Month: January 2017

Chapter 23: Tapper? I barely know… I think I’ve used this joke before.

I’ve talked briefly about Tapper before, but it’s time for a full analysis. A lot of my knowledge about Brewers and Tapper comes from playing against them. Thanks to my regular Brewers opponent Andrew and the Brewers players that keep beating me in tournaments (I remember Dan from TKO and Lance from Muse beat me with Brewers, but I could be missing more).

Probably the most important thing for Tapper is Commanding Aura. He can always pay 2 influence to activate the aura, and that is the safest course of action. He can reliably get it from attack a model with defense that adds to 3 or less (which isn’t very many models), or by charging defenses that add to 4 or less (which is more, but still not a lot of models). If there is a target like those then he can pretty safely get Commanding Aura from an attack or charge instead of paying for it, but most of the time Tapper will have to pay for Commanding Aura. Here is the full table of probabilities:

Defense/Armor
Chance on Attack
Chance on Charge
2/093.77%99.97%
2/1,3/070.46%98.77%
2/2,3/1,4/034.77%90.14%
2/3,3/2,4/1,5/010.15%59.39%
Weighted Average:23.82%73.31%

Another important part of Tapper’s kit is the Knockdown. Having his knockdown be both Momentous and on column 2 makes it easy for him to hit it. Against defenses that add to 5 he gets there more than half the time, and anything less than that he should be getting almost every hit. I’ve included the chances of getting KD on a wrap from charge so you can see how likely it is for him to get a KD and Commanding Aura on a charge (Enemy Staves: Watch Out). Here is the table for compete probabilities:

Defense/Armor
Chance on Attack
Chance to wrap on Charge
2/099.93%93.03%
2/1,3/098.61%65.18%
2/2,3/1,4/090.05%27.87%
2/3,3/2,4/1,5/065.87%5.24%
Weighted Average:76.96%18.23%

The last thing Tapper will be wanting to do is not as support-y; it’s damage! Tapper has a reputation for putting people in the ground, and while he’s pretty good at that, there are better options on the team (Pint Pot for one) for doing damage. I see a typical Tapper turn as Commanding Aura, Remaining influence to knock down models (that’s 2 or 3 models), Old Jakes someone (Pint Pot seems like a great choice!). Knocking down as many models as possible with Tapper is good for two reason: it keeps the other team from doing as much on their turn, and it’s harder for others on the team to knock down and everyone on the team would love for the enemies to be knocked down. However, here is his damage if he’s out of models to knock down:

Defense
Attack Damage
Charge Damage
2/03.275.40
2/1,3/02.744.62
2/2,3/1,4/02.243.71
2/3,3/2,4/1,5/01.662.74
Weighted Average:1.953.24

More importantly, here is his damage with Commanding Aura up:

Defense
Attack Damage
Charge Damage
2/05.607.96
2/1,3/04.436.96
2/2,3/1,4/03.615.78
2/3,3/2,4/1,5/02.884.27
Weighted Average:3.275.03

Tapper does more damage than Pint Pot, but once again: he is the most likely to knock someone down, and Brewer’s really want those enemy models knocked down. If Tapper can knock down the model for Pint Pot, then he gets an extra damage on attacks from the knock down and is then doing Tapper damage.

Tapper is more of a support captain than people assume. They get caught up in Tapper going in and doing damage on one model, but the team is much better off if Tapper can put up Commanding Aura, knock a bunch of models down, and Old Jakes someone than just knocking down 1 model and doing a little damage. The only time Tapper should be doing damage is if he’s out of models to knock down or if the attack will kill the model, otherwise it’s better to knock down more models. In earlier seasons, when he could Old Jakes himself, he was that beater captain everyone thought he was, but now he’s all support and people will need to play him that way if they want to get anything out of him.

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Tapper is not good at generating momentum from damage results. His expected momentum from taking damage results is only .24, one momentum in 4 attacks. On a charge he still only expects .75 momentum for the charge. This just reinforces the fact that Tapper is now more about knocking down and pushing than he used to be. Here is a complete table of expected momentum results (when picking the most damage):

Defense
Attack Damage
Charge Damage
2/05.607.96
2/1,3/04.436.96
2/2,3/1,4/03.615.78
2/3,3/2,4/1,5/02.884.27
Weighted Average:3.275.03

Tapper is going to want to spend two of his influence on Commanding Aura, so that leaves him with 3 or 4 more influence. With three influence he would be doing 9.8 damage and .7 momentum on three attacks or 8.3 damage and 1 momentum if he charges and gets an attack. With 4 influence that goes to 13 damage and 1 momentum for the 4 attacks or 11.5 damage and 1.5 momentum for a charge and two attacks. Pint Pot in the same situation doing the same number of attacks, let’s say 4 attacks: 2 influence and 2 beer tokens, does 11.3 damage and makes 3 momentum with just attacks. If he has the charge first he does 10.3 damage and makes 2.7 momentum. Pint Pot does a little less damage than Tapper in these situations, but produces a lot more momentum. He also does it for less influence. All this strengthens my argument that Tapper is not the beater he used to be. He can still put out a lot of damage if he needs to, but without the momentum to go with it he’s better off knocking others down and gaining momentum and letting others do the fighting.

Chapter 22: Beer tokens are a real thing

I recently learned that besides being the name of the tokens Pintpot gets at the beginning of the game, Beer Tokens are a real slang term in parts of the UK. Cash money they have for the buying of beer or other alcoholic beverages is called “Beer Tokens.”

And that brings us to today’s topic: Pint Pot. He has been referred to as a brawler, or a bruiser, leading us to think that he’s probably good at doing damage. I’ve got those calculations down, so let’s look at his damage output. He’ll do 1 or 2 damage per swing (50/50 each) on a normal attack and usually do 3 damage (although more likely 2 to the higher defense models). (Reminder: Those are weighted averages taking into account of all models in the game.) This is probably the most reliable damage in the game since he never gets buffs from ganging up, or penalties from crowding out, so he should be able to put out the same amount of damage no matter the scrum. Here is the full table:

Defense
Attack Damage
Charge Damage
2/03.064.92
2/1,3/02.314.18
2/2,3/1,4/01.753.34
2/3,3/2,4/1,5/01.252.32
Weighted Average:1.522.84

Now, just because Pint Pot doesn’t get some of the buffs doesn’t mean he doesn’t get any buffs. A big buff the Brewers get is Commanding Aura. That gives him +1 TAC and, more importantly, +1 damage. Any time I talk about Brewers I’m going to do the calculations with Commmanding Aura as well. (A not here: Getting +1 damage from Esters is just a tad lower than these numbers, but close enough that you can just use these numbers.) With Commanding Aura he’s now doing 2 to 3 damage a swing (usually 3) and charges at a nice 4+ damage, not that he’s going to charge too much. Here is the full table of damage values under Commanding Aura:

Defense
Attack Damage
Charge Damage
2/05.247.59
2/1,3/04.126.51
2/2,3/1,4/03.175.39
2/3,3/2,4/1,5/02.443.87
Weighted Average:2.844.63

Pint Pot is build to get stuck in and do as much damage as possible, right in the middle of the enemy team. Because he doesn’t suffer from crowding out he doesn’t have to worry about engaging a lot of people (offensively) and he has an area damage play he can activate for 1 beer token. Because of this I don’t see him making charges too often as he’ll want to be placed in such a way as to benefit from his abilities, and it’s harder to charge into the middle of a bunch of models than it is to walk. He also usually does more damage from two attacks than from one charge. AND, on top of all that, because of the beer tokens he will probably end up giving away influence more often because he can still do a lot (or at least something) on 1 or no influence. He can’t charge with the beer tokens so the only way he could charge is to keep two influence on him.

Now, how does Pint Pot stack up as a bruiser? I’m going to compare him to everyone’s favorite (or maybe just mine) little scamp: Boiler. I am comparing him to Boiler because it’s a good comparison on damage. Without buffs they do about the same amount of damage, Pint Pot just averages a little less. Assist from Princess and Commanding Aura give the same bonuses, which leaves them still about the same amount of damage. So the comparison turns to Pint Pots favor when we look at the resources needed to do each and when they attack multiple opponents. Against multiple enemies Boiler starts losing dice so does less damage where Pint Pot doesn’t, causing Pint Pot to out damage Boiler. Second, they both bring 2 influence to the game, but Boiler wants that plus more to be effective and Pint Pot can’t take more and often can work with less because of the Beer Tokens. They are in the same damage class, but Pint Pot is less greedy and works better if the opponent is bunched up.

Pint Pot has actually gotten me excited about playing Brewers some, which is not something I thought I would be excited to do. When I get my copy of Kick Off I’ll pick up Pint Pot and give them a go. I’ll also do some articles coming up about Brewers. I’ll probably do the more combat focused players first to compare them to Pint Pot.

Edit: I forgot about one of the calculations I found.

Pint Pot has two other results on his playbook that are interesting: Knock Down and Concussion. Both are control plays and are both on his 4 column. Hopefully, Tapper or someone else is doing the knock down on the enemy players before Pint Pot goes in so he gets the buff for extra damage. Concussion is interesting, but not reliable. On player’s on the lower end of defenses it can happen every swing (the “2” and “3” defense models). Other than that it may show up once, it’s worth doing if it stops a player from doing something they want to do (like doing it even once to Obulus is a big deal). Here is the full table for specific probabilities:

Defense/Armor
Chance on Attack
Chance on Charge
2/093.77%99.97%
2/1,3/070.46%98.77%
2/2,3/1,4/034.77%90.14%
2/3,3/2,4/1,5/010.15%59.39%
Weighted Average:23.82%73.31%

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Let’s take a look at Pint Pot’s momentum generation. Against all but the “5” defense models, Pint Pot generates a momentum an attack, on average. Against the “5”‘s he produces .66 momentum per attack. So he should make 2 momentum out of 3 attacks, in general. I will use this as a baseline for comparing to other players as I analyze the Brewers going forward (since this is the first Brewer I’m doing). Here is the full table of expected momentum results:

Defense
Attack
Charge
2/01.001.93
2/1,3/00.991.65
2/2,3/1,4/00.901.27
2/3,3/2,4/1,5/00.660.99
Weighted Average:0.771.14

For his activation, it’s hard to pin down one number for damage and momentum because he is so variable. His expected damage for 2 influence is 3 if he attacks and 2.8 if he charges, and expected momentum for this is 1.5. For three beer tokens his expected damage is 5 and expected damage is 1.5, using one of those beer tokens for Smashing Face against most of the players in the game (not defense “2” or “3”). This is a total of 8 damage and 3 momentum for his activation. These are averages over time, do not expect the same results for every activation.

Chapter 21: Oh, Rats!

The subject of today’s article is Vileswarm. A big pile of rats. I’ve heard people say that Vileswarm isn’t so good. That the buffs that Dirge gives the Morticians outshines any possible work that Vileswarm can do. I like rats. I have for a long time now, and I don’t even know why. So I like Vileswarm immediately. I saw potential for damage from him immediately. I have finally gotten around to working on the math for him to back up my claims that he’s better than people give him credit for.

Since I think he’s got damage potential, I’m going to look at that first. Vileswarm does 1 damage more than half the time, and more often than Dirge. He also does two damage pretty reliably on a charge compared to Dirge doing 2 about half the time (and 1 damage the rest of the time).

Defense
Attack Damage
Charge Damage
2/01.573.93
2/1,3/01.123.13
2/2,3/1,4/00.802.43
2/3,3/2,4/1,5/00.541.65
Weighted Average:0.682.05

That’s better out put than Dirge, but with Dirge’s bonuses to other players Vileswarms little bit of extra damage isn’t going to make up for it, so let’s see what else Vileswarm can do. The next logical step would be to see how Vileswarm does with the benefit of Packmaster from Veteran Graves. He receives +1 damage to playbook results with that which equates to 1 per hit and about 3.5 damage from a charge. The players with armor are keeping that attack damage average down since they are more likely not to take damage. 3 damage for a mascot for 1 influence (since he charges humans for 1) is pretty good. It’s only once a turn, but not bad for that. Here’s the full table:

Defense
Attack Damage
Charge Damage
2/02.576.19
2/1,3/02.065.02
2/2,3/1,4/01.573.98
2/3,3/2,4/1,5/01.072.81
Weighted Average:1.333.41

I still don’t think that makes up for the extra damage Cosset puts out with Dirge around if you are playing her. It probably doesn’t even make up for Silence being worse at kicking if you take Vileswarm over Dirge. Then there is the fact that you would have to take Veteran Graves over Original Graves to get that buff. Original Graves is probably just better than Veteran Graves, but that is for another article.

The last thing Vileswarm brings to the team is Rabid Animal. It’s a pretty good debuff, giving -4/-4 speed and poison. The poison will probably be removed for too long since this isn’t the alchemists who can keep applying conditions to the point where it’s hard to keep them off and the -4/-4 speed is situational. Here is the chance of getting off Rabid Animal:

Defense
Charge Chance
2/099.8%
2/1,3/096.7%
2/2,3/1,4/081.8%
2/3,3/2,4/1,5/049.1%

As much as I want to love Vileswarm (and I do love the concept and the model), it just doesn’t seem worth the opportunity cost to lose Dirge. With 1 less defense and 2 more health, he doesn’t even live any longer than Dirge when he gets attacked. I’m going to play the model because it’s so cool, but he probably doesn’t make the tournament scene.

Chapter 20: You should Cosset your enemy

Fun Fact: Cosset means to care for and protect in an overindulgent way. This is pretty funny considering what she does to the opponents. Cosset puts enemies into the ground (heh, Morticians putting people in the ground). I have made a lot of expected damage tables for her given the various bonuses she could get: crazy, assist, and possibly singled out from the bird or Avarisse. Lets step through them.

A reminder: the Weighted Average would be is the average amount of damage she does if she attacked every model in the game the same number of times and made the average. It’s the value you would use if you just wanted to say something like “Cosset does x damage when she attacks.” The weighted average is the single best number to put there because that takes into account all models in the game and how likely often those defenses are to show up. I found myself focusing too much on the top of these charts because that was the highest expected damage, but that’s only against one model, and that model has tough hide, so it’s not even the actual damage on him. The largest group is actual the bottom one, the “5” defense models, which is the smallest expected damage. Just to point out: the single most common defensive stat is actually 4/1 with over half of the total models having that stat.

First: No bonuses. This is not a situation she will usually be in, which is good considering how little damage she does. If you have to charge in without any kind of a buff then you probably shouldn’t charge in. She usually does 1 damage on an attack and 3 on a charge:

Defense/Armor
Regular Attack
Charge Attack
2/02.475.43
2/1,3/01.984.47
2/2,3/1,4/01.533.36
2/3,3/2,4/1,5/01.032.33
Weighted Average:1.292.87

The most likely bonus she will get is Crazy since she doesn’t have to rely on any other models. She usually does 2 or 3 damage per attack (split about half and half between) and 4 damage in a charge. So going Crazy will add 1 (sometimes 2) damage to an attack.

Defense/Armor
Crazy Attack
vs. Normal Attack
Crazy Charge
vs. Normal Charge
2/04.842.377.261.83
2/1,3/03.771.796.111.64
2/2,3/1,4/02.821.294.971.60
2/3,3/2,4/1,5/01.990.963.491.16
Weighted Average:2.431.154.231.35

It is possible that she attacks someone engaged with the bird, but doesn’t have enough health left to go Crazy (she doesn’t have a lot of health, after all). She usually does 3 damage on an attack and 5 damage on a charge. That’s 2 more than a regular attack, and more than just going crazy.

Defense/Armor
Assist Attack
vs. Normal Attack
Assist Charge
vs. Normal Charge
2/05.342.888.543.11
2/1,3/04.132.157.422.96
2/2,3/1,4/03.311.785.992.63
2/3,3/2,4/1,5/02.571.544.251.91
Weighted Average:2.971.685.122.25

With very little set up you can make sure Dirge is in place and then go Crazy for a good turn. That will get you about 4 or 5 damage per attack and about 7 on a charge. Now we are getting into some real damage to models. That’s like 14 (sometimes more) damage on those 5/0 models with their low health. Here is the table:

Defense/Armor
Crazy Assist Attack
vs. Normal Attack
Crazy Assist Charge
vs. Normal Charge
2/07.915.4411.385.95
2/1,3/06.784.809.535.06
2/2,3/1,4/05.293.767.824.46
2/3,3/2,4/1,5/03.772.745.733.40
Weighted Average:4.553.276.783.91

Now, the whole reason I wrote an article on Dirge first was to get to this part of the Cosset article. The perfect situation: Dirge put Singled Out on the target (probably from charging) and is still engaged to give Assist bonus, Cosset goes Crazy and charges in then buys two extra attacks and put the hurt out. Cosset does 5 or 6 damage on an attack (about half 5 and half 6) and 8 damage on the charge. That’s a lot of damage. At this point she is doing twice (almost) the damage my man Boiler does (without Ox’s help) against the highest defenses.

Defense/Armor
SO/Assist/Crazy Attack
vs. Normal Attack
SO/Assist/Crazy Charge
vs. Normal Charge
2/09.396.9312.887.44
2/1,3/08.046.0611.096.63
2/2,3/1,4/06.635.109.095.72
2/3,3/2,4/1,5/04.743.716.694.36
Weighted Average:5.684.407.905.02

Cosset’s primary duty is the deal damage, but, like Minx, she also has Screeching Banshee. There is no way to get Screeching Banshee off of a regular attack, so I looked at a Crazy attack, a charge, a Crazy Charge, and finally, a Singled Out Crazy charge. The percentage of getting Screeching Banshee in each situation is below.

Defense/Armor
Crazy Attack
Charge
Crazy Charge
SO Crazy Charge
2/090.4%96.9%99.9%100.0%
2/1,3/061.3%79.4%97.6%99.5%
2/2,3/1,4/025.4%45.0%84.3%94.0%
2/3,3/2,4/1,5/05.5%13.5%47.0%65.8%
Weighted Average:17.3%30.0%64.1%78.4%

Cosset has A LOT of potential damage, maybe the most in the game (I haven’t checked everyone, obviously, but that’s a lot of damage for a model in this game). On the flip side of that, she is fragile and easily goes down herself. You’ll want to use her against isolated targets so the opponent doesn’t just take her off the field after she attacks the model she attacks. You should also use one of the momentum she generates to heal her after going Crazy unless you absolutely need that momentum for something else. She should be making a couple a turn, at least.

One thing I would think she would be good at is reducing a model down far enough that Casket could finish them off and throw them in the box. Then Casket would be in a position to make getting to Cosset to attack her back is harder.

In conclusion, Cosset is the premiere damage dealer in Morticians (and maybe the game), but she’s too fragile to just go in in any situation. You want to hold her back to make sure she can attack without the other team just killing her back. That might mean that for the first couple turns she just gives up her influence to help fuel the rest of the team. When she goes in make sure you get the most out of her.

Chapter 19: What does Dirge do?

Nothing. End of article.

That’s not strictly true, but mostly. He’s pretty good at crowding out and ganging up. Mostly because he’s good at getting where ever he needs to be. That’s not that bad, especially considering he can usually do that without spending any influence. Let’s see what he can do with some influence. That speed also makes him good at moving the ball around, but only to un-snap it. He’s got 1 die to kick, so he’s not passing that ball around very reliably.

First, if we give him an influence to attack with he can do one damage, maybe. It’s pretty unlikely if the target has an armor and impossible if they have 2 or more. (Wrecker makes a surprise amount of things impossible in this game.) It doesn’t even give momentum. Not a good use of resources. Picking the momentous singled out would be better. Here is how likely it would be to get that result (same chance of getting 1 damage):

Defense/Armor
Regular Attack Chance
2 Attacks
2/097%100%
2/169%91%
3/089%99%
3/144%69%
4/075%94%
4/125%44%
5/056%80%

I also included the chance of getting a singled out by making two attacks on the same person. Makes it more likely to get the result, but if all you want is a singled out then attack twice is something you only want to do if you can’t charge the target:

Defense
Charge Chance
Charge Wrap Chance
2/0100.0%99.1%
2/1,3/099.9%91.6%
2/2,3/1,4/098.4%67.8%
2/3,3/2,4/1,5/090.0%33.7%

It’s really likely to get a singled out on a charge with Dirge. The lowest chance is a 90% against defenses that add to 5. It’s so likely that I went ahead and figured out how likely it was to get by wrapping on the charge. Against the 2s and 3s it’s probably going to happen, against the 4s it will happen 2/3 of the time. That’s pretty likely, still.

I’ve heard it mentioned that he can do a decent amount of damage on the charge. Mostly this was in comparison to Vileswarm. I haven’t done the math of Vileswarm yet, but here’s the damage output for Dirge on the charge:

Defense
Charge Damage
2/02.73
2/1,3/02.26
2/2,3/1,4/01.75
2/3,3/2,4/1,5/01.25
Weighted Average:1.51

I have added something to my damage tables: a weighted average. This is the average damage the model would do across all targets in the game. So if you attacked all models 10,000 times each with Dirge and then took the average of all those attacks, this would be that average. Basically, this amounts to a shorthand. Against any random model Dirge does approximately 1.5 damage on the charge (about half the time 1 damage and the other half 2 damage). Not very good overall.

So Dirge will sometimes put Singled Out on a model, sometimes he’ll move the ball around, otherwise he just stands around in the way. Anything else doesn’t feel very productive.

Chapter 18: Bonesaw can score goals

So, there are a lot of people hating on Bonesaw. I understand. He shtick seems to revolve around Football Dervish to pass the ball to an ally and then pass it back to gain mp. I agree that this is not a good plan. With the kick stats of the Morticians this is bound to fail too often to be reliable.

I have another proposal: Bonesaw is good at scoring goals, and Meditation is what makes that possible. Here is the chances of getting off a goal after meditating:

Number of Dice
TN 3
TN 4
TN 5
188.89%75.00%55.56%
298.77%93.75%80.25%
399.86%98.44%91.22%
499.98%99.61%96.10%
5100.00%99.90%98.27%

It makes the worse chance a coin flip if it’s target number 5 and he gets down to 1 die. That is a useful shortcut if you know what the chances are with different amounts of dice. That means if you have to influence to meditate before a shot you have the same chance as double the dice. That makes the extra die from bonus time like two extra dice. TFor example: if you would normally be rolling 2 dice and you bonus time and then meditate then you have to the same chance as rolling 6 dice. Bonesaw turns a bad situation into a near likely goal.

Let’s put Bonesaw in the worst possible situation: Crowded out to 1 dice shooting against Butchers with Tenderizer (needs a 5). On one dice that has a 33% chance of succeeding. If you meditate it, it goes up to 56%. The same chance if you meditate it that shot instead, since meditation essentially doubles the dice. If you bonus time and then meditate the shot it goes up to 80%. He should make that shot 4 out of 5 times he tries it. I think that’s pretty great.

Now this does take resources to do. Every Meditation that you pay for during the game costs you 1 influence (so the shot would cost 2 influence, total). I don’t see the problem in spending 2 influence to make 4 vp as too much of an investment though, since a lot of players spend that or more regularly to make goals. It also helps his defenses after he makes that first goal, letting him survive to make another one.

Note: As it was pointed out to me after I wrote this, Meditation is only during your activation. Therefore, a meditated snap shot can only occur if he football legends into it, which is just asking for something to go wrong. With that in mind I left the paragraph because all the information is correct.

Speaking of that, I wonder how good he is at snap shooting. In general it’s only a good idea to snapshot if you are within 4 of the goal with 2 dice or have 3+ dice. And that is still only a coin flip. It’s never really a good idea to snap shot on a 5+. Meditation makes snap shots 20% more likely all around. Snap shots are a really risky play, mathematically, unless you can get a lot of dice so I would advise against it. If you are going to make goals with Bonesaw you want to Meditate regular kicks on goal and not try for a snap shot.

As a side note: Charging with Bonesaw and getting a wrap for double Unexpected Arrival is also pretty good.

Def/Arm
Chance to Double Unexpected Arrival
2/060.47%
2/123.26%
3/019.51%
3/13.90%
4/03.52%
4/10.39%
5/00.26%

Not very likely in most instances (Stave is the ideal target), but I’ve had it done to Fillet when she got knocked down and crowded out, so it can happen.

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View question time! I was asked to find the probability of Bonesaw getting a double Unexpected Arrival on a Charge, with Confidence up. So here we go:

Def/Arm
Chance to Double Unexpected Arrival with Confidence
2/02.98%
2/12.77%
3/098.16%
3/121.65%
4/077.59%
4/128.16%
5/025.27%

This makes getting it on Stave (2/0) almost guaranteed at 98%. 4/1 is the most common defense in the game and you now have a 10% chance of getting that double Unexpected arrival. I would not really expect to get the double with confidence above the 3/0 defense marker, which is much better than only getting it half the time against Stave and no one else.

Chapter 17: I have 10 girlfriends! (Math joke)

Today, I’m going to talk about Decimate. This will (basically) complete the series on Butchers. I have not talked about Avarisse and Greede, but will do that when I’m ready to. From now on I will be writing about what I feel like in the moment. But first! Decimate!

As I do with models that work for Butchers, I looked at the expected damage value of the model. Here is the table:

Defense/Armor
Regular Attack
Charge Attack
2/02.744.70
2/1,3/02.664.52
2/2,3/1,4/02.223.50
2/3,3/2,4/1,5/01.872.70

In general, it is safe to say she does 2 damage a hit. Lower defense/arm combos yield more more often while higher def/arm combos yield 1 more often. It helps that she does have anatomical precision to help with opponents with armor. The problem with this is she is usually better at catching and taking out the more elusive players from my experience and those are less likely to have an armor for her to ignore.

I played Decimate mostly in the “Sausage Handling” build of the Butchers I first heard about on Guild Ball Tonight. They made a pretty good pitch for a ball handling Butchers team and I liked the idea. My usual lineup was: Fillet, Princess (I didn’t have Truffles or it probably would have been her), Brisket (It could have easily been Vet Brisket), Shank, Decimate, and Meathook. It’s worth noting that all of this was Season 2. Decimate did pretty well in this team because she’s ok at getting the ball and pretty good at moving it and kicking. She was not the star of the team (even Meathook outperformed her in the kicking department), but she was a solid choice for a kicking Butchers. On damage I find her underwhelming for a Butcher. There are definitely better options for that and she doesn’t make the team. For kicking there is still some argument for her, but I still don’t think she makes it with the one Union player restriction. Avarisse and Greede or Harry would be a better choice in that team than Decimate now.

Overall she’s a decent player who used to make Butchers teams pretty regularly, but not so much in season 3.