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.

Muck Spreading the Farmers – Peck

Let the feathers fly…Its time for a bit of gentle Peck(ing)!

Stats

Her speed is decent about average for a Mascot, as well as her TAC and KICK. Really good DEF but no ARM which would have been funny.. INF generation and maximum is average for a mascot as well..

Heroic Play

When the Cock Crows – A normal sized pulse that allows you to remove Knock-down from friendly models. Very Momentum efficient if you can catch multiple models for this, the additional dodge if they stand up as well is just even nicer. A great Heroic Play that saves Teamwork momentum uses for something else.

Traits

Fertiliser – This helps keep the Farmers play style going, if she is taken out then you can place a harvest marker close to where she was squished..

Pain Response – If she takes damage from an enemy play/attack she gets a free dodge. This will generally help keep her out of too much trouble.

Playbook

A very small play book but she does bring some momentum damage which on the charge could get you some wraps and so generate a healthy amount of momentum. She shouldn’t be in combat really..

Plays

Cocky – Costs 1 INF or 1 guild ball (2 hits), allows you to let a friendly model ignore the next condition placed on it. (except the taken out condition). Pretty powerful ability against certain teams and will certainly make her a target for your opponent.

Overall

A great support piece who shouldn’t need to much INF from the team as the most power is in her Heroic Play. More so against certain teams/builds. Her Cocky play is also very nice and worth always having an INF on her just in case it looks like a model is going to be taking something nasty from your opponent

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

Muck Spreading the Farmers – Bushel

When you are starting a new team, you need someone that can carry the team possibly in some sort of container…..Its Bushel!

Stats

She is average speed but her TAC is rubbish, while her KICK is pretty healthy, not quite super striker level but still good. Her DEF is great as well but she has no ARM. Now her INF is really unusual he only brings 1 INF to the board which is bad but she can carry the normal maximum!

Traits

Protected (Harrow) – As long as she stays nearly named model she gets some ARM, which is really nice with his high DEF as well.

Cabbage Punt – As part of the farmer Reap & Sow idea, she gets to remove a nearby Harvest token and he gets to re-roll failed kicks for the rest of the turn. This makes her a pretty nasty goal scorer but also Snap shots become a lot more predictable if you are re-rolling when you fail. A second bit of the cherry if you will. A very interesting trait to have around.

Playbook

A small playbook and one that doesn’t do a lot of Momentum for you (2/5 columns). She does have access to an early Tackle  and some damage (some of it momentous) as well as some dodges which is always helpful. A relatively meh playbook on the face of it but is the only way to get one of her play off.

Plays

I’m Open – Costs 2 INF, this allows you to get the ball of a friendly model who has already activated or has no INF to pass. Also helps up her movement with some Teamwork tricky which pushes his goal-threat range to nasty level.

Balls Gone – Costs 2 Guild Balls (3 hits), this allows her to take the ball of an enemy model (not a tackle so no close control triggered) and then pass it to a friendly model. Lots of potential as you can get the ball moving in your favour. IF she could do this without the charge then she is going to have access to a lot of movement options.

Overall

A goal scorer that is certainly not a linear option, she is a typical goal scorer that is going to need help from the team, like with the help of harvest markers she is going to be pretty nasty as re-rolling Kicks which should mean more success than you would normally see.

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

Muck Spreading the Farmers – Harrow

Well this one is going to be a Harrow-ing post…(sorry, not sorry).

Stats

His speed is pretty average, as is his TAC and as his KICK. His DEF is a bit meh and he doesn’t have no ARM either. His INF generation is average but he doesn’t have an average maximum.

Traits

Charmed (animal) – Gets a boost to his DEF against animals. This is fluffy for a farmer but in game is not going to help too much really.

Rapid Growth – At the start of the maintenance phase before conditions are sorted all friendly models in the aura get healed a little bit. Really helpful to have around and the size of the aura makes it worthwhile.

Look Busy! (captain) – A great trait that allows you a free use of the character play Sow the Seeds when he is near a captain. Very powerful and easy way to get the Reap & Sow mechanic going..

Playbook

Decent playbook for him with good momentum generation (4/5 columns) he does suffer from the first column no MP curse though. He brings a little bit of damage output but really he is all about get his play off. But he can knock down or tackle for momentum as well. Which is always handy. He also has some pushes for when he needs it.

Plays

Tooled Up – Costs 1 INF, grants +1 DMG to character plays and playbook damage. Seen elsewhere and is still nice on some of the other models in farmers (looks at the donkey).

Sow the Seeds – Costs 1 guild ball (2/3 hits), Lets you drop a harvest marker down when you do this play. What is really helpful is it is NOT once per turn. Which means there is the potential to hand out 4 harvest markers a turn. Which can easily feed most of the team.

Overall

He is going to have a big old target on his back, as he generates so many harvest tokens that dealing with him will be high on your opponents list as removing those markers will neuter a lot of your other players. So keep that in mind, beyond that he is a great support piece that is going to help the entire team at some point during a game!

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