Tales from the Crypt.

Hello sports fans and welcome to my latest blog.

This time I’m going to focus on some of the tactics I use with my favourite guild, the Morticians.

Docbungle over at ‘Miniature Musing of a Bear’ is doing a great overview of each of the current Guild Ball Players, the start of the Morticians team can be found here.

As I mentioned in a previous post the Morticians whose playstyle focussing planning and execution, very much like setting traps, triggering the snare and then punishing their opponent.

I’m hoping to illustrate some of the tactics you can use for players new to the Mortician’s. I’m not purporting to be an expert, but I have won more games than I’ve lost.

Casket Time Trap

Casket Time is currently a very powerful (some would say overpowered) ability that lets you remove an opponents model from the game, with no chance of return and award 4 Victory Points (of the 12 needed for victory). This is being toned down in the impending errata but it’ll still be a useful ability.

If I use Casket, I find it important to gain an early advantage and look to take out an opponents model as soon as possible. Luckily the Morticians’ have a number of tools in their locker to do this. The key with this play is to have a pack mentality, isolating the target and then swamping them with your models for Casket to come in for the kill.

Obulus can use Puppet Master to move the target towards your lines, as well as Cosset using Lure. The ideal targets for this is a 1″ melee range model who has already activated this turn. Once in range you should be able to put out enough damage to put someone in the Casket in one turn. I tend to use Obulus, Cosset and Graves as a strike-team for Casket to come in and do the final couple of damage needed. Silence can be used to control activations to keep the target isolated (more on this later). As Casket Time is a Legendary Play you need to remember that it needs to be activated before you attack.

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Creeping Mist

The Mortician’s (currently) don’t have a Striker of their own, but they do have the services of one of the best in the game, Mist.  An excellent overview of Mist can be found here.

Mist has the (joint) largest threat range in the game coming in at a whooping 22″ (Sprint of 8″, Kick of 8″, Cover of Darkness +2″ MOV (set up by Smoke Bomb), Where’d they go? 4″), without factoring in Momentum driven movement (like Pass’n’Move).  The diagram below gives you an indication of how far 22″ actually is.

There is a great interaction between Obulus and Mist, using Puppet Master. Obulus can use Puppet Mater on an opponents player with the ball to make them pass it to Mist to then snapshot at goal. This give Obulus an effective threat range of 22″ depending on the player targeted with Puppet Master (8″ RNG on Puppet Master, 8″ KICK on Mist and average KICK of 6″ on opponents player).

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The Conditions Game

The Morticians’ have a few ways to deal AOE damage to opponents with conditions. Silence’s Embalming Fluid play causes 1 damage and inflicts the Burning condition on any model hit (including your own). It’s a 2 Inf ability so gives you a better chance of hitting. It also leaves an ongoing-effect AOE that causes the Poison condition to anyone entering or ending their activation in it. Couple this with Obulus Puppet Mastering or Cosset Luring opponents though it and you have a lot of tactical uses. It’s great if teams like to be bunched up too (like the Butcher’s).  You could also use Ghast’s The Unmasking to push groups of players into the AOE if lined up properly.

Graves can be used to apply the Bleed condition fairly consistently as the Crucial Artery trait adds Bleed to any damage dealt. Scything Blow can be used to apply the Bleed conditions to groups of players thank’s to his 2″ melee zone. He’s also able to apply Poison to  opponent’s via the Rabid Animal play (although it’s hard to pull of being in column 6 in his playbook).

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Casket Control

Casket provides a lot of utility outside of Casket Time. His Def 3+ ,1 ARM is very good for a big guy and coupled with Tough Hide and Reanimate he will take a lot of shifting. Foul Odour creates an area of rough ground extending 3″ from the edge of his base, slowing any other model entering by 2″. Given that he is on a 40mm base, it’s a fairly large area.

Ghostly Visage is a great defensive ability that causes a 3″ AOE within 4″ that causes an opponent charging a friendly model within the AOE to lose 4″ of MOV on the charge range and and -2 TAC.

Heavy Burden is another great defensive ability that causes an enemy model with 6″ to suffer -4″/-4″ MOV and -2 dice from the pool on Character Plays. This is great at preventing charges or escapes from traps.

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Ghast Unmasked

Ghast is sheer brutality and should be used as the spearhead in an attack. When sending the team into a pack on enemy models (something that you would generally want to avoid) you should consider this as the order of attach; Ghast, Graves, Cosset, Obulus (ideally with Dirge providing support to Cosset).

Ghast’s method of attack will depend on how far away he is. if he is in range to jog into melee range of multiple enemy models (particularly at the start of a turn) you should aim to use each of his 3 possible attacks to gain a momentous knock Down (KD; second column of his playbook) on 3 different models. This results in three enemy models on the floor, having netted you 3 MP. If done at the start of the turn the opponent won’t have any MP so can’t clear conditions that way and if the models knocked down have a 1″ melee range they won’t be able to hit Ghast back.

If you are outside of jog range then you should aim to charge a low defence model, again preferably in the middle of a pack. Ideally you will want to get a wraparound resulting in a momentous KD and the double GB icon to enable the Unmasking (3 DMG to all within 3″ and up to a 4″ push). You should then aim to attack the KD low defence model again, using Bonus Time for the additional dice to look to unmask again – doing 6 damage to all models in range. If you then follow up with Graves damaging all those models again for 12 (3 x Scything Blows) and applying Bleed your opponent is not going to be in a good state.

Nobody puts Cosset in the corner

And now for something a little bit silly. Imagine, if you will, that Boar has got himself isolated and is surrounded by Obulus, Ghast, Silence, Graves, Dirge and then Cosset charges in (with 2 Influence). Boar has been knocked down by Ghast and Singled Out by Dirge, whilst Cosset is Confidenced by Obulus.

Cosset is then throwing 19 dice (4 base TAC, 3 for Crazy, 4 for charging, 2 for the Singled Out on Boar, 5 for the Ganging Up, 1 extra as Boar’s DEF would be 1+ because of the KD) on the charge followed by 15 dice for each subsequent attack, rerolling misses on the charge (due to Confidence) and hitting on a 2+. Each damaging hit causing +1 DMG due to Cosset being within 4″ on Dirge.

That results in an average of 18 hits on the charge, as Cosset playbook is only 7 you would get two wrap-arounds resulting in 14 damage (4(+1) + 4 (+1) + 3 (+1)) followed by two attacks of 15 dice (average of 12 hits) resulting in 9 damage each (4 (+1) + 3 (+1)) for a potential average total of 36 damage!

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Until next time sports fans.

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