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Calum Todd

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  1. Calum Todd

    Season 4 results

    Not so much the damage he does himself (though he can put out some hurt if necessary) but how much he can bog the enemy down with KD and his defensive tech*, making it hard to get away from Farmers in some cases and then the reapers do their thing. *Close Ranks can really punish the opponents TAC meaning they might struggle to get any playbook dodges or pushes they'd want. The easy KD makes counter attack great. With some careful Harvest Marker placement you can make it so the opponent can't effectively push you away meaning they're still stuck with Grange beside them threatening a KD or just ganging up.
  2. Calum Todd

    Season 4 results

    Yeah I can see him being useful there. So far my opponents have been aggressive with their play style so there's not been many stand offs - possibly why I've not lost so far. Charging head first into Grange's murder-dungeon isn't the best strategy.
  3. Calum Todd

    Season 4 results

    More games under my belt now. Blacksmiths, Brewers, Hunters, Union and Alchemists so far - yet to lose a game so far but I expect that to change soon! My general-ish 6's so far have been either Grange, Peck, Jackstraw, Millstone, Tater & Windle Thresher, Peck, Jackstraw, Ploughman, Millstone & Fallow I used Harrow once in one of the first games but haven't since. Is anyone else finding him to be a hard sell for the team now? He's not bad, but it just seems all the other planters provide something more useful.
  4. Calum Todd

    Season 4 results

    I've only played into Esters Brewers so far - used Grange there. It was a tough game and I think it would have been harder if I used Thresher. Due to Esters and Mash having Resilience there was a bit of wasted INF, and had I used Thresher I'm sure my opponent would have taken Pint Pot to add another model with it. Leaving Friday with a Spigot nearby (for DEF 5 ARM 1) and Quaff (Loved Creature). I had to go the slow slog way using the fact that I have more INF to plink the Resilience away to allow the reapers to do their thing. I've only had favourable match ups so far, so things have gone relatively well. I'm sure something like Hunters or Butchers (or the dreaded Navigators 😫) will ruin it for me. While there might have been a couple of nerfs here and there, the team feels much better to play now!
  5. Calum Todd

    S4 Farmer Preview

    Only played one game with S4 Farmers (So I'm clearly an expert now!) Ran with Grange, Peck, Jackstraw, Ploughman, Tater and Windle (Receiving) Opponent was using Blacksmiths. Ferrite (Captain), V-Cinder, Furnace, Cast, Hearth and Alloy I won't go into the full game details, but here's some notes. Grange - Hasn't changed too much, but I did miss having Lend a Hand as trait instead of play. Usual knock everyone down tactics and help with passes (snap passes are great!) Peck - Maybe even better now with the Heroic change? Dodge was nice, but all conditions removed is amazing. Jackstraw - More INF efficient now despite losing 1INF. Can actually do the Cropping/Double Teleport/Kick action now 😁 Ploughman - Best battery in the game? Can give 2 INF to others, then generate 2 more (Harvest) for free! Helps make Jack even more mobile. Tater - The increased playbook damage is fantastic, and means he doesn't need to wait for a Tooled Up to do his thing. Loss of healing is meh, but he generally died before I could use it in most games. Windle - was already in my 10 in S3, and got better really. His damage ceiling is lower I guess (Honest Labour etc.) but he's so reliable at doing 12 damage on his own - and isn't exactly slow anymore! I don't think there's a Dream Team of 6 players you will always take though, which is a good thing. Tater is a very good choice for the charge and counter charge, but the other reapers are either tougher, better in combat, harder to hit or better at football. My next game I'll be trying out Thresher, Peck, Millstone, V-Honour, Jackstraw and either Fallow or Bushel. This will be the "speed team", going for goals/take outs and getting in the opponents face asap.
  6. Calum Todd

    S4 Farmer Preview

    Who makes the new 12 then (or really, who gets dropped on their own)? For me it's probably going to be Buckwheat (again) - he's good but Peck is just too good, and the other players each have their place. It's a tough choice though and as I said earlier I'm not totally sold on Honour yet. Will need to get some games in first. I think Ploughman will make most of the 6s though - he's really good as a battery and/or helping out.
  7. Calum Todd

    S4 Farmer Preview

    I totally glossed over the fact that Crop Dusting is only 1 INF now - very happy with that. I'm happy with losing Tooled Up in exchange for mostly better damage results. The lack of Tac bonuses is not as fun though and I will miss them. It certainly appears as if we've been giving a bit more mobility to compensate though. Honour still seems a bit meh - still not feeling it here. She's probably useful against the likes of Alchemists along with Peck and Millstone. She seems a bit too similar to the latter there though - would have been nice to have something a bit unique in the team.
  8. Calum Todd

    S4 Ploughman

    I'd be very happy for us to move to more accessible 2-2 win. I would like for Harrow to become a bit more football focused with the loss of Tooled Up - currently Ploughman looks like a better version of him really.
  9. Calum Todd

    S4 Ploughman

    http://steamforged.com/sfg-news-blog/season-4-ploughman A nice streamlined version of Ploughman for Season 4. Biggest take from this is the rather large change to the rest of the team! No Tooled Up or Honest Labour (as it currently is), and presumably Threshers Legendary has changed too.
  10. Calum Todd

    S4 Granite

    Making her more similar to Fallow seems likely, if a bit dull perhaps. Crazy idea: At the beginning of every friendly activation she gains +1 ARM (instead of TAC like Fallow) to a max of +3 or something. Just turn her into a slow building wrecking ball of masonic destruction. Sensible-ish idea: Make her just a tad faster in some way. or impervious to movement penalties - i.e Fire/Snare etc don't reduce her (low) movement at all.
  11. Calum Todd

    Idea for farmer's minor guild

    I'd like to see a Gardeners Guild. The focus being conditions from the harvest markers, speed and goal scoring. Sort of a mix between Hunters and Alchemists but less ranged abilities. Theme would be a lot more foppish than the Farmers, less rugged and rough, a bit snooty/haughty instead. Reaper style Captain with giant garden shears. Mascot would be a giant plant that eats people - Audrey II Harvest markers can be used by reaper equivalents to chuck out poison, snare and bleed depending on the player.
  12. Both Fillet and Meathook have Smell Blood which adds +2" to charge against someone with Bleed, Millstone can help against that with her Take One for the Team aura but it's not something that can totally count on. You'll need to be sensible when to absorb conditions with Millstone since as @ForestRambo says they can very easily reapply it - then you have 2 people with Bleed instead of 1! You'll likely get more mileage out of Harrow's Rapid Growth trait for dealing with the Bleed condition damage - though Butchers do use Bleed for other benefits, not just the 3 damage later on. Tater and/or Fallow are useful here. Tater with his Counter Charges and Charmed [Female] against a team that has a lot of females is great. Fallow can also prevent the Butchers from hitting the people they want to and she can blenderise them in return if set up right.
  13. When I'm playing I don't exactly go into the game thinking "I will score at least one goal" it's more of an oppurtunistic thing usually. If receiving, Bushel can score from the starting line as long as she has some momentum to start with and 4 INF. Generally I'd pick up the ball with Jackstraw and place some Harvest markers at the same time to allow Tater to Counter Charge as soon as possible. Pass the ball around a bit and get into position for the next turn. Last activation, or close to it, would be Bushel. Eat a Harvest Marker for re-roll kicks. Passing to Grange (ideally, for the For the Family trait) for a dodge 4", get him to pass back and dodge 4" again, jog towards the goal and pop it in for a goal. Jackstraw allows for less linear and predictable goals, and can be a good player to hide the ball with since he has some absurd movement shenanigans. Thresher and Tater can threaten goals with decent speed and kick threats - nothing out of the ordinary though.
  14. Our staple players of Millstone and Tater will probably do most of the heavy lifting (barring the captain) in this matchup. Millstone (and Peck) are key in "ignoring" the Bleed condition, Millstone can also provide some goal keeper style assistance. Tater's counter charge is massive against Butchers who really don't like Counter Attacks - let alone Counter Charges. Farmers have access to a lot of pushes (not so much easy double pushes though) which can ruin a Butchers day if they want to keep hitting you. Thresher can and will delete any Butcher player he wants pretty much, but can end up overextended and farmed for Momentum and then VP. Try to take the Butchers on on your terms - so in your half of the board and in a good ol' brawl. Getting the ball off them is very useful to prevent them dodging into combat or out, thus avoiding any Counter Charges. Or just denying them any goals obviously.
  15. My own preference would probably be Grange, Peck, Tater, Harrow, Millstone and either Bushel if receiving, or Fallow/Windle (yes, Windle) for a brawl. Grange, Peck and Millstone can deal with Knocked Down rather well and dish out reliable Harvest Markers. The repears should be able to do what they do best in this match up, especially with Tooled Up and possibly Honest Labour. Though keep in mind the opponent will likely be doing the same thing.