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  1. Vet Honour?

    If she is a goalkeeper, she must, absolutely must have the "Smashed shins" ability. Because she knows a thing or 2 about smashed shins.
  2. Pin Vice v Farmers/Thresher

    Couldn't agree more. Your first point is significant, need to receive for it to be worthwhile. Absolutely. Regarding the Tater countercharge, Thresher poised counter attack, if you hit the 11' b2b, it's a moot point. Tater's KD is on 3, and according to https://www.wolframalpha.com/input/?i=probability+of+third+6+on+tenth+roll&lk=3 that is a 1 in 21 chance. If he hits it, he also knocks down Thresher which might be a problem for him. Haven't modelled 4 shots on a KD Thresher, however on 4 hits, you drop 16 damage. It downs't spike down with 3 hits, but it spikes up with 5 hits..... Anyway.... Tater's push is irrelevant as if he hits it, you can simply sacrifice 1 damage for a dodge (or not, if you spite high enough lol). That removes the chance of Threshers counter attack delivering a second push and moving you out of melee. The average result of PV's charge is 4.5 hits, 4 is either M2D or 3. Drop to 3 hits is M1D or 2. There are a LOT of variables in play, however one of the biggest is actually Tater and his positioning. If your opponent leaves Tater JUST 2' away, after the Thresher counter attack, you bonus time your first "normal" swing, and look for a M2D to drop just out of his engagement range to get your extra dice back. Just another nifty Tater trick. Most of the time Tater won't counter charge if he thinks you are setting up a run at Thresher, no matter what you do. It is quite legit to move a player (I like Colossus for this) to just on 6' of Tater with the ball. If he counter charges you, great. Sure, he knocks you down and the ball scatters, but Tater is isolated. PV can roll Tater and pass / teamwork away from Thresher, leaving him open next turn. If Tater doesn't counter charge (the most likely option), then Colossus can PASS to PV, and take the TW action in to Tater, engaging him and ruining the counter charge. If you have the spare Inf, you can shoot for a KD or 2 on Tater the neuter the Millhouse effect, and prevent Thresher simply going in to Colossus and freeing Tater up. Either way, with 20 health and Tough Hide, Colossus can handle Thresher coming in to him unless he get's Tater up first (just) and give PV that opening. Another alternative here is, depending on positioning, is to pass the ball and Team Work Colossus into Thresher directly, however placing him in a position that will totally ruin Tater reaching where you want PV to charge (if that makes sense when typed). Sure, the big fella will take a beating, but PV can go in, Smack the old bloke up, and throw a heal on Colossus. So many variables, as I said, but I think Thresher is going to serious help non farmer players play, because working around the holy trinity (Thresher, Tater and Millhouse) and pulling the combo apart will help us face any other challenging synergy that comes out.
  3. Pin Vice v Farmers/Thresher

    It shouldn't really be that hard. You have an 11' charge if you want it, which is his total threat range. IE, if he can hit you, you can b2b him. You can also defensive stance against Tater, can't you? Makes him need 2 6's to push you off if you do miss out. PV is GREAT against Thresher. If you have the ball (the dreaded Thresher kick off) you can deploy her a bit back if you want (16.1 inches from Thresher) and kick the ball around a bit for momentum, then give her an overclocked from Ratchet. A fully loaded PV with Overclocked up is terrifying for Thresher. If you kick a few passes and lob some bombs you can either try to win momentum and make him go first T2, or alternatively, finish off by kicking to PV, dodge into range, then make him either hit you (defensive stance to save you hopefully), or you hit him if he waits for Thresher to go last. Deletion, alternator Pinvice with Overclocked hurts Thresher BADLY. If you manage a tooled up as well...curtains.
  4. I'm really keen to figure out some non Thresher lists when my Farmers2 Box arrives. I'm currently thinking something like: Grange, Eddie (Murphy, a.k.a Donkey), Homer (Mr Plough), Harrow, Fallow and Grace Which might work against some teams. Ploughman dropping AoE's for double markers in my mind allows for optimal Fallow set up, while Grace + Harrow means very strong healing options. Grace basically does her heal or Quick foot for free, and hands an inf to the team. The list only brings 10 influence, but Fallow doubles the impact of markers, as she gains 4 inf for 2 markers, and you still have Grange's legendary up your sleeve. I really like the idea on not making it all about a single brutal Reaper, but trying to spread some damage out around various players, with a few options for "finisher". Everyone on the list has access to damage on their playbooks, except Grace, with Grange and Fallow the "finishers". Especially with Granges 2' melee and honest labour, he can engage a hurt someone target, and let Fallow take bonus' (if she doesn't go Rowdy) in hitting a second player. Loads of KD, and especially cook in momentous AoE from Ploughman, and momentous harvest markers from Harrow. Questions: Would Millhouse be better than Grace? She doesn't heal, but can punch a bit better with damage on her playbook. She also is tougher, and negates conditions. I kinda see Fallow hanging out behind the line, with 2 HM between her and her teammates, and taking a "between a rock" jog, then a quickfoot jog to get in and swing times. Does Grace or Millhouse help that better? I'd love to hear other non Thresher ideas.
  5. Dealing with Alchemists

    I think thresher is definately the way to go. I would imagine the last player could have been Mist to offer a 2' melee range, ball retrieval and alike. Personally, I'd run Grange, Tater, Fallow, Jack, Millstone, Peck. No Grace. I reckon Millstone's "Get in the goal" plus Fallow's "Rock and a hard place" can help you ensure that at least some of the goal runs will be at -1tn and crowded out. Similarly, "Rock and a hard place" is brutal when you have Cocky, Constitution both up, limiting targets for AoE. Smoke teams really have 1 solid turn where they put out LOADS of conditions and damage (the legendary turn). Aside from that, it's basically a "witness me" and 2 goal team. Grace won't help you much, because yes she can remove an AoE, but smoke can make her own, jump to it, and go go gadget smoke tricks. I'd prefer Jack for the extra 2 markers, and ability to place them forward. I would think I'd sit Jack on the 4' line, giving him goalkeeper when I can. Port forward, cast 2 markers, port back again and hundred hand stance, then use him to try and counter after the inevitable goal, get the ball up field with ports, and flick in on to Grange for the goal run or something. With a free port, 1 inf port, 4' run, he can cover ground reasonably, you just need to set up the markers as you go. I recommend having Tater on a marker midfield obviously. In this matchup, the counter charge further up field makes a smoke goal run MUCH harder. He'll need to be shielded from, Vkat though. You could take Harrow if you wanted, but the match up really don't need massive damage, and Grange is more than capable of take outs without tooled up, as is Fallow. If you felt you needed Harrow, it would probably be for Jack, which would limit your counter goal score. Certainly he's useful, but you should be able to beat up on Smoke, Vitreol and Mercury without Tooled up. Certainly, I would love Thresher in this game. If you found you really didn't need Grange's marker with Millstone and Jack laying them down, try him. Just my 2c worth.
  6. I would bet that somehow a "different take" on the Hat will be the focus. Given that the pre-errata Hat has the "go crazy" ability, and the fluff story had Harry lose his flashy temper after being beaten up, I suspect she could be "mad as a hatter", and have some form of Fury type abilities. Could even be a 0/2, 2' melee range furious charge / beserk type, like Windle / Seenah, could more likely be a 2/4 2' melee with cut self to get angry like Pre-rata Harry. Either way, I'd expect less pushes, and instead some momentus damage. 2/6 kick and tac 5-6. This would give us access to 2 different Harrys, inspiring Hat, and Mad as a Hatter, each one doing a different thing and a different playstyle, and the latter FINALLY plugging the momentus damage hole the engineers guild has. Just my 2c. I have no inside knowledge at all.
  7. I've put 3 up. I had another few, but forgot to take pictures.
  8. Round 3 vs Union He ran: Blackheart, Mist, Strongbox, Grace, Decimate, and Old Hat. I ran: Thresher, Peck, Tater, Jack, Harrow, Bushel. I kinda like Bushel as a 6th in this list, because she brings an influence to the table, where WIndle doesn’t. She also doesn’t need any, cos I don’t really need her to do much. I made a big mistake here, grabbing the ball with Jack, and not getting away from Mist far enough. She pinched the ball, with no influence, although Tater got a charge (using Jacks harvet markets), he wiffed L. Thinking the ball was dead, I ignored her “pro tem” and tooled up old father, planning to take her out (tater did 4 damage, but missed the KD). I didn’t realise that Blackheart was as slippery as he was. He did his stuff, used “I’m open”, received the pass and dodged forward slotting a goal! I was down 4-0 before I knew it! I got some points back taking out Mist with Tater, and send the old man to deal with blackheart, and near killed him, but not quite.However the goalkick in scattered poorly, ending up on Tater (and dead for the turn) as he used his influence to finish Mist. Turn 2, my opponent won initiative, and Blackheart dodged away from old father, tackled tater, popped legendary, and buried another goal. The blighter. He paid the price as a result, as Peck wrapped and took him out on the charge. The ball was given to Thresher now, where it probably should have been all along. Strongbox advanced, and copped a Tater charge (charging past the target to mow down others is a nifty trick). Old father waded forward, with the ball, killing Decimate, Grace and nearly strongbox. 8-8. Next turn, Mist was back in the fray, and old father spent an attack to finish Strongbox, and move into Mist, kill her and the returning Decimate to get the win.
  9. Round 2, and Thresher went up against my own Engineers, played by a newbie who came 3rd in the tournament in a great result. He ran: Pinvice, Mother, Hoist, The Colossus, Locus, and Ratchet. I range the same list, except I swapped WIndle for Bushel (Thresh, Peck, Bushel, Jack, Tater, and Harrow). My opponent goes pretty hard at the punch, so I picked Bushel to try and snag a goal, to get the edge. This game, Colossus kicked, and the ball scattered way out wide, leaving it out of range for Colossus to retrieve, so I left it for a while. The old father moved up, covered by Tater and some harvest markets placed by Harrow and Jack. Peck nabbed the ball and ran behind my lines. My opponent made a mistake, moving Mother too close to Tater, who charged past mother, and managed to move down Colossus, Mother and Ratchet, and proc his charge swing for 3 damage all around. Colossus had no momentum, but did kd tater. Turn 2, the old father went first, and moved in, scything mother almost death, and hurting ratchet and Colossus. His attacks finished mother, then ratchet off. (3-0 up). Not to be outdone, Colossus singled out the knocked down tater, and started some hurt, so I moved Peck up, flicked the ball to Bushel, heroic to stand up tater and dodge, and put cocky on him, then spent a momentum to heal (Thresher hurt him). Up stepped Locus, and returned Tater to the floor swiftly, and put some hurt on him (Charge, Wrap, Mometus damage and Kd, attack and momentus KD, then another wrap…hot dice). Tater hopped up and hurt Colossus, leaving him near death, but Hoist took out Tater, leaving me 3-2 up. I won initiative again, and Thresher took out Colossus, and Hoist!. I was now 7-2 up, with the ball. Jack activated, porting up and placing harvest markers forward, setting a trap. Pin Vice was engaged with Thresher, so he copped some hurting but lived. I moved Tater up onto Jacks markets to head off the returning Ratchet and Mother, while Bushel nipped through and popped in a goal. Ratchet moved up to drop a bomb on Thresher and get a take out, however, my trap worked, and Tater countercharged, and knocked him down, dishing out some damage at the same time. It was a matter of regulation to finish Ratchet next turn with Tater for the win.
  10. We had our final Guild Ball escalation league on Friday. I loaned my engineers to a new player, and ran Farmers, including (with TO permission) Zombie Thresher. Obviously reanimated by PinVice with a new, mechanical heart, he played a starring roll in bringing home Gold for the farmers, and begs the Hat to come to the Cogs, who helped restore him to life. The butchers lined up (as below) with Ox, meathook, boiler, princess, Boar and Brisket. I took Thresher, Windle, Tater, Harrow, Jackstraw and Peck.THe butchers player won the toss, and elected to receive, and I kicked with Windle to get him up field. The butchers Turn 1 involved Ox grabbing the ball, passing it back, brisket sprinting up, passing the ball back etc etc to gain momentum. I dropped a marker with Harrow 2' forward, tooled up Windle, dodged. Peck moved, Windle dodged. Tater took up a postion, and windle dodged. Jack dropped 2 forward markers, and windle dodged. The old father, just in range, moved up, and murdered Brisket and injured meathook who was finished off by the Windle train (toot toot!), who also put some pain on Ox. (yep, 2 first turn take outs!). I won momentum, and went first. The old Father activated, took a harvet market and dropped Princess (3 damage from harvet markers in T1 and T2, plus a swing), and finished off Ox (fully loaded with Influence). Boar took out Harrow in a single activation (BOOM, Headshot), before Windle dodged and moved up to wipe out the returning Meathook and Brisket to end the game. It took 15 minutes on the clock, 7 take outs in 17 activations! Brutal! Picture below, and Thresher wants it known he favours Engineers for the Hat! More match reports coming.