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IHatethePuppy

Tournament Report

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Hey everyone yesterday I played in a ten man local tournament at TWS Game Center in NY (they have an event the first Saturday of every month!) with the morticians I'm going to break down the three games I played.  My roster was Obulus, Scalepl, Dirge, Brainpan, Skulk, Bonesaw, Ghast, Casket, Graves and Silence.  I'm aware that because Rats haven't come out yet mist is more optimal than bonesaw however these events are all about practicing for steam con for me and using mist in morts is sort of a moot point in terms of practice at this point with rats only two weeks away.

Round 1- Corsair Fish

Round one my opponent took Corsair, Tentcles, Jac, Gutter,Sakana and Siren1 I took Obulus, Dirge, Brainpan, Silence, casket, and Graves. My opponent won the roll off and chose to receive I chose the table side with more cover to attempt to mitigate drag and lure.  My opponent deployed in such a way that I could kick off with silence and put the ball in a place it was only viable for corsair or gutter to get the ball, I position Silence just out of drag range and the ball scatters about as well as I could've hoped for.  My opponent activates corsair first and gets a little greedy- he sprints up with corsair snapping the ball and passes it to gutter, he then uses his team work action to dodge up corsair and attempt a drag on silence which he hits, knocking silence down and swinging on him for momentous damage with the rest of his stack.  This is a bit of a mistake, because it allows me to activate obulus and puppet master corsair into threat range of most of my team as well as isolating him from most of his. Over the course of the rest of the first turn between a casket charge and a loaded up tooled up memory I put corsair to 3 health- my opponent spends the rest of the turn attempting to salvage the position and go for a goal run.  The turn ends and I win initiative allowing me to casket time corsair the top of turn two.  We get a few more activations into the turn before my opponent concedes after a tooled up obulus with 6 inf declares his first attack into a ganged up on gutter. This is a match up I've written an entire post about before so I won't go into too much more detail about it. The game boiled down to my opponent making a marginal positioning error that allowed me to run away with the game.

Win- 12-0 1-0

Round 2- Ballista Engineers

My opponent took Balilista, Mother, Ratchet, Colossus, Hoist and Gutter I took Obulus, Dirge, Ghast, Graves, Casket and Silence

I once again lost the roll off and my opponent chose to recieve, this table was covered in terrain and I chose the side that was closer to a larger amount of the cove-  because there was an obstruction almost dead  center of the board it would force my opponent to split his team if I could get the scrum to set up in the center of the table.  Turn one my opponent played very well playing his entire team in his deployment line and staying out of threat range of puppet master while throwing out AOES, I believe I don't play the turn one into ballista engineers  very well as I always let them soften up my team more than I should be, I make a slight positioning mistake that allows him to double dip on aoes onto graves and Silence, I just eye balled the positioning instead of actually measuring it out which was of course a mistake. My opponent's puppet master denial plan did allow me free reign to position my models how I wanted turn one and get a decent amount of board control however which was good.  I end up rigor mortising here to win the initiative race because it will allow me to set up a casket time on gutter the next turn.  Turn two I activate obulus early and puppet master Gutter towards him casket and Ghast, then I smack her twice to generate some momentum off of obulus' dodges. The turn plays out with my opponent beating on silence and taking a hoist goal run with he makes, I kick the ball out towards obulus to threaten the counter goal.  Ghast and Casket beat on Gutter generating a bunch of momentum and setting her up to go in the box top of the next turn.  Turn 3  I win the initiative and chose to go first. I first activation box gutter and manage to wrap into a heavy burden on hoist I then unsnap the ball on him and put it onto ghast, the logic here was that my opponent could not charge me with colossus because he was engaged with silence and ballista would not be able to get the ball off of him with dead bolt him through fear since he only allocated two to him.  My opponent goes with ratchet and  takes some swings into silence the last one spikes and wraps dealing four damage and killing silence, this is huge because it denies my ability to use momentum to heal silence to keep him a relevant road block for colossus, he then over-clocks colossus.  I go with graves and put him into cover and heal he is at about half health at the start of the activation so I'm afraid of colossus plus ballista finishing him off.  My opponent charges ghast for free with colossus wrapping and hitting, tackle knock down double push, attacks obulus knocking him down ( I didn't unpredictable away here because if I had ballista would threaten obulus) , then kicks the ball off into space. I activate obulus stand up and take a bunch of momentous dodges off of colossus to build momentum. My opponent uses mother to retrieve the ball and kick it off towards hoist. I Stand up ghast and walk him to the edge of his 2' melee with hoist threatening to wrap and knock him down with my parting blow. my opponent activates hoist and walks away from ghast with his mighty  3 inch sprint because of heavy burden, I bonus time my counter attack and come up with 1 success only dealing one damage to him.  He scores his goal with hoist.  I activate dirge and heal graves up to 13 my opponent activates ballista and bonus times a dead bolt onto graves hitting it.  My opponent wins initiative and chooses to go first he walks up to graves with a loaded up ballista and kills graves ending the game 12-4.   I feel I made a quite a few small mistakes that added up to my defeat in this game, ballista vs obulus can be a very grindy match up but I failed to realize the aggressive shift my opponent took until far too late, expect to see an in depth write up on this match up once I have more experience in it.

L 4-12 1-1

Round Three Tapper Brewers

My opponent took Tapper, Scum, Firday, Hooper, Siggot1 and Pintpot I took Obulus, DIrge, Casket, Brainpan, graves and Silence

I win the roll off and choose to receive. My opponent stays on the side of the table he was set up on, likely because there was fast terrain towards his side of the pitch.  He deploys his team off towards the side with the fast terrain on it, so he'll be able to abuse it to get any taken out models back into the game.  My opponent kicks off with scum and the ball scatters wide.   I use dirge to retrieve the ball and get it onto memory.  The turn is mostly him getting into position until he mis-positions pintpot allowing me to puppet master him in, gang up on him a few times and beat on him with casket and memory generating a bunch of momentum.  I win the initiative and choose to activate casket first who puts pintpot in the box and walks to put his rough ground closer to my opponent punishing the brewers already slow movement.  My opponent then goes in on casket with tapper smacking him several times to knock him down and put up commanding aura.  I start to position my models to gang up on tapper so a tooled up memory can start wrapping on him later on in the turn.  My opponent sends a tooled up hooper into casket triggering his reanimate but failing to kill him.  I manage to kill tapper between attacks from obulus and wraps with memory, I heal casket. From here the game turns into a scrummy grind fest, my opponent tries to send models into the murder ball that I've set up and they each get eaten.  Spiggot gets sent in and meets a similar fate to tapper.  At this point I try to go for a goal run with brainpan dodging several times off passes and I'm open but I miss the initial pass to silence and the ball scatters onto friday, I use the rest of brain pan's influence to dodge memory into engagement with friday From there my opponent makes a goal with Friday and I try to kick the ball out to obulus, but it scatters wildly and lands on hooper. My opponent passes the ball to friday and goes for a three die snap shot which misses scattering to just be on the mat behind my goal line (since it was my opponent's kick I can still generate momentum).  I then put grave's attacks into friday to set up a take out on her next turn.  Top of the next turn a loaded up obulus kills firday, dealing the one damage that was needed to finish her off, he then puppet master's hooper into 4 gang ups and confidences one more attack to guarantee a knock down on him. Hooper cannot do much since even with heroic he will only be a tac of three against any of the models that are engaging him and he eventually dies to memory making the score 12-4.

W- 12-4 2-1

This was the end of the event and I ended up in second place on tie breakers. After this event I am the second best morticans player in New York the twenty fourth best in the Country and the 93rd best in the World according to long shanks not impressive yet but I'll include this ranking at the end of each of my tournament reports to track my growth as a player.  Thank you everyone for reading and I'll be back Thursday or Friday with my review of Veteran Hemlocke once she's out.

 

 

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I don’t know, 93rd in the global ranking seems pretty good to me! :D

I was interested to see how you handled the Brewers. I face them regularly, and it’s not going as well as you did. 

Looking forward to the next one!

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Mako, the match up tends to be very grindy, they're very dependent on their buffs so being able to control when who activates or mess with their positional synergy goes a really long way.  Alot of people don't like memory into them but if you play him sort of cagey and he only goes in once you're able to crowd out/gang up on a model a whole bunch a tooled up memory will wrap relatively consistently and delete most brewers and its gets even better once they're knocked down! All that being said the match up gets rougher if they take esters but a similar game plan still follows.

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Huh, I find Esters a bit easier to deal with - probably only because I seem to get off the line quicker and easier, Tapper basically reaches me at the start of turn 2 and then I just get deleted!

Are you playing for takeouts mostly with goals as a secondary plan?

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Esters tends to be better at playing a cagey game against us, but they'll only take her when they're receiving for that exact reason.  She can play a gun line game and a tooled up esters throwing out two aoes is actually scary for us.  She can play a non-ineractive game going for heroic play goals at the bottom of the turn with friday trading her for a take out for us, and as long as they keep hooper or now v decimate engaging all their important models we cannot impactfully puppet master them out of position since they can just knock their own guy down of the parting blow.  With morticians I feel like our game plan needs to be very flexible, like whatever our opponent's mistakes lets us capitalize on more is what I go for, of course certain teams we'll have ideas in mind to start but we need to be able to change it up on the fly.  That being said I think with the loss of mist we definitely have a much easier time getting take outs rather than scoring goals with our squaddies.  Obulus of course is still very good at scoring but he isn't very influence efficient at it.

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