Raising the Morticians – Casket

Last in the line for the Raising the Morticians post is the man who needs putting in a box himself! with many many nails!!!! Casket…..(see no pun)

Stats

For a big guy he is pretty fast (so read average generally), while his DEF is also good for a large model and he even rocks some ARM as well. His TAC and KICK are average but his INF is a little light but he can be greedy and take a fair amount out of the pot.

Character Traits

Tough Hide – He is hard to take down as he ignores damage every time.

Foul Odour – The area around him counts as rough terrain which makes it pretty hard to get close to him without slowing you down a lot. Especially if you are trying to engage him.

Reanimate – This just makes him even harder to shift as once a turn when he hits 0 HP he heals 3 and removes all conditions. This means you have to drop a lot of resources into him to take him out.

Legendary Play

Casket Time – Scary play that lets him remove a model for a full turn before they gain icy sponges but also grants 4VP instead of the usual 2VP for a player taken out. Incredibly powerful play as it grants you an extra turn of activation control. More so if you can squish their mascot as well during the same turn.

Playbook

Not many chances for MP with Casket (2/5 columns) but he can do OK damage and has access to both knock down and a tackle (on the same column).

Plays

Ghostly Visage – Costs 1 INF, enemy models trying to charge a friendly model within the AoE of this play, will suffer a TAC and movement penalty. This can make Morticians incredibly hard to get to, more so with his Foul Odour trait.

Heavy Burden – Costs 1 INF or 1 Guild Ball (equivalent of 2 hits), This hands out a movement penalty and also a reduction in their dice pool for character plays, which will hurt a fair number of models.

Overall

He is incredibly hard to deal with as he is just hard to reach he can also pass this onto the crew by them staying close to him. When you do get near him he is hard to take out as well. He is an amazing denile piece that also has one of the nastiest plays in the game.

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Raising the Morticians – Cossett

Everyone has a skeleton in their Cossett (sorry), it’s another Raising the Morticians post.

Stats

She is fast, very fast, like Fishie fast! Her TAC is very low though BUT she has a way of boosting that herself. DEF is average and she has no ARM which will be a worry as she doesn’t have a lot of wounds. Her KICK is average and she brings an average amount of INF to the table as well. Interestingly she can only take a maximum of the same but on some turns as we shall see she actually pseudo-generates more.

Character Traits

Crazy – Once in her activation she can take 3 DMG to gain +3 TAC for the rest of her activation. Which pulls her up to captain level of TAC.

Furious – She gets to charge for free which saves her INF for other things which is nice.

Assist (Dirge) – While near the bird she gets a bonus to her DMG and TAC output which makes her incredibly scary.

Playbook

A long playbook compared to most (down to the extra TAC from Crazy), she can dish out the damage though but with only 3/5 (or 1/2 when not crazy) MP generating columns means she is not going to boost the team in that direction. She does have a decent mix of pushes and dodges as well as a tackle.

Plays

Lure – Costs 2 INF, this forces an enemy model to move their jog movement towards her. Has great potential as she can pull something closer to your crew and her or move something away from the support of their own team.

Screeching Banshee – Costs 2 Guild Balls (equivalent of 6 hits), enemy model takes a small amount of damage and also a reduction on their DEF. Nasty play but hard to reach outside of a charge.

Overall

She is a fast-moving INF efficient hitter of people. Her 2 INF can lead to 3 hits every turn IF she can charge. Or at the very least a charge and a lure! She is very good at moving somewhere out-of-the-way and dragging someone with her to disrupt enemy plans. Imagine Ballista or Ox not being able to grant their bonuses to their team!

She is not subtle and she doesn’t need to be the only thing worth considering is the placement of Dirge as he can make her incredibly nastier to deal with.

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Raising the Morticians – Graves

It’s another Raising the Morticians post and I have Grave(s) thoughts about the puns I am using.

Stats

He is average speed, he has decent TAC with average DEF but with ARM, his INF is also average. He has an excellent KICK stat (range is average though).

Character Traits

Damaged Target – He gets a boost in his range when charging a model that is already damaged. Makes his threat range that little bit better.

Crucial Artery – Whenever he does damage he also hands out the Bleed condition. Making his damage output higher than first seems.

Playbook

Unusual playbook in that most columns only have 1 option to pick from. He does generate MP on 2/3 of his book. He has easy access to a Tackle as well which is always good. Plus his has plenty of pushes around as well.

Plays

Scything Blow – Costs 1 Guild Ball (equivalent of 5 hits), all models in melee zone take 3 DMG. Always nasty as it is bonus damage to many models, be wary though as it is all models including friendlies.

Tooled Up – Costs 1 INF, great to have around as anything that boosts damage is going to help any team. Both captains will like this as well..

Overall

He likes to hurt people a LOT, with access to scything blow and bleed he can really bring the pain to a low of people plus tooled up. He certainly is a missile to be wary of, he is one of the better options for a goal threat for the Morticians (even if he is a bit slow).

He has potential to do a lot of damage but you are depending on a charge as scything blow is hard to reach. But don’t fall into the trap that is all he is as  he is easily ganged up on.

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Raising the Morticians – Silence

Its time for a little Silence in this Raising the Morticians post.

Stats

He is average speed (although his sprint value is low considering), he has average TAC with high DEF but no ARM. He has an excellent KICK stat (again the range is only average) but he brings an average amount of INF to the board.

Character Traits

Kick Support: Dirge – While near the bird he gets a bonus to his KICK which puts him into the very healthy range for KICK stat but his range is still not as scary as others.

Heroic Play

Creation: Dirge – If the bird has bitten the dust you can make a new one, out-of-what-I-don’t-want-to-think-about. By using a MP to do so, this is pretty powerful as it means the loss of your Mascot isn’t as bad for Morticians as others as you never really suffer from activation issues so much during a turn. Also you can control where Dirge is rather than the back field.

Playbook

Relatively meh book, he makes MP on 3/5 of the columns but apart from some damage plus some push/dodges as well. Unusually his tackle is very hits intensive, generally he doesn’t want to be in melee if he can help it.

Plays

Tucked – Costs 1 INF, If enemy model has not activated, then it must be the next model to activate. Messes up activation order for your opponent especially if you know they have a special order to do for instance make Harmony go before Honour so they can’t use the link ability.

Shutout – Costs 1 INF, If target model has yet to be activated then it must be the last model to activate. Very powerful if done early as you can stop someone with the ball setting up for a goal shoot (if they need to pass) but it also means players with nasty plays (such as legendary ones) are less effective.

Fire Blast – Costs 2 INF, this is a decent ranged AoE attack that hands out 2 DMG and Burning. While also leaving an ongoing effect of burning. Nice way of controlling where your opponent can go.

Overall

A great control piece that ensures you if Dirge goes down then you can at least control where he pops out again, without waiting till the end of the turn.

He is incredibly powerful for activation control as he literally makes sure which models activate (although 1 dice is always a worry). He sort of looks like a striker with his decent KICK but his relatively low sprint and KICK range means he is a good threat BUT not a great threat when he can spend his INF elsewhere being a pain to opponents literally with Fire Blast. He feels like a midfielder but one that does not want to be engaged so much.

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Raising the Morticians – Ghast

Next up on the Raising the Morticians posts is one of the big men of the team, I am all (a)Ghast (sorry).

Stats

He is pretty slow but his sprint/charge range is slighty higher than normal for a slow jog. Means he actually has a decent threat range, his TAC is on bar with some captains and other big guys. Obviously this means his KICK is poor but he has good DEF for a big un with ARM as well. His INF is poor so he wont be doing a lot of attacking but what he will do is Butcher-esque.

Character Traits

Rising Anger – The first time he takes damage from an enemy in a turn generates 2 MP for you. Great way of keeping the MP ticking over and that easily allows you to heal it back up when he activates for no input.

Fear – The first time an enemy team target him with an attack they must spend another INF to do so. Creates a great way of reducing the amount of damage he will take in one activation, which makes Rising Anger even nastier.

Playbook

He can hit as hard as a butcher and also had access to Knockdown and half his book can generate momentum.

Plays

The Unmasking – Costs 2 Guild Balls (equivalent of 5 hits), all models within the pulse are pushed 4” and take 3 DMG. This if done to say a team that likes to bubble can really take a kicking from it. Imagine Butchers not being close to Ox for the bonus DMG, or engineers not generating MP near Ballista. It’s a big push so you can really scatter a team apart the damage is just gravy.

Overall

He hits hard and is actually a nice way of messing with your opponents INF with his Fear ability, while also generating MP which is something that Morticians can sometimes struggle with (ignoring the Legendary play on Obulus) compared to other teams. The unmasking ability is incredibly powerful and great way of disrupting plans. Point him at the enemy and let him go nuts.

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Raising the Morticians – Dirge

Next up on the Raising the Morticians posts is the Mascot Dirge.

Stats

He is a bird so is super-fast apart from that pretty standard Mascot stats. Low TAC and KICK average (mascot) INF but he does have some decent DEF but obviously no ARM.

Character Traits

Dark doubts – If he is taken out by an enemy attack or play, the enemy team takes a -2MP hit which can really hurt what a team has generated so far.

Follow up – Basically if an opponent advances away from him he gets to follow them afterwards.

Flying – He is a bird he flies…

Playbook

Small playbook but it does have a tackle and the Guildball is MP generating as well. Which is nice.

Plays

Singled out – Costs 1 guild ball (equivalent to 1 hit), friendly models gain +2 TAC against the target model. A very nice boost especially on top of the crowding out bonus as well (and with Cossett it just gets silly).

Overall

He is an annoying bird that your opponent will need to get rid of at some point but they don’t want to do it late turn. This means you can control their activations as the bird will hurt if it doesn’t go down early.

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