yes it feels very good :p) SIlence- I like Silence when kicking off. Kicking off with silence and keeping him 12 from corsair allows you to during your first activation fire blast directly in front of corsair then re position how you'd like to decrease corsairs turn one pressure. Corsair is a fantastic tucked/shut out target and as such I always allocate at least one to silence to threaten to do exactly that. Which can mess very hard with how the corsair player needs to do their activation. Just like in every match up hes an annoying control piece. Just be careful with his positioning because he can be an easy take out for them. When deciding who/when to tuck or shut out its important to note that ALOT of their killing potential is tied up in two activations in corsair and gutter. Ghast- Ghast takes silence's spot when receiving he's caskets Scrum buddy. 2" reach a knock down on two and fear are all things fish find pretty annoying. Jamming him and casket into a scrum properly can force the corsair player's game plan from a 1-4 to a 2-2 which is significantly more difficult to do against a team that has obulus messing around with where the ball is. Skulk- A goalie model would seem great into the "scoring" team however I don't like him into corsair. While horrific odour can mess with their goal runs and lightning reflexes can be a pain for greyscales he doesn't bring enough to the table to make it in this match up. Pelage- While she is a murderer that can realistically bust through corsair's tough hide while tooled up our goal isn't a lot of take outs in the match up, if they happen great but I prefer not to have a model in the list who commits entirely to that, so she doesn't provide enough for our game plan to validate a spot over other options. Brainpan and Memory- Brainpan and memory are fantastic in this match up- their flexibility really shines in it. memory can be used early to block drag lanes and is uniquely good at hunting down hag or greyscales while tooled up. Their unique way of movement and "One, Two!" Can also be used to help them escape scrums once they're done providing their crowd ups and gang ups to allow them to set up their goal runs. A memory parked in front the opponent's goal is a snap shot machine, with a 90% success rate with bonus time! These are my thoughts on fish relatively unedited thanks for the read and leave any CC! Thanks
  2. Reading page 32 of the season three rulebook, both the Sequence of an Attack and the Sequence of a Character Play share step 3. Check for taken-out. Is the entire character play sequence resolved when a character play is triggered from a playbook guildball result? Obviously steps 2.1 through 2.3 are skipped since the character play automatically hits and there's no reason to generate a dice pool. Suppose Gutter charges vSiren and spikes, getting 6 net hits. The union player chooses on the wrap and as her playbook results. First the is resolved, triggering the Scything Blow character play. The 3 damage from this play is enough to reduce vSiren to 0 hit points. Does Escaping Fate trigger here at step 3 of the character play's resolution? If so, is vSiren then taken out by the 1 playbook damage which is resolved second at the end of step 3 of the attack sequence?
  3. Greetings, I've recently acquired a nearly full team of Morticians and have ordered the last two to make a full list and have been proxying them in the mean time. So I've been running Casket, Veteran Graves for their bonus VP's because I think it's amazing. The rest of my lineup is Obulus, Dirge, Cosset, and Avarisse and Greede(A&G). A&G- because they have become imo deadly now with their extra damage and constant knockdowns. 21 damage and 6 KD with full wraps with Ganging up from Greede and Singled out. Cosset- Furious charge is always amazing and Lure is useful essentially a mini puppet master if she kills something too fast. I can do 15 damage from the charge with Dirge, Ganging up from Dirge, and Singled out. And then 12 damage for each influence at full wraps for each attack. Veteran Graves- his only job is to put Grave Digger on the target and possibly knockdown. Casket- his job is to last hit with his legendary to secure the kill and gain those sweet VP's. He can do roughly 5 damage off a charge or 3 and Heavy burden someone else or else I could just do 2>>mom, 2 mom. Dirge- provide singled out and just engage to trigger Asssist [Dirge] on Cosset. Obulus hands out the 5 influence to make everyone else do their job. Or he keeps it to make a goal happen all depending on the state of the board. I tried not to include any combos in my calculation besides Dirge and Cosset engaging the same target. If there was anyone I'd switch out it'd be everyone but Casket and Veteran Graves I'm open to any and all suggestions. My plan is to get 5 VP in one round with a Casket and Gravedigger combo. Or at minimum pull off a Casket time. So 3 take outs with Grave digger and one with Casket time puts me at 10 VP's. Then I can either score a goal or go for another take out. So hopefully T1 looks like Grave Digger takeout. T2 looks like Grave digger and Casket time takeout. T3 Grave digger kill + 2 more vp or a goal and a normal mascot take out. It's definitely a lot more fighty then I expected to make a Morticians list. I'm thinking I need ghast for the 2 inches and fear or brainpan and memory for the momentous damage and snapshot potential though Obulus and Veteran Graves can handle the scoring imo. Any suggestions on how to make this more efficient or explain why going my plan won't work. Currently in a scoring heavy meta where everyone measures to be exactly out of all charge ranges and ability ranges if they can be. Which makes for a slow turn one.
  4. I have a few questions about the Dodge Ball format from the Mob Football Association document. Suppose Venin is engaging Boiler and attempts to pass a ball to him. There are no other models within 2" of either of them. Does Boiler count as being engaged by an enemy model for the purposes of the pass's target number even though that same model, Venin, is the one kicking the ball? Can a model make a team work action after receiving a ball kicked to them by an enemy model before being taken out? Along the same vein, can a model with an oil-token consume it to make a pass instead? Assuming the answer to either of those questions is yes, if a missed snapshot or oil pass is intercepted, does the receiving then kicking model count as being taken out twice for 4 (or 2 in the case of a mascot) victory points? Does the kicking or intercepting model count as inflicting the taken out condition on the other model involved in the kick? I'm thinking specifically of the plays Casket Time and Witness Me!
  5. Devils Reject

    Devils Morticians ( & Friends )

    Hey Guys, thought I would get some pictures up of my Morticians I painted a little while back, a few of their Union mates joined them for the team photo! Tell me what you think?
  6. Just as the title says, Im pretty much looking for some insider info on how to use him. Im struggling with choices at the moment. I do usually have a hard time getting casket time off (Once in about 8 games), i just cant get the big dog to bite, usually takes me 2 activations to get it done. Im usually going with Ob, Dirge, Silence and Ghast then flavour to suit game whether its Fangtooth and Rage or Mist and Boney or Cosset sometimes. Anyway, thoughts guys? Any help would ...well, help
  7. Hi all, just wanted to make sure that I have this right. Even though Dirge has fly, he will still be affected by foul odour from Casket because the aura is an effect and not terrain. Do I have this right?
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