Death Guard – Terminators

Everyone needs some heavy lifting and until I fo another Forge World order then these chaps will be doing it for me. Banged up but still rocking the Death Guard Way!

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Muck Spreading the Farmers – Thresher

When you really need to clear a path you need to Thresher the opponents.

Stats

His speed is average as is his DEF again no ARM for the farmers. His KICK is decent and hovering around that Striker range, His TAC is impressive (Butcher captain levels) and his INF is a little low for a captain both for pool and maximum allowed.

Legendary Play

Against the Grain – A great little legendary that increases the teams output. It hands out +2 TAC (so team singled out anyone) plus Life drinker which is a nice touch. This will make a lot of the team even scarier so timing this is going to be interested.

Traits

Scything March – When he knocks down an enemy model he gets a free dodge. In theory this could be pretty nasty when he is able to get into a bubble of models.

Crow Scarer – While he is near a Harvest marker he gains poised, so free counter attack a turn while near it.

Extended Reach – Like Mallet while in his activation his melee zone increases.

Playbook

Decent playbook for her with great MP generation, all columns but the dreaded missing on the first column :(. Lots of damage output as well as knockdowns! He does bring an earlier tackle but non-momentously he gets one very early dodge but he can get it elsewhere as well.

Plays

Don’t Fear The – Costs 0 INF, removes a nearby harvest marker, he then does 3 damage to all models in his engagement zone which is pretty nasty for a free play.

They Ain’t Tough – Costs 1 INF or 1 Guild Ball (4 hits), reduces an enemy targets ARM by one. Really nasty against models who have ARM  as they usually have slightly lower DEF anyway. When combined with his Legendary this is a big swing of hits for the team.

Overall

He is lives up to his name, very much in the vein of Tapper in that he does bring some boosts to the team but mainly he is around to smash face possibly while they are on the floor. He can potentially do a lot of damage in a turn especially with Tooled up available in the team. Like all Farmers he needs Harvest markers around to be even more terrifying but he possibly needs them less than others..

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

Muck Spreading the Farmers – Jackstraw

Are you scared yet? Maybe you should be its Jackstraw!

Stats

He is I believe the slowest model in the game, like amazing slow. His TAC is also very low, but his KICK is interesting dice pool is low but range is impressive. His DEF is really good, while as usual no ARM to go with that. He does bring 3 INF to board and can only ever use 3. So a great INF generator for the team.

Traits

Reanimate – Makes it a little harder to take him out (especially with some little wounds he has anyway). But do not rely on it as he is still incredibly squishy, like he was made of straw…

The Last Straw – At the end of his activation he gets a free place towards a harvest marker nearby. Nice way of keeping him moving considering his slow movement normally.

At your Post – He gets a free place during his activation to a harvest marker or friendly goal post. Combined with The Last straw he can really get moving during/after his activation. The place is also incredibly powerful as it gives him the length of the base as a little big more movement as well.

Playbook

Really small playbook you would expect but he does have some momentum generation (2/3 columns) with both momentous results being Tackle or Knockdown. Which are pretty helpful. He also comes with some dodges if he is desperate or loses touch with the harvest markers.

Plays

Crop Dusting – Costs 2 INF, an AoE play that hands out a small amount of damage but more importantly lets him drop out 2 harvest markers so he can keep himself moving with his place jumps.

If I Only Had a Brain – Costs 1 INF, Another place towards a harvest marker means this really slow model can actually move pretty fast.

Overall

A lot of movement madness with the scarecrow man, he has the potential to move easily over 16” in a turn. So if you need something to quickly relocate no-one does it better than him. This of course makes him a pretty scary goal threat but he does need momentum to do it. It also means he is a great ball retriever for the team and can also do incredibly well at keeping the ball out of your opponents hands.

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

Muck Spreading the Farmers – Millstone

I feel a weight around my neck, hopefully it’s not because of Millstone.

Stats

Her speed is average, while her TAC is a little low. Her KICK is average and her DEF is meh but she does come with a healthy ARM 2. She also brings 3 INF to the board (and can only use 3).

Traits

Planting Season – Once a turn she can place a harvest marker nearby, which as we have seen helps plenty of the farmers.

Take One for the Team – This is a great little trait and a decent sized aura, she can have a condition (that she isn’t already suffering) placed on her instead of the friendly model targeted. Very powerful as it can neuter a few different models.

Playbook

A reasonable playbook, which generates a decent amount of momentum (3/4 columns), all of it is damage as well. She also has access to a column 1 tackle and a Knockdown, plus a few pushes when needed.

Plays

Get Out – Costs 1 INF, interesting play similar to ramming speed, in that as she moves and touches a model they get a 2” push. What is different is that it is for friendly models this time. This means she can get a fair number of models further up the field turn 1 or simply help get a model out of a bad situation. Some interesting possibilities with this one.

Get in the Goal – Costs 1 INF, nice little buff for a model as it grants Goal Defence to a model, so increasing the target number for goals if the model is near the goal post. The only issue is that it means Millstone or another model need to be sat far back to get the bonus. This then counters her need to be handing out harvester tokens and being the condition sponge.

Overall

Like some many of the Sowers in the farmers she is a supportive player that can really help the team out. She obviously brings some Harvest which is important and her condition sponge thing is really helpful against certain teams.

Try not to fall into the trap of Get in the Goal unless you are happy with playing defensively with her (or another model), as it is too easy to get round (with tap-in) or the good strikers aren’t going to be as worried about hitting the higher number.

She is a great defensive model, but she can bring a lot of damage momentously to the board.

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