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IHatethePuppy

Choosing a 10 post Hemlocke

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Now that every model morticians are going to have access to for a long while are out in the open I think it may be a good time to walk through our whole roster and choose a line up, I think with the morticians this is going to be especially interesting because we want to have a tool box of different control elements in our roster, but we also need to have output models in our line up.  Let's start by breaking down our model choices.

Obulus- The best model in morticians.  Unless you're brand new to this guild you're aware of how strong this guy is.  Puppet master is arguably the best character play in the game being a threat extender a way to strip the ball and a very strong control piece, his legendary is incredibly strong so much to the point where the threat of it is more powerful than actually using it is sometimes and 2" reach unpredictable dodge on one means hes one of the most frustrating models to attack in the game.  He is only fourteen boxes so mind that hes pretty vulnerable if they can actually catch him, ranged character plays are particularly good against him.

Scalpel-  By no means a weak captain but often out shown by obulus.  She's fast, can delete most squaddies in the game with tooled up and can pull off some pretty nasty goal runs in the early turns of the game between her speed and legendary.  Her heroic makes her fantastic at hit and run and tormented agony is great against teams that have one or two pay off models and a lot of support pieces, such as black smiths.

DIrge-  The better of our two mascots, his great speed makes it very hard for our opponents to kick off the ball in a spot that we cannot reach if we deploy counter to them, and dark doubts makes him annoying to kill. He does have singled out on one but he is only tac two and now that we no longer has sic 'em he very rarely actually attacks.  He is very good at providing crowd outs and gang ups and he's pretty sticky with follow up.  He's a very passive mascot.

Vileswarm-  Our other mascot, an "output" mascot that can only take two attacks is in my opinion fundamentally flawed.  He requires 2 inf and tooled up or vet graves heroic to actually get work done but event then on a 4/1 model he'll on average deal five damage, because even on a charge he's only 22% to wrap.  Compare to other output mascots like fahad.  He's simply too inefficient in a guild that already struggles to use our resources efficiently.

Bonesaw-  Our only dedicated striker,  bonesaw is very consistent at getting the ball in the goal if he can get there with meditate, that being said he has a very hard time getting there.  Bonesaw starts the game as a 4/0 until he can trigger his offensive defense, and as such he is a very easy target for many factions to kill.  He has a 16 inch base goal threat, and his main form of increasing this threat is taking dodges off of football dervish, unfortunately they gave him this ability it a team of 2 die kicks, making it incredibly inconsistent.  Bonesaw has a very hard time getting the ball, he is a 50mm base meaning he is particularly easy to crowd up and gang up upon, and because he is only one inch reach he has a hard time just fitting in a spot where he can engage the model holding the ball sometimes.  He does have unexpected arrival meaning when need be he can attempt to break up a scrum with a charge but his unexpected isn't until 3 and he starts at tac 4 so charging on a 4/1 he's only about 60% to hit it and that's assuming they don't def stance because at that point it goes down to a 25% chance.  Bonesaw is a very interesting model, but he doesn't do anything he is designed to consistently enough to be worth while in most situations.

Brainpan-  Brainpan is one of the most flexible models in our faction, being equal parts midfield striker, and consistent momentum generating beater.  Memory having  tac 5 and a 4 long playbook, all of the results being momentous means that in most cases brainpan's worst case scenario will be four damage done and four momentum, a tooled up memory with a few gang ups (which our team is very good at providing) will take a pretty big chunk out of most models, and thanks to One! Two! and/or I'm Open! Both memory and the puppeteer himself have very reasonable goal threats.

Casket-  One of our better control pieces, between the natural rough ground he generates and heavy burden he can bring models to a grinding halt, he is one of the few tanky models in our faction between tough hide and reanimate making him near impossible to kill in alot of situations, and of course casket time is a VERY powerful ability allowing us to remove a player from the game for two turns, taking away inf from our opponent and granting us extra VPs, he has a mom 2 on two so he can deal a good chunk of damage himself while tooled up but he generally wants to be set up by other models in the team for a consistent casket time.

Cosset- Cosset is pretty unique in morticians in that she is very influence efficient.  2/2 with furious charge and crazy means with the proper set up she'll be able to kill almost anything she touches, being able to get up to +2 dmg between tooled up and assist, and being able to re roll failed hits with confidence makes for some devastating damage.  She isn't all charging either, lure allows her to be a very powerful control piece as well, however she is very fragile at 4/0 with only 12 boxes so you'll very often be trading her for any take outs she provides.

Ghast-  Ghast is an anchor for the center of a scrum, rising anger and fear are very good at making him a less than optimal target to attack, along with his pretty good counter attack having either a knock down or a double push on two.  Ghast is our best access to early knock down, and his 2 KD on 3 is a fantastic result for starting the beat down on a model.  He can deal a good chunk of damage between that and his mom 3 on four, but his 3 inf cap will make it hard for him to finish off a model by himself.  He's very good at setting up casket time between his damage and decent re-positioning ability.  The unmasking can be useful for breaking up scrums or dealing good chunks of damage to multiple models at once.

Graves1-  Graves is an auto include in most 6's for me which means that he'll for sure make my 10!  He does just about everything,  he has two inch reach making him decent at providing gang ups/ crowd outs, he has tooled up to greatly increase the damage output of one of our models, making one of our mom 2 on 2 models very scary or turning memory, pelage, or Cosett into an absolute death machine.  His play book is also very good, crucial artery means even on one success he's inflicting bleed, a tackle on one makes him pretty good at taking the ball away or even just holding on to it, and his late scything blow means if the situation arises you can load him up and have him go to town himself to kill a few models.  That's all without mentioning he has damaged target,  giving him an 11" threat range against hurt models,  AND he has a 3 die kick in the faction of 2 die kicks.  Like I said earlier Graves really does do everything. 

Graves2-  Veteran Graves is an odd bird,  if his name wasn't graves I'd take him every now and then but as is he's a hard sell because taking him means losing access to tooled up.  Because of how uncommon it is to take vileswarm the back of his card is essentially blank, he has some decent pushes which are at a bit of a premium in morticians which is good, he has the ability to inflict knock down and bleed with one play book result, and he maintains his decent kick stat and two inch reach.  There's not much else to say about the model really, except that he is the only veteran who has ever lost a tac since his original iteration, take him if you value the KD and pushes more than access to tooled up.

Hemlocke2- I am so excited for this model, for starters she has a 20" goal threat on her own between a 1 cost midnight offering and a sprint making her a very strong early turn goal threat, she is another two inch reach model to aid with our gang up/crowd out game plan and she has blind a very powerful control ability that compounds very nicely with the control aspects that were already in morticians.  She's a model at home anywhere from having zero inf to act as a battery and cut to blind or being completely loaded up and going for long range goal runs and almost anything in between. 

Pelage-  Pelage is an interesting model, her 10 boxes make her very fragile, but the fact that you cannot make MOM off damaging her makes killing her a little less appetizing, her killer male ability coupled with tooled up will delete most male models in the game when she's loaded up, and even when she only has one or two on her she can just go in and single someone out.  Her passive aura of 3 dmg or snared  at the end of her activation and 3 dmg  at the end of opponent's activation make her very hard to ignore even when she has to influence on her, meaning she can do some work loaded up or with barely any inf on her as well, her 3 die kick is also something to take note of considering the rarity of relatively accurate kicks in the faction.

Silence-  Silence is another strange model, his two unique character plays tucked and shut out are very high risk high reward, due to the inaccurate nature of one cost character plays, fireblast is our only way to deal damage or inflict conditions from afar and can be very good at minimizing the threat range of a particularly scary model with the proper positioning.  He is a 3 die kick base with kick assist dirge meaning he can actually have a 4 die kick, making him the best model in the faction to football dervish off of.  He has a mom 2 on his second playbook result meaning in a pinch he can be a beat stick, and it also means that he can relatively easily generate the mom to bonus time a tucked or shut out by himself. 

Skulk-  In true morticians fashion skulk is a goal keeper in a very sideways way.  He is extremely sticky between lightning reflexes and follow up making it very difficult for strikers to get away from him.  His poised makes him very difficult for strikers to bounce off him with his tac 6 tackle or double dodge on two, and horrific odor and pest control make enemies using the ball near him nearly impossible.

 

With all this in mind here is my line up- Obulus, Scalpel, Dirge, Graves, Casket, VHemlocke, Brainpan, Ghast, Silence, Pelage

In my opinion the following models make up the "core" of our line up models that you'll see in every line up

Obulus, Dirge, Graves, Casket, brainpan, VHemlocke

These models are preference

Skulk, Silence, Cosset, Ghast, Scalpel, Pelage

and these are models I give little to no consideration when building a line up

Graves2, Vileswarm and Bonesaw

 

That is my sweeping review of the faction as a way of choosing a line up. I hope people will find it as helpful to read as I did to write it, and I hope it creates some interesting discussion in the replies!

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I find it interesting that the OP's flaws for Bonesaw are exactly how I feel about Scalpel.  Just not consistent enough to play and almost aways into any match up Ob is better.   We take her to keep people guessing, but everyone plans for Obulous and if we pick Scalpel they don't really care.   Strength, outside Obulous, in our team is the range of squaddies.   I am still really sad we have 2 unplayables in vGraves and Vileswarm, a questionable in Bonesaw and a second captain you almost never take.   

I think my 10 is Obulous, Dirge, Graves, Brainpan, Casket, VHemlocke, Ghast, Pelage, Skulk, Silence

Cosset can make it depending on the meta.   I think Skulk, Silence, Cosset are the flex picks.   Like I said, I'd rather have 8 choices to fix the match up then a second captain that almost never does.

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I'm not sure I'd call scalpel as bad as bonesaw, she has her place and with a few tweaks I could see her being a viable option, maybe if her her playbook was 6 or if she was a 3/8" kick as opposed to 3/6.  I think skulk is very similar to her in that he is very good against a specific thing but is more a threat than an actual thing you'll take very often, at least in my experience with skulk.  That being said thats the great part of the current morts line up, theres plenty of options that could all be viable.

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As the counter. I think vHemlocke does everything that the Morts see as a struggle. The 20in goal threat is nice, but with just 3 inf it forces another player to take the ball off first. Secondly, everything about morts outside of some of the killing is super high risk for high reward, but if you fail, you’re out of position and possibly out of the game. In my last tournament I missed 2 bonus timed Obulus goals that would have put me in a winning position, but that 2/6 kick stat is tough, and tap in range isnt always an option.

 

vHemlocke is okay, but as you said about Silence, blind is yet another one off inf character play and 5/0 def is okay, but with all the low KD now it seems tough to keep a 12 hp alive.

I’ll wait to play her to make final judgment, but right now I feel like shes just a slightly better Silence, but doesn’t scare anyone on the table.

 

my 10. Obulus, Dirge, brainpan and memory, cosset, skulk, casket, ghast, graves 1, pelage, 10? (Bonesaw, silence, vHemlocke) I think Bonesaw is still very good against a team like Farmers that he can charge over the top, UA and score.

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I agree with a surprising amount of this. My only arguments are

scalpel - with black smiths being a thing, she’s too clutch in that matchup. Being able ignore some of that armour against a team that ignores puppet master is huge(thanks burnish). Those def 2 models really let scalpel bounce around like she wants to.

bonesaw - he’s always been a solid piece in my mind. And now, hemlocke gives him a sudo reverie.  Silence and memory make decent kick targets and you generally only need 3 successful kicks, one with meditation, to score a goal.

 

my 10 I’m sure I’ll unsure on but the definites are both captains, hemlocke, bpm and bonesaw

 

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Hard choices are hard and that's hopefully a place that every guild will end up over the coming years. There's reasonably valid arguments for every player. I've ended up with Obulus, Dirge, Cosset, oGraves, Ghast, BP&M, Pelage, Skulk, vHemlocke, and Casket. But then you're missing Silence RNG plays into Masons and Brewers which is sadness. Simply having the option to run a full 2" melee team (sans Mascot) has some coolness factor. Could definitely see myself dropping Cosset for Silence and crutching on Tooled Up Pelage for damage output.

She's a very pleasing addition. Some kind of moderate buff to Scalpel, Vileswarm, vGraves (and Bonesaw?) would ruin me for selection. I like how this suddenly makes reading your tournament meta a relevant task.

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My 6 will be,
Scalpel, Vileswarm, vHemlocke, Ghast, Cosset, ?
Having a hard time between Graves 2 and Pelage. Both have positives and Drawbacks. Dammit might have to play it out

 

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At this point I'm not even pretending that I could pick Scalpel on a tournament as we have so many choices now ;)

No-brainers: Obulus, Dirge, oGraves, vHemlocke, Brainpan&Memory

Meta-dependant: Scalpel, Pelage, Skulk, Ghast, Casket, Silence, Cosset

No-go-zone: vGraves, Vileswarm, Bonesaw

 

My 10: Obulus, Dirge, oGraves, vHemlocke, Brainpan&Memory, Pelage, Skulk, Ghast, Silence, and either Casket or Cosset

 

After playing Pelage I'd say she has a hard time hitting Singled Out reliably. VS 4+/1 model it's only 50/50 chance and it get's even worse with cover (31%). And, as soon as SO lands, it's still only 50/50 to reach that juicy :mom2: So, unless You can bonus time at will she's a hard sell as a DPS for me ;)

Casket - he's a liability more often than not, unless You can use his Legendary he does more harm than good unluckily.

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I believe my 10 is going to be:

Obulus / Scalpel / Dirge/ oGraves / Cosset / Silence / Brainpan&Memory/ VHemlocke/ Bonesaw/ Ghast

Ive had little success with getting Casket to work for me in my meta. Most people just avoid him. Iwas always on the fence about Bonesaw but after this past couple weeks he has done some work. Scoring 4 goals over 3 games in a tournament and at least 1 in practice games. The new plot cards have helped him a lot. 

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For me it's
Obulus, Scalpel, Dirge, Pelage, Skulk, vHemlocke, Cosset, Brainpan & Memory, Silence, Bonesaw. I never have a free activation to use Tooled Up and to be honest Cosset and Pelage easily can get a TO together in a turn. Haven't used Graves for the last few games and don't really miss him.

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Hi all!

Finally bought my second Guild after Mason's, and I now followed my heart. I totally love the aesthetics of the Morticians, and I'd instantly ordered the resin pre-orders when they came out.

In two weeks I'm going to start a Big League playing Spooks, but I'm in dubio about which 10 to bring. I had hoped to find some consensus on these forums, but it seems there's been none as of yet. Some swear by the Ferryman, some say Scalpel's the place to be. Some say Vileswarm is an auto-drop, some actually swear by him after the removal of Sic'Em. Not even mentioning the squaddies. There are so many specialists, that it's hard to leave people behind! :(

The Big League will contain an Alchemist, a Butcher, a Brewer, a Farmer, a Hunter and a Fisherman. So no Engineer, no Blacksmith, no Union.

I was thinking something along the lines of:

Obulus, Scalpel, Dirge, B&M, Cosset, Casket, vHemlocke, Ghast, Pelage, Graves.

But I'm not sold on only bringing Dirge when not bringing Cosset, as I'd value Vileswarm more useful on his own.

When bringing Vileswarm, I'd leave Cosset home and bring either Bonesaw or Skulk with me.

Anyone?

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I find Dirge and Cosset's synergy helpful, but accidental. You want Dirge for his speed. A flying 8/10 model can be very practical. A key crowdout or retrieving the ball. He can even ferry the ball between players if you don't fancy trying to kick. And it can do all of that mostly without needing influence ever.  

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19 hours ago, Nykolae said:

The Big League will contain an Alchemist, a Butcher, a Brewer, a Farmer, a Hunter and a Fisherman. So no Engineer, no Blacksmith, no Union.

I was thinking something along the lines of:

Obulus, Scalpel, Dirge, B&M, Cosset, Casket, vHemlocke, Ghast, Pelage, Graves.

But I'm not sold on only bringing Dirge when not bringing Cosset, as I'd value Vileswarm more useful on his own.

When bringing Vileswarm, I'd leave Cosset home and bring either Bonesaw or Skulk with me.

Alchemists - will drop Smoke like 99% of the time. Take high def models, control vKat, play the ball and it should be fine.

Butchers means Fillet&Co - gang up after she over extends, 2" melee models are great for that, look for 2 goals and 2 oportunistic TOs.

Brewers - probably Esters bombardment, avoid scrum at all cost, play the ball

Farmers - like Brewers but weaker

Hunters - that's pain in the ass, probably my 2nd worst matchups (Engineers are the first one)

Fish - very swingy matchup, both of You need to outsmart the other, vs Shark You have to go full DPS (like Graves, Hemlocke, Cosset, Pelage, Skulk is also an option) and look for 1:4 or even 0:6 but versus Pirate you need to focus more on scoring and avoid scrum, B&M are fun for blocking drags and sneaky goals, go for 2:2 or 3:0

 

In meta without Masons or Smiths I'd leave Scalpel at home. Casket I feel is hard to get value from versus competent players, Ghast is situational. Drop one of these and take Skulk instead.

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