Welcome to the last team in my team talk series for season 1, no-one likes the deadmen but I suppose they are a viable team. So welcome one and all to Raising the Morticians and as always the Captain first, Obulus.
He is pretty slow but this is easy improved with his character traits. TAC is average for a captain while his KICK is OK but nothing to get excited by. His DEF is average but he also comes with some ARM as well. He does have a nice amount of INF but he can in theory take nearly all the INF in your team as a maximum which we will see why in his plays.
Shadow Like – Allows him a free dodge at the start of his activation, which generally means he isn’t going to be engaged when he starts doing things. Which is incredibly powerful.
Unpredictable movement– As with Shadow like just makes him that much harder to pin down.
Rigor Mortis – The enemy team lose all their MPs and you gain the same number. This is incredibly powerful if done against any team. If done late game almost guaranteed activation next turn nut is also worth doing after you have say, handed out lots of conditions and you don’t want the opponents to get rid of said conditions..
Some damage output in his playbook and 3/5 columns will give MPs he also has access to Knockdown and tackle (but they don’t generate MP) he also gets some dodges as well which adds up nicely with his other dodges.
Confidence – Costs 1 INF, a friendly model can reroll one OR more of their dice on the next attack/character play during their activation. This is really helpful if you need to hit and/or your luck is rubbish, although rerolling misses may not help if you are me. Worth putting on himself when you consider cost of Puppet Master.
Misdirection – Costs 4 INF, Take 1 INF of an enemy model and assign it to a friendly model. Very powerful as you can mess with an opponents plans, you have 2 INF to charge? Not anymore! Oh look Boar is close, at least he can only hit me twice now. It also helps boost your own INF on Obulus, although expensive if it is just 1 more INF for him.
Puppet Master – Costs 4 INF, gives him a free INF then target model has to take a Jog, Pass or Attack action controlled by you. As this can be both a friendly or enemy model it does open up many options. Get someone to pass you the ball so you can shoot (generates a MP and you have that free INF). Or just rearrange you pieces (or theirs) on the pitch, loads of utility basically.
Despite having some heavy priced plays he is actually pretty INF efficient! Load up with 8 INF, use Misdirection giving himself the INF stolen then Puppet Master for another INF. Means for all that you have removed 1 INF of an opponent model then taken control of a model AND still have 2 INF left to say charge a model or even use Confidence and pass/shot. He works by being quiet central as he needs to be in the middle of his team to get most out of his plays. But generally he is there to annoy your opponent and if need he can make an ok goal threat.
You will find his activation defines your turn overall, as leave him late makes Legendary play very powerful but perhaps you need to slow down and/or mess with the enemy early with puppet master and misdirection. Hitting this balance will be incredibly important for the Morticians.