Welcome everyone to the basic tactics with the Morticians
The Morticians play style is one of denial. They want to make sure that the other team can not score any VP. To accomplish this they try to lure the enemy to the middle of the field so that they can gang up on a model and destroy them. So for the most part you will be on your end of the field defending your goal and taking out the other team as quickly as possible.
The duo in the mid-field Obulus and Silence are the ones in charge of luring the enemy into their trap. Obulus as team captain can be a very persuasive man, with one of his character plays Puppet Master he can take control of a single enemy model and command them to make a Jog, Pass, or Attack without spending influence. Then hes other two Character plays allow his team mates to do more during their activation, Confidence for a free re-roll, and Misdirection to allocate more influence to your team.
Silence on the other hand likes to dictate the turn order of the enemy. Tucked letting him choose who goes next and Shutout to decide who will go last. He also has Embalming Fluid to place a AOE on the field that can help control the map itself.
Now let's talk about the assassins on the wings
Graves and Cosset are your wingers on this team. While they both have different bonuses to charging enemies, one is more about status effects while the other adds more control to this team.
Graves is in charge of applying status effects, Crucial Artery adds bleed to every enemy he hits so that hurts a lot but with Scything Blow he can apply it to multiple enemies with proper positioning. As a added bonus he also has Rabid Animal so that he can slow down enemy models add apply poison.
Cosset is what you might call your kamikaze model. She wants to charge in head first and deal more damage with her extra TAC, and if she is already next to her target then she can use her trait Crazy to deal damage to herself for more TAC. She also has a Lure to make sure someone is near her and Screaming Banshee to keep them from escaping.
Now for the Big guys on the team Ghast and Casket.
These guys are really scary to go up against. Ghast is a tower of fear and damage, he has two traits that encourages getting in the enemies faces. Rising Anger give the friendly team two MP when he receives damage for the first time during a turn. Fear ,which is pretty ominous, the enemy must use an addition influence for the first attack against Ghast. Then his character play The Unmasking pushes everyone 4" away from him and they receive 3 damage.
Casket is a debuffing tank. He mainly is there to slow the enemy team down and he has multiple ways of doing it. Foul Order, Ghostly Visage, Heavy Burden, all of these are either traits or character plays that slow down the enemy. But what i really want to talk about is his legendary play,...Casket Time. This play can be activated after Casket takes out a enemy, what it does is give you four VP instead of two but it also stops the model taken out from, GAINING ANY ICY SPONGE TOKENS!!
So not only do you get double the VP but you also permanently take out a enemy model for the rest of the match.
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