Raising the Morticians (S2) – vGraves

Veteran players, which are variations on existing characters as they progress through the story arc. This means I have an actual comparison to make at the end between the type versions of a player.

Next on the Veteran path is the even more insane Graves if that was possible.

Stats

He has average speed and his TAC is also average. His KICK is reasonably he isn’t a striker but he can at least be reliable with the ball. His DEF is on the low side but he does get plenty of ARM (very Masons) and his INF is average.

Heroic Play

Packmaster (vileswarm) – This grants Vileswarm extra DMG while it is near Graves, this is nice and makes the angry rats that bit more dangerous to have around. I am surprised that this costs MP to activate but it is worth considering if Graves himself has left someone very close to death.

Creation (Vileswarm) – Like a few other choices out there, Graves lets us bring back a mascot for the cost of a MP. In his case it is Vileswarm, this makes the rats very nasty missile as long as you except you will give up a VP for them after that they can exploded as much as you want..

Playbook

He has plenty of momentum generation although not on all columns. He does have a momentous knockdown (but more likely to get on the charge), he has a lower knockdown with guild ball which is worth considering. He can push models around and with his 2” reach he can annoy any shorter reach models with this. He can do some reasonable damage but a lot of it isn’t momentous generating. This playbook certainly feels like a set-up playbook, he comes in and sets up for others to do nasty things to the player he is engaging..

Plays

Blood – Costs 1 Guild Ball (2/3 hits), hands out the Bleed condition to the model hit. This ups his damage output and means that you might want to activate him later in the turn to make the most of this to stop the opponent removing it. Unfortunately you can’t gain the bonus from the next play if the enemy dies to Bleed due to timings.

Gravedigger  – Costs 2 INF or 1 Guild Ball (2/3 hits), this can be a pretty nasty if timed right. If a model is taken out  by the end of the turn then the spooks gain a bonus VP. This is an amazing ability that other teams are going to be worried about. The dream is of course to get casket time on the same model for 5 VP for one take out…

Overall

He is an interesting player, he is sort of a support player (Vileswarm loves him) but then brings some extra VP for almost free if your opponent has a model near death.

This means with the whole spook control them is given an extra twist as he will control the momentum your opponent uses. Due to his 2” reach he can knock someone down and give them Bleed, this means they have to spend MP to remove it. Then with Grave digger up that is more MP spent keeping that model alive or giving you bonus VP. He is going to want to really hit models that have already activated as well, to really make that MP balance even worse for your opponent. Especially if he plies everything into one model that has just activated. He is also not too bad with the ball so later game while he is worth up the board he can  always have some cheeky shots on goal and should score.

Comparison between Graves –  We have gone from insane to insane with rats.

So the vGraves loses some TAC and DEF but he gains ARM so that sort of balances out.

In the later game the normal Graves speeds up as more enemies have been damaged and so he gets a boost on his charge range, while also handing out lots of bleed if he gets the scything blow. The vGraves cant hand out Bleed like Graves can due to no auto-bleed anymore. However vGraves has more variation in his playbook (addition of Knockdown is great). However the bonus VP is very nice if you can get the right set up for it.

So vGraves is a scalpel to help target one model and make its life a misery. While normal Graves is more a thresher just trying to hit as many models as possible..

Make sure you check out Leodis Games for all your Guild Ball Goodness

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