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Jynxed85

VHemlocke Play Test

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Ran through a game with VHemlocke this weekend and boy was she fun. Played into Alchemists.

Line ups: Scalpel/Dirge/VHemlocke/oGraves/Ghast/Bonesaw.

                 Midas/Naja/Venin/Calculus/Mercury/CompoundL

Lost the roll off and kicked off with Scalpel right on the edge of the pitch. My opponent deployed pretty cramped up in the middle and had no one able to retrieve the ball.

Turn 1. Calculus sprints up and drops a poison on Ghast triggering Rising Anger. VHemlocke takes 3 from Soul seer jogs up. Midnights Offering onto Scalpel putting her over the halfway line of the pitch. Mercury comes up and drops an aoe on Scalpel. Scalpel goes clearing conditions and gliding through the forest. popping her legendary to pull in Mercury. Few 1dmg Push/Dodges. Kicks back to Graves. Midas come sup and Lures Mercury away. Graves passes to Bonesaw. Compound moves up and H Odor. Bonesaw sprints up passes to Scalpel, Dodges up, Dervish back to Bonesaw, Dodge up goal range and out of Odor. Shoots and scores! He kicks it out to open behind Calculus. Morts 4-0

Turn 2. Win Initiative playing Grudge Match. Put SO on Mercury. He put SO on Bonesaw. OGraves goes up and dings Mercury a bunch. Calculus throws Blind on Ghast and I forgot to trigger Fear! VHemlocke again takes 3 to Midnight Scalpel up. Midas goes back to get the ball and fails a kick to Calculus. Ghast stumbles forward blindly. Scalpel walks into base with Compound. Knocks off Glut Mass. His counter attack whiffs. Scalpel 1dmg and push/dodge him away from goal disengaging on the last attack. Then she heroics for the free second wind and jogs into possession of the ball a few inches away from the goal. Bonesaw plays tag with Venin and Naja. His defense 5 makes it difficult for the 2 to hurt him and I kept moving away from Venin so the snake didnt get its dmg bonuses. My opponent couldnt land any parting blows on Bonesaw due to Offensive and Slippery making him Def 6.  Morts 4-0.

Turn 3. Win initiative with stick to the plan. Scalpel goes first. Generates MOM off Scalpel. Dodges back into Tap in and scores. He kicks it out to Midas. Again he spends some activations onto Bonesaw with Venin and Naja. Trying to get some MOM and at best landing 1-2 net hits. Vhemlocke heals herself. Sprints up with her one INF. Soul Seers herself and bonus times a Blind onto Midas and landing it! Mercury dies to oGraves. Compound just has a bad day engaged by VHemlocke/Graves and Ghast. Midas being blind and near no one was unable to do anything. Morts 10-0.

At this point my opponent conceded and we talked a bit after the game. He realized he spent way to much effort into Bonesaw and netting him no MOM. He also on deployment should have spread out a little more.

VHemlocke didnt make one attack but set up Scalpel to do her dirty work on two turns and blinding Midas with a clutch Blind that only cost her 3 life and one MOM for the bonus time.I really like her with Scalpel as Scalpel could jog 21inches a turn. It made a huge impact on the kick off to be able to get the ball back with little impunity. 

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VHemlocke definitely makes the team faster. She allows scalpel to pretty much threaten the whole field. Scalpels biggest weakness is the counterattack, being pushed out of melee can really ruin her activation, but with midnight offering from VHemlocke, Scalpel has the potential to start her activation engaged. If the counterattack pushes her out, then she can walk right back in and deal her damage and build MP then second wind out of there if needed.

With the lose of Mist right around the corner, Mortician will be down their most powerful striker. VHemlocke doesn't replace Mist, but she does bring a skill set that helps the fill that void. Instead of 1 great striker you now have several player that have the chance to get into the action quicker thanks to VHemlocke.

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Got a second game in and my favorite play with her was Tackling the ball away from Flint. Passing the ball to Bonesaw. Then Might Offering after Soul Seer to have Bonesaw jog away to a spot to far away for the ball to be taken back. 

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58 minutes ago, Jynxed85 said:

Got a second game in and my favorite play with her was Tackling the ball away from Flint. Passing the ball to Bonesaw. Then Might Offering after Soul Seer to have Bonesaw jog away to a spot to far away for the ball to be taken back. 

2x Tackle (close control), pass, and midnight offering? Thats 4 inf.

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2 minutes ago, el009 said:

2x Tackle (close control), pass, and midnight offering? Thats 4 inf.

That indeed feels like a misplay in giving an INF 2/3 a total of 4 influence. Or maybe forgetting the Close Control?

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Already a failed attempt at oGraves getting the ball away. Gave Graves 2inf forgetting about close control. So he triggered it on ihs first attempt and rather then having a dead ball on Graves I took a MOM 2 Dmg and bleed on the second.

 

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2 minutes ago, Jynxed85 said:

Already a failed attempt at oGraves getting the ball away. Gave Graves 2inf forgetting about close control. So he triggered it on ihs first attempt and rather then having a dead ball on Graves I took a MOM 2 Dmg and bleed on the second.

 

Ok, makes sense now. Vemlocke just can't do it all on her own. I'd rather blind Flint and wish him good luck ;)

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I'd rather just steal the ball away. I still have nightmares of Vitriol or Friday just scoring while with Smashed Shins...

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8 minutes ago, Nykolae said:

I'd rather just steal the ball away. I still have nightmares of Vitriol or Friday just scoring while with Smashed Shins...

I guess I didn't make that clear: provided I had 3 inf to spend I'd tackle Flint twice, pass the ball to someone and then blind the lovely Mason. With TAC reduced to 2 tackling would become quite hard for him ;)

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I had VHemlocke loaded up with the intention of Blinding Honour who had a full stack to stop the beat down she was looking to set up onto Scalpel. It ended up being better setting up the second goal of the game with Bonesaw. Putting heavy pressure on my opponent since it put the game at 10-4.

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vHemlocke is bonkers in Morts. Obulus with Midnight Offering and Puppet Master is so mobile! Repositioning Dirge for 1inf to make Cosset hit really hard is great as well. All the repositioning makes for a lot of fun and don't even get me started on Blind from 22" away :D Need to test the girly squad (Scalpel, Dirge, Cosset, Pelage, vHemlocke, flex), I was enjoying playing Scalpel but after her Legendary play she needs to pick her targets carefully. 

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On 19/04/2018 at 9:37 AM, Edek said:

vHemlocke is bonkers in Morts. Obulus with Midnight Offering and Puppet Master is so mobile! Repositioning Dirge for 1inf to make Cosset hit really hard is great as well. All the repositioning makes for a lot of fun and don't even get me started on Blind from 22" away :D Need to test the girly squad (Scalpel, Dirge, Cosset, Pelage, vHemlocke, flex), I was enjoying playing Scalpel but after her Legendary play she needs to pick her targets carefully. 

As someone said earlier up this thread, if you use 'Midnight offering' to get her into BTB with her target she can get around that!

There are so many teams I want to practice with at the moment! To quote Peter Sellars: "So much to learn. So little time!":wacko::D

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Played my first game with vHemlocke against hunters, clearly the MVP of the game - 

Kicked off with her, then T1 jog, midnight offering into Tap-in Range (2 parting bows hurt), Tackle, Tap-In. She died immediately thereafter, but left me only down 1 in the momentum game. The game continues for a turn, with morts doing things, including Obulus making a Puppet master goal run, and he starts to run the ball down the field on Jaecar. vHemlocke shows up to meet him from 13ish inches away with jog, MO, Tackle, Blind, heal up, leaving the three influence on Jaecar able to generate momentum, but not enough to either kill her or even tackle the ball. Brainpan/Memory finish the game with an "I'm Open" jank goal.

Coming into the game, I was looking at her as a good model, but not really an exciting one. Coming out of the game, I'm drumming my fingers, waiting for the box to come out.

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I had two games with her this sunday, one vs Theron in Obulus team and one vs Grange with Scalpel. She's the hero we need but don't deserve. For me, she makes Bonesaw obsolete. I'd rather launch forwards vHemlocke or Pelage in order to score turn 1 as they are harder to avoid, less luck dependant and provide far less MP for our opponents. Hemlocke even justifies Scalpel in my 10, that's something I didn't see coming. Even though voodoo queen still has shitty playbook (4 net hits for :mom2: and  6 for :KD: is a nonsense) but now at least she can handle the unpredictable movement models!

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I find she works really well with bonesaw and gets him up field without needing to dodge from his passes. Confidence on him for the charge to goal as he is normally in position allows for unecpected arrival and uaually a wrap to a dodge, meditate and goal.

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18 minutes ago, Stephen78 said:

I find she works really well with bonesaw and gets him up field without needing to dodge from his passes. Confidence on him for the charge to goal as he is normally in position allows for unecpected arrival and uaually a wrap to a dodge, meditate and goal.

I'd rather score with Pelage. Midnight offering makes any 3/x kick a decent striker so there is no point of taking Bonesaw that contributes nothing but scoring when You can go for someone that actually does something. He is out of 10 at this point for me.

Feels like Obulus, Dirge, Graves and Hemlocke are my core at the moment. Flex picks are Brainpan, Skulk, Pelage, Ghast and Cosset, depending on matchup. The last slot is either for Silence or Scalpel - vHemlocke makes voodoo queen more viable so I might start to pick her in certain matchups. On the other hand Silence shuts some solos heavily with his plays (looking at you Hammer...)

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Something I’ve been toying with (haven’t had the chance to test yet - all in on rats)

kick off with graves1.

Hemlocke midnight offerings obby forward. Obby outs confidence on graves then charges into other team, ideally doing at least one damage and causing a kd (maybe even scoring - who knows)

graves then gets to charge 9” with 2” melee with confidence turn one as the last activation to deal a big pile of damage.

3-4 per model plus bleed. 

Wont work against every team but even some will be fun.

 

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18 hours ago, Mattyg2787 said:

Something I’ve been toying with (haven’t had the chance to test yet - all in on rats)

kick off with graves1.

Hemlocke midnight offerings obby forward. Obby outs confidence on graves then charges into other team, ideally doing at least one damage and causing a kd (maybe even scoring - who knows)

graves then gets to charge 9” with 2” melee with confidence turn one as the last activation to deal a big pile of damage.

3-4 per model plus bleed. 

Wont work against every team but even some will be fun.

 

In a perfect world ;) As soon as your opponent uses defensive stance (and he willa have mp from passes) it's nearly impossible to do. And You have overcomitted 2 important models for little reward event if that works.

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1 hour ago, Mattyg2787 said:

Confidence 10 dice vs a 5/1 target isn’t bad

4,6 net hit on average, not likely to wrap. And that's 4 inf on Obs spent, he can't PM to disturb goal run.

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If graves kicks off he doesn’t need pm. Assuming obby gets in and causes some damage (1 damage) graves threatens 11”.

obulus can almost hit their base line after the jog before pm so it can saved for stealing the ball or putting a other model out of place.

thenonly way to stop both players getting some work done is to literally unsnap the ball and move back behind their lines

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9 hours ago, Mattyg2787 said:

If graves kicks off he doesn’t need pm. Assuming obby gets in and causes some damage (1 damage) graves threatens 11”.

obulus can almost hit their base line after the jog before pm so it can saved for stealing the ball or putting a other model out of place.

thenonly way to stop both players getting some work done is to literally unsnap the ball and move back behind their lines

In my world it's not worth it unless You can steal the ball and score. And that's not likely as You are to low on inf for PM (2x confidence, charge) so You have to tackle it and that's something is seen coming from miles away. 

All in all You've invested ton of influence (at least 8), gained little momentum and dealt 6-7 dmg to 2, maybe 3 enemy models. At the same time You have 2 crucial models deep within enemy lines that can be killed easily. You've probably lost momentum race in this case so most of the damage You've dealt is healed in first activation turn 2 and that's when things get ugly. 

I'd let anyone perform that wombo-combo against me as it does more harm than good.

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vHemlocke is stupid good. She scored me a hat trick versus Fillet on a local tournament yesterday. Excellent mobility, :momT: on 1 with 2" melee, blind - at this point she's even more obvious pick than oGraves. I would've won the tournament yesterday but Pelage missed 3 dice tap-in...

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42 minutes ago, Jynxed85 said:

I think its customary as a Spooks player to miss a tap in at every tournament.

I missed two tap-ins in 3 games, managed to recover in the first game but in the final it was too much. My last hope was Graves charging Alloy that was less than 2" from the edge of the pitch yet 4 inf wasn't enough to push him out. Pity. It was very intense game ;)

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