I played two games with GIC this week. Here is how they went:
First game: Butchers (with Boodthirst) vs. Engineers (with Tracer Rounds), Score 12-6.
Butchers: Fillet, Princess, Boar, Meathook, Boiler, vOx (I don't normally play vOx, but wanted to try him again.)
Engineers: Ballista, Mother, Hoist, Ratchet, Colossus, Compound (This is the standard list I expect from him.)
My opponent made good use of Tracer Rounds' bonus time on almost every activation. The card was very live, and the healing rate of 3 (instead of base 4) didn't seem to hold them back too much, even against butchers. Bloodthirst was really good for healing models that took 2-3 incidental damage from character plays. Players I would not have normally healed with the damage on them got healed to full (Boiler and Meathook in this case). The card was dead on Boar, obviously. Now, let me talk about Fillet with the card. Fillet felt like she was constantly in danger of dying, when she would have been fine without the card. A heal rate of 2 was debilitating. Yes, she healed off of (most) of her attacks, but there were so many times it came down to an opponents bad dice roll to keep her on the field instead of anything I could do to save her. Even a heal rate of 3 would make me feel better in those situations than I felt. The card did do a good job of encouraging me to attack with models besides Fillet in the team. With their low defenses and not being in the best place in the meta right now, it just seems like getting less healing than before is not helping them play the game at the same level as other teams. I never felt in control of the game, despite what the score says.
Second Game: Farmers (Spirit of Cooperation) vs. Hunters (Bait the Trap) Score: 12-8
Farmers: Box 6, but replace Bushel with Grace (played with models I actually have)
Hunters: Skatha, Snow, Ulfr, vHearne, Jaecar, Avarisse and Greede (He regrets taking A+G, but was happy with his lineup otherwise)
My opponent played a control-y game and used the free Snare to good effect, targeting a model I would probably have to move pretty far to get use out of and making me have to use momentum to clear a lot. It didn't help that I played pretty closely bunched up and he got a lot of Cold Snaps on me (I think 3 that got 2+ players each time). Even with all that he never got an additional VP because Farmers are really good at generating Momentum and I could clear conditions (he didn't try to fight me much so picking to clear was an easy choice). I can see where his team could get VP from the card against some teams that generate less momentum, or are more fragile. On my side: the only Reaper I had that could get extra VP was Windle, but that turned out just fine (even if I didn't think of that problem until the game started). Windle managed to get two 4 point take outs by combining Snake Break and the GIC. This allowed me to win on 4 takeouts. Skatha continues to be very hard to deal with. She's a strong player, but not so powerful she is broken. Because of Windle's speed it was pretty much impossible for him to get a take out and not be in range of a Planter. I can see where someone like Tater, or especially Thresher, won't get the bonus VP. Even Bushel doesn't seem likely to get the extra VP from scoring a goal. At least the donkey should be getting some if he does take outs (which I have done when I proxied). Overall, I like both of these cards and thought they were in very good places. The farmers one seemed like it would get extra VP a lot, but the more I think about it the more I realize that a lot of the Reapers won't be near the planters when they get VP.