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.

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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.

Muck Spreading the Farmers – Tater

It’s the bonny lad of the team in the great shape of Tater.

Stats

He is pretty fast (just above average), while his TAC and KICK are average as well as his DEF (but no ARM). He also brings a smaller amount of INF than average but his maximum is average.

Traits

Charmed (female) – The girls find it harder to hit that sweet face, everyone else doesn’t have an issue. Thankfully in Guild ball the sex split is pretty even so you will get some mileage out of this.

Fork Off – While near a harvest marker he gains counter charge which means he can really lock down a nice area of the board as no-one will want to get hit by him.

Making it Rain – First time we have seen this, as part of parting blow he can use character play playbook results which is pretty nasty.

Sweeping Charge – On a charge if he uses one of the damage results all models in his melee zone suffer 3 damage which is very nasty and allows him to really load up on the damage.

Playbook

A nice playbook which generates a decent amount of momentum (4/5 columns) all of it is damage dealing as well. He does have some pushes should he need them he also has a Tackle but no knockdown.

Plays

Cropping – Costs 0 INF, Remove a harvest marker to get a small heal. Very handy way of using a team resource instead of using momentum.

Mow down – Costs 1 Guild Ball (3 hits), really nasty ability as you get to knock down the target but also all other models in his melee zone.

Overall

He is a great little hitter that will do a decent amount of damage in a turn while also handing out a lot of knockdown in the right situation. Combine this with Counter Charge and he is a tricky model to deal with. Who can really hurt any team that clumps up, he is going to be a popular choice.

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

Muck Spreading the Farmers – Buckwheat

When you need a mascot you better bring some carrots and no seaside rides this time! Its Buckwheat time.

Stats

Pretty average movement for a mascot, he does have OK TAC as is his DEF (no ARM though). His KICK is unusual as his dice pool is average for a mascot but he has a huge range (striker levels). He doesn’t bring any INF to the board either which is not great but his maximum is pretty low anyway.

Traits

Ass kicking – After a succseful attack/character play he can once a turn push an enemy he hit directly away from him. It’s a decent push so can mess nicely with your opponents placement.

Territorial – If he gets to eat a Harvest Marker he gets to make an attack without spending INF. This means he can actually be a pretty nasty damage dealer.

Stoic – No easy way to push the donkey! Makes sense if only for a fluffy reason!!

Playbook

A very healthy playbook, all columns generate MP and nealt all of it is damage related. He also has a momentous knockdown. This is one angry donkey to deal with in combat!

Plays

Carrot & Stick – Costs 0 INF, if there is a harvest token in range he can eat it and make a free Jog. This means the donkey has one of the best goal threat ranges in the farmers and is worth remembering. Or simply it allows you to keep INF for other players while keeping the donkey relevant.

Overall

An angry angry Ass that is going to be a great damage dealer and momentum generator for the team. But he is only as good as the harvest markers on the board so careful place of those is going to be critical to get the most out of him He also makes a pretty decent goal threat as well. But one which will need to bonus time to be really effective

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

Muck Spreading the Farmers – Windle

He is big and he is not too bright but no-one puts Windle in the corner..

Stats

He is slow, really slow, like tortoise slow! His TAC is average as is his KICK. His DEF is bad and he has no ARM (wary of he being a momentum bank for your opponent) and like a certain Bear he also brings no INF to the board (and can only use 2).

Traits

Berserk – We have seen this before on Boar and Rage, if he causes damage with an attack he gets to swing again for free. Certainly frees up his low INF use.

Big Breakfast – Once a turn, he gets to eat a harvest counter and gains a TAC boost but also gains a point of INF. Worth noting this is not allocating INF so one of the few ways to go above your maximum in the game. This is huge and possibly showcases the reap/sow thing for the farmers the best.

Stop Slacking – Average aura that allows him to make a dodge if a friendly model ends an advance within the aura. If you can get the whole team ending nearby during the turn he actually becomes incredibly fast. But also allows some repositioning during the turn to better suit where he is needed.

Hale & Hearty – When he drops below a certain HP, any damage causing playbook results against him will not generate momentum. This certainly is interesting as he suddenly stops being a major momentum bank for you opponent unless they go for other choices. (worth noting if he does and comes on with his ice sponge this trait will be activated at that level).

Playbook

A healthy playbook but one that is only OK on the momentum generation (3/6 columns). He also has the dreaded no momentum on column 1 as well, he is only going to be fully effective with a harvest token in his belly so keep that in mind. He brings some pushes which are always useful for getting a problem away. He does have some nice momentous damage  and also relatively easy access to Knock down. His tackle is going to be tricky to get usually but that is not really what he is about.

Plays

Snack Break – Costs 1 INF or 1 guild ball (2/5 hits), this gives him a nice heal and also allows him to gain an additional VP if he takes out an opponent. Anything that boosts VP is always going to be really helpful.

Overall

Deceptively fast model but does need help getting there. He does bring some healthy damage dealing especially as he can kick out a lot of attacks when up and running with a harvest token.

But be very careful with his placement as he is going to be such an easy target for your opponent. Make sure they don’t want to stay near him with the damage he can hand out (and the VP he can gain). He is more scalpel than hammer who is going to be stood around for a long time (with all that health) so use him a such.

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