So if there is one thing certain about living is that death is inevitable and well someone has to take care of the grisly grave work. That is where the Mortician's guild comes onto the scene and they will take care of your loved ones...maybe? The team definitely has the feel that whatever they do off the pitch is not quite ethical. Each model has the look and demeanor that something isn't quite right about them and whatever drives them is malicious. Gameplay-wise the Morticians are about manipulating the enemy team and influence to fit the plans of the guild of death. I find that it might be best to look at the models and get an idea of what they do to really make sense of it all. Given the complexity of the team this might be a lengthy post so get a drink/snack and let's get to it.
Guild Symbol |
Start box with Obulus, Cosset, and Graves S1 |
Graves season 1 has some interesting stuff to bring to the pitch, starting off with a Tackle result with only 1 success in melee! His kick is decent too, so he can easily snatch the ball from an unwary opponent. His character play allows him to damage all models in his melee range (careful it includes friendly ones too) for a quick 3 points of damage, but also triggering his ability to put a bleed condition on as well. Should you get 6 hits he can put Rabid Animal on someone for a -4/-4" move and give the poisoned condition. Graves season 2 plays a bit off of the season 2 mascot gaining some buffs if nearby the rats. His stat-line changed to reflect his now increasingly paranoia, and his character play Gravedigger benefits a team who is trying to go for the knock-out win by adding a VP when a targeted enemy model is taken-out.
The overall mood of the Mortician's: gloom and doom |
Let's talk about my growing favorite, Silence. At first I am like "that's a good stat-line except for his move..." and then I see his character plays. Wow. Just wow. Being able to force an opponent to activate a specific model next...AND also being able to force them to activate a model LAST is unreal. Think about it: you set up your guild members to steal the ball and pass it to your striker in prime position and then BAM you can't activate that key member until it is the last one. How annoying is that? The only downside is that each costs only 1 Influence so you might need some MP to ensure a hit. Casket is your big 'ole team member. He is slow, has a lot of health, can hit hard, and has some neat utility options. For one he can make it harder for the enemy to charge one of your friendlies, and with 2 hits from his playbook he can debuff an enemy model with -4/-4" and -2 dice on their TAC and plays. He has a legendary play though that is quite nasty. If he lands the knock-out blow once per game he nets you an additional 2 VP's but, and I say BUT, THERE'S MORE! The model knocked out cannot receive icy sponges this turn and in the next maintenance phase! So you knock out someone and they stay knocked da eff out!
One of my favorite paint jobs, credit to: Battle Brush Studios right here |
Finally the mascots. Dirge does a lot of support when he flies around the field. His move is high, can mark an enemy model so that friendlies gain +2 to their TAC pool, and if the enemy takes him out they straight out lose 4 MP. That's not an appealing move if you ask me. Vileswarm, the pile of rats, is more or less meant to be annoying as hell. It takes only 1 influence to charge most players and if they take him out then everyone in 3" takes damage and are now poisoned.
Phew what a mouthful! Compared to the Alchemists the Morticians definitely have a lot of complexity underneath the dirt. I'm sure with some careful digging you will be able to find the bone of their techniques and get a head of the game! Anyways bad jokes aside the Morticians have a lot of depth to them and a skilled player will be exceptionally annoying to play against. Hopefully that gave you some insight into the players of the team, happy gaming everyone and roll well!
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