Momentum & You: Morticians

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This is a Continuation of the Momentum & You Primer, expanding upon the coverage of the Morticians to take a deeper look at the team. If you haven’t read the Momentum & You Primer you can read it here.

The Morticians, the Guild of fear and intimidation. You’ll feel it the moment you step onto the pitch against the Morticians that these guys have tricks, deception and then just the outright capability to make you feel like you’re walking to school uphill, in the snow with no shoes on. Because of the way they are able to project force, it is hard to always have a clear read on what they plan to do next. Obulus is at the forefront of the tricks, with the ability to Puppet Master any model on the pitch to make them do a Jog/Pass/Attack which allows the Morticians to either remove threats from an area by Puppet Mastering enemies or project their own threat into an area by Puppet Mastering friendlies. He can also take away Influence, allow a friendly to reroll dice on Attacks or Character plays, and a Legendary Play that removes all of the Opponent’s Momentum and the Morticians get to take it for themselves. Then control model #2 is Silence, with the ability to dictate order of activation for the enemy team as well as a vector for getting Burning and Poison conditions out on the pitch to further Momentum starvation, he’s also one of the more decent Football players on the team if he gets the ball (Not a great Tackler). Graves and Cosset are the more fragile damage dealers on the team, with Cosset being able to skyrocket with the Crazy Character Trait as well as Furious to give her free charges and Graves able to stack on more effects with Bleed on damage and Rabid Animal to put up Poison. Ghast and Casket are the big guys on the team, with Ghast having a bit more outright damage output and Casket being a bit more defensive but both have the capability to put out some hurt as well as project even more control with their Character Traits and Plays. Last up we have Dirge, the Mascot, who spends most of his time being a junk activation to stay near where Cosset is going to be (to boost Cosset’s damage) but sometimes comes in for a Singled Out to increase the teams output or to be a DEF 5+ annoyance in the way. He’s got a Character Trait that removes 4 Momentum if you kill him…so even more of that Momentum starvation going down.

The Team Playbook

If we look at the entire team as one big massive playbook, we can use the data we get to paint a bit of a picture of what their goal is going to be across the length of the game. Using these 8 Players: Obulus, Dirge, Casket, Cosset, Ghast, Graves, Silence and Bonesaw  we have a total of 60 playbook entries. In that set of entries, it is broken down as:

43.33% Momentous Playbook Entry (26) (Overall Game Average: 49.14%)

45.00% Contains at least 1 Damage (27, 9 Momentous)  (Overall Game Average: 46.14%)

15.00% Contains a Push (9, 6 Momentous)  (Overall Game Average: 16.09%)

15.00% Contains a Tackle (9, 1 Momentous)  (Overall Game Average: 16.09%)

18.33% Contains a Dodge (11, 9 Momentous)  (Overall Game Average: 16.52%)

13.33% Contains a Character Play (8, 6 Momentous)  (Overall Game Average: 13.73%)

10.00% Contains a Knockdown (6, 1 Momentous)  (Overall Game Average: 11.37%)

Morticians are pretty much average across the board except in Momentous Plays where they are a bit below average. Within every section except Dodges they are on the lower side of Average, which is primarily a factor of having models that all have a role or a pair of roles they can comfortably handle, but there is not a standout of one specific thing Playbook-wise that the faction does crazy exceptionally well. Most of their strongest abilities are instead found in their Character Plays and Character Traits.

 

Then, just out of the Momentous entries (26):

23.08% of Momentous Entries have a Push (6)  (Overall Game Average: 29.26%)

34.62% of Momentous Entries have at least 1 Damage (9)  (Overall Game Average: 31.88%)

34.62% of Momentous Entries have a Dodge (9)  (Overall Game Average: 21.4%)

23.08% of Momentous Entries have a Character Play (6)  (Overall Game Average: 13.54%)

3.85% of Momentous Entries have a Knockdown (1)  (Overall Game Average: 9.61%)

3.85% of Momentous Entries have a Tackle (1)  (Overall Game Average: 15.72%)

We see the Morticians show up here with a little bit of variance from the average. Their big differences show up in the high amount Momentous Dodges and Character Plays, and low in Momentous Knockdown, they don’t have heaps of Momentous Tackles either, but generally teams either have a lot or don’t have many. With the Dodges and the Character Plays in the Momentum it paints an interesting picture of their playstyle. The Dodges are an interesting point, as its a small amount of repositioning available to the faction that are more utilized in Counter-Attacks as a denial vector (where the Momentous aspect doesn’t matter) and as a final attack to remove themselves from melee with a player that is heavily debuffed/Knocked Down and to pair with the Pushes to get a player into more Crowding Out potential. Then their strong Character Plays being Momentous allow them to Debuff enemies and Buff themselves and be rewarded for that. They don’t have an exceptionally amount of versatility with the Knockdown and Tackle choices pretty rare, they are forced to make the choice generally with a low-middle amount of effects per Momentous result (1.23).

 

Out of Damage Entries (27):

33.33 % are Damage 1 (9, 1 Momentous)  (Overall Game Average: 35.81%)

33.33% are Damage 2 (9, 6 Momentous)  (Overall Game Average: 34.88%)

25.93% are Damage 3 (7, 2  Momentous)  (Overall Game Average: 24.19%)

7.41% are Damage 4 (2, 0  Momentous)  (Overall Game Average: 5.12%)

Entirely average across the board, on the low side for Damage 1 and 2 and on the higher side for 3 and 4. They do have the full array of options, with the strongest emphasis on the 2 Damage Output with 66.66% of those being Momentous.

 

Momentous Plays (26) occur:

11.54 % with 1 Playbook Success (3)  (Overall Game Average: 18.34%)

34.62 % with 2 Playbook Successes (9)  (Overall Game Average: 26.64%)

15.38 % with 3 Playbook Successes (4)  (Overall Game Average: 21.4%)

15.38 % with 4 Playbook Successes (4)   (Overall Game Average: 15.72%)

11.54 % with 4 Playbook Successes (3)   (Overall Game Average: 11.79%)

11.54 % with 4 Playbook Successes (3)   (Overall Game Average: 5.24%)

Looking at the Moritican Playbook this way it’s interesting to see how drawn out the whole thing is and then how low the 1 spot is. Overall it’s pretty average with that Momentous 1 result being below average and 6 being above average, but it really puts an importance on just outright getting to the result you want, or having to sacrifice Momentum gain to reach a specific goal. The 1 spot is generally “The Wraparound Spot” so whatever is there will determine how much Momentum the team can really gain when it’s really jamming along. Charges can net more in the 2 or 3, and if you get there the Morticians are going to be pretty happy with that. This whole set up is not that surprising though, coming from the team that is outright focused on denial more than their own Momentum gain.

 

Average Playbook Length= 5.13 (Overall Game Average: 4.82)

Average Base TAC Value= 4.63 (5.13 with Crazy) (Overall Game Average: 4.72)

Relatively long playbooks across the team, paired with matching TAC values (other than Cosset’s base TAC) mean that they’ll be pushing to get crowding out bonuses and other TAC benefits to get around the best successes.

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Momentous Character Plays

Ghast – Character Trait – Rising Anger: First time this model is damaged by an enemy model each turn, the friendly team gains 2 MP. That’s 2 free MP every turn this dude takes a punch. $$ in the bank,

Dirge – Character Trait – Dark Doubts: When this model suffers the taken-out condition as a result of an enemy Attack or Play, the enemy team immediately suffers -4 MP. Kill this dude, lose Momentum. Ways to play around it but can be really rough.

Obulus – Legendary Play – Rigor Mortis: The enemy team loses all current MP. The friendly team gains MP equal to the MP loss caused by this action. This Legendary Play does not last until the end of the turn. If the enemy team is gaining up to try and swoop initiative on a clutch turn, the Mortician player can just say NOPE and take it all away. Can be reaaal bad.

Obulus – Character Play – Puppet Master:  This model gains 1 Influence. Target model immediately makes a Jog, Pass or Attack without spending Influence. If target model is an enemy model, it counts as a friendly model during this action. This Character Play may only be used once per turn. Any Momentum that would be gained from a successful Pass or Attack that is made during the Jog/Pass/Attack from this is granted to Mortician player as normal.

Wrap-Up

If you only look at the Playbooks for the Morticians, you get a perception that the team is just wildly average. With very little sections of the playbook that stand out or show legitimate strength, you have to look deeper at the guild to see where they truly stand out, which is their Character Traits and Character Plays. This is a team that is hard to hash out completely on paper, I strongly suggest getting some games in against the Morticians or as the Morticians to get a good understanding of all of the capabilities of this team. Morticians can be a team that is good at turning your own strengths against you, and exploiting your weaknesses. The best way to play against them is to resort yourself to planning to go second a lot, especially if you are being forced into attacking Ghast every turn and/or you are forced to kill Dirge (who keeps being brought back by Silence). They still have ways to generate Momentum in a fight, so just be conscious of their ability to gain Momentum above your own ability and push further and faster. It’s useful to spend a lot of your own Momentum against the Morticians, whether it’s healing up, removing conditions, Counter-Attacking, Defensive Stance, etc. Butchers can still outpace the Morticians in Momentum most turns, as can Engineers with the benefit of being able to stay at range against the Morticians so it can rob the Morticians of their ability to jump ahead quickly. Playing against the Morticians is primarily a mind game to try predicting what they have planned, and it takes a bit of time getting used to both sides of that game to know how/what/where most things will be happening. Don’t get too scared.

If you want a little bit more about how strong Ghast can be, check out DanCam’s article here.

Also worth checking out GBJamieP and GBInformers video Meet the Morticians for another look at the team here.

Thanks for checking out the continuing series Momentum and You with these guild spotlights. Hope you enjoyed this slightly number heavy insight into the Morticians guild, if  you have any feedback comment here on the post or send me a line on twitter @seanzorr.

-seanzorr