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Found 3 results

  1. I had posted these in Proving grounds, but apparently thats non guild specific... I've only just started playing morts, so this is mostly theory crafting, and just for beginners, not experts (who will already know this stuff) https://that70sgame.wordpress.com/2018/03/01/morticians-turn-1-goals/ - Turn 1 goals with morts https://that70sgame.wordpress.com/2018/02/28/morticians-killing-game/ - Killing with morts - mostly %s
  2. Hello, Are you able to declare counterattacks / score goals during the Maintenance phase? Situation A Blackheart Union player is fighting an arbitrary Mason player with Brick and Marbles. Harry and Blackheart were both taken out on the previous turn. A Union player has the ball, and is within range to pass to the Union player's Mist, who is within range to shoot on the goal. Harry the Hat respawns and walks within 6" of Marbles. Countercharge triggers, and Marbles hits Harry for 1 damage. This triggers Rising Anger, and the Union player adds 2 momentum to their pool. Blackheart respawns and walks within 6" of Brick. Countercharge triggers. Blackheart declares a counterattack. Brick's charge attack rolls all 1s. Blackheart counterattacks, and gets to his 3rd playbook column, which lets him use On My Mark. "Target other friendly model may immediately make a Pass without spending Influence" The model with the ball passes to the Union player in range of the goal. It's a success, so we add 1 MP to our pool. Mist just received a pass (so he can now trigger a Momentus Teamwork Action) and is within range of the goal. We can afford a Snap Shot thanks to our 2MP (1 left over from Rising Anger and 1 from the pass). We make the snap shot, and our opponent never uses Countercharge again. Is this a legal play?
  3. Hi guys. Longtime lurker, first time poster. I went ahead and assembled some math to show the impressive threat ranges of the Engineers, so you can do with the information whatever you want. Player Jog sprint Melee Zone Kick Range Charge Threat Short Goal Long Goal Threat Ballista 5 7 1 6 8 11 13 Velocity 6 8 1 8 9 14 16 Salvo 6 8 1 6 9 12 14 Mainspring 6 8 1 4 9 10 12 Ratchet 5 7 1 6 8 11 13 Colossus 6 8 2 6 10 12 14 Pin Vice 7 9 1 6 10 13 15 Mother 5 7 1 4 8 9 11 Hoist 6 8 1 6 9 12 14 Veteran Velocity 6 8 1 6 9 12 14 Compound 5 7 2 6 9 11 13 Charge Threat: Sprint + Melee Zone Short Goal: Jog + Kick Range Long Goal: Sprint + Kick Range Interestingly, with Pin Vice and Controller, you can actually set up a max-distance 1-2 goal with Velocity from 35" from the goal, 39" if you use Keep Moving (4" dodge on reception of a pass via 1 Momentum) for 2 Momentum and 3 influence. That's absolutely terrifying. There's a number of particularly terrifying combinations like that on this chart, especially if you consider that Pin Vice can use Controller on anyone for an extra Momentum. Have fun!
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