Jump to content

Search the Community

Showing results for tags 'farmers'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Calendars

  • United Kingdom
  • United States
  • Europe
  • Canada
  • Australia
  • Rest of World

Forums

  • Steamforged Games Forums
    • New Members & Introductions
    • Steamforged Previews
    • The Display Cabinet
    • Trading Post
  • Dark Souls
    • Dark Souls Discussion
    • Dark Souls Rules Questions
  • Guild Ball
    • Guild Ball Discussion
    • Guild Team Discussion
    • Guild Ball Events
    • Guild Ball Rules Clarifications
    • Tales of Infamy
    • Vassal Module
    • Community Event Archive
  • Resident Evil 2
    • Resident Evil 2 Discussion
  • Painting & Hobby
  • Releases & Announcements
  • Feedback & Questions
  • Closed Topics

Found 58 results

  1. Hi guys. This has been touched on but I wanted to clarify exactly when Millstones ability triggers. So. Situation is that Thresher is within her aura so she can take his conditions. Thresher is attacked and the opponent generates a wrap. They have the possibility to choose 2 KD results. I assume they choose both results before I choose if I use Millstones ability or not. Or do the results get applied individually. So they could choose KD. I choose to take it or not with Millstone. If I choose not to they could then take damage with the second result or anything else from their playbook. Also if I choose not to take it on Millstone with the first result and Thresher is KD and both results are momentus I presume only 1 Momentum will be generated. Thanks in advance.
  2. For clarity's sake, the phrase "Playbook results that include damage that hit this model" is different from "Playbook damage results" so am I right in assuming this includes for example momentous guild ball results that trigger a character play that results in damage to Windle? A couple examples: Flask sic 'em charges a conditioned Windle and gets an arbitrary number of Intensifies >= 1. Do they generate momentum? Flask sic 'em charges a conditioned Grange such that he ends up within 3" of a conditioned Windle. He gets at least one Intensify, damaging both models. Do they generate momentum?
  3. Protective Instinct While an enemy model is engaging this model, the enemy model cannot declare an Attack against any other model. Does this trait prevent counterattacks from being declared if Farrow is not the attacking model? Does this trait prevent the use of Red Fury to make a model attack a non-Farrow model if they are engaging Farrow?
  4. Does tater's sweeping charge activate if he does one net hit, and chooses 1dmg, against a tough hide opponent? Sweeping charge states "During Charge, in addition to one or more Playbook damage results[...]" So it is different to other similar effects, which usually say when enemy is damaged (also it states damage results, not damage done). Also if it does trigger, then would said attack give momentum, as playbook doesn't do anything, but trait does? If tater wrapped then would I gain 2 momentum if I chose 2 damage results, but one of them beong m1? What if I chose only 1 damage result. Thanks for taking your time answering this question
  5. Butchers VS Farmers

    Last week I decided to head to a new FLGS, although not all that local with a 40 minute drive, at a new area that I've recently moved into. They were very welcoming and I had fun getting to know some of the other players, but I had another goal in mind, getting Gutter on the Butchers. Granted this is my first and only post for this cause... They gave me a choice of people to play against and I chose the Farmers because I've only played against them once before and loss terribly against them. This time I had one change to the line up I was bringing in hopes of bringing a victory against them. I figured I would go against the usual lineup, for obvious reasons, of Grange, Harrow, Peck, Windle, Jackstraw and Tater. I brought Fillet, Meathook, Vet Ox, Boar, Princess and, my new idea, Tenderizer (that's how we spell it this side of the pond). My opponent won the starting roll and chose to receive. I gave Tenderizer the ball and moved him up the pitch and sent the ball as far left from his starting right position as I could. My opponent decided to line all his players nearly base to base to the left of his pitch, my right. I had my players fairly spilt down the middle with Fillet front and center flanked by Princess to her left and Meathook to her right. Beyond Princess sat Ox and just on the other side of Meathook was Boar. I had started Tenderizer to the right of Boar and moved him up and over, just ahead of and in between Boar and Meathook. he sent it sailing, sort of..., to the left of his line up leaving only his bird to go get it. He sent Peck over to retrieve the ball and rather than dropping the ball and snapping it to the next player he kicked it, as much as a rooster can kick, only to miss straight down the line. Leaving Jackstraw to pick it, I believe... It's here that my memory of specifics get blurry and I'll just go into the brief highlights. Maybe next time I'll actually write down some notes. Turn one was the standard positioning and set up for the next round. After one more failed pass my opponent finally managed to make a pass. Tenderizer managed to get up the field and do what I brought him to do, disrupt everything he possibly could. Getting a successful Ground and Pound, I managed to damage and knock down half of his team. The next round I was feeling pretty good and managed to deal out quite a bit of damage, but also put Fillet in a dangerous situation, made even more dangerous by that jerk of a bird's Heroic Play "When the Cock Crows..." Fillet was basically done for the following round, but not before I up the Knockdown game going with Tenderizer and tried to keep Harrow away from healing everyone before Bleed could do its job. I got a little over zealous with that attempt and ended up damaging and taking out Meathook after she had already taking some blows from the Farmers. So 2 VPs from me to him... Jackstraw worked his disappearing act and got a goal after his team mates took Fillet out. I managed to work some of my own magic and slice a player down. At this point it was looking fairly grim, and to be honest the round are getting mixed up in my recollection, but i managed to bring the game to a bit of a heat. I had taken out Windle, finally, Grange and Harrow. Jackstraw was far up the field toward my goal and the mascots were circling each other mid field. Tater was on his last leg and I kept the women off of him. The next and final round started. It was 6 to 8 and I had brought Fillet back previously and picked up the ball after Jackstraw's goal. I used Fillet first, who had Windle and Grange coming back on her wing, and punted the ball as best I could away from the Farmers. I then took some frustration out on Windle, hoping it might do some good after surviving this round, but the damage dealt wasn't nearly enough. Harrow came in from the back and near the goal, not too far from where the ball Fillet sent away sat. He managed to pick up it and get it to Jackstraw, I forgot until now that at the end of the previous round he worked his poof act back toward Fillet. Now he has the ball and needs one goal to win. I needed 3 kills and wasn't thinking about a goal anymore. Tenderizer made mash potatoes tying the game. All I could hope for was for the scarecrow come up short. He put down his harvest marker, Wizard of Oz'ed himself, then crop dusted and jumped again to the closest harvest to the goal. He had the momentum and he had the influence, but did he have the distance? We placed the 8" template down from Jackstraw and as it hit the table it was clear he had the range for his shot, barely, but enough that no one could argue. My opponent bonus timed, picked up his dice and shook them. I had a chance if he missed to take out Harrow and Windle or possibly put the hurt on Grange over Windle. I played out those scenarios in my head as the dice rolled to a stop on the mat. I saw the first die had missed then as I scanned to the other two I saw he had made it... I had lost to the Farmers for a second time, 2 goals and 2 kills, one of them from me.. But walking away from the pitch I looked back and was happy knowing that Tenderizer did what he was meant to do and I had out killed the planters.
  6. Played Alchemists vs. Farmers Alchemists: Watch the World Burn, Smoke (C), Flask (M), Calculus, Katalyst (Vet.), Mercury, Vitriol Farmers: Eat Hearty, Thresher (C), Buckwheat (M), Harrow, Jackstraw, Millstone, Tater Starting Setup The Start of turn 2. Starting with Vet. Katalyst Tater knocks down Vet Katalyst after healing 16 Hp. The start of turn 3 [Hint: It's bad for Smoke :( ] The end of the game with a Vet. Kat. Witness on Millstone A close call to be honest even though Vet. Kat. kill Harrow and Millstone with a Witness and Vitriol scoring a goal. If it had ended even one activation later Tater would have finished Virtiol (3 Hp) with a charge on a surrounded Mercury scoring 4 points and Thesher could have scoreded a goal next. Good Game :)
  7. Fishermen vs Farmers: Shark, Sakana, Greyscales, Jac, Hag and Salt Grange, Windle, Bushel, Harrow, Jackstraw and Peck Sakana kicks off for the fishermen. Harrow swiftly retrieves the ball and passes to Bushel. The players charge in to the centre of the pitch as turn one draws to a close. The fishermen win priority. Shark runs down the wing, tackles the ball from Bushel and scores. 4-0 to the fish. Grange moves in for revenge against the opposing captain. Shark is knocked to the ground. Meanwhile, at the other end of the pitch, Windle finishes his breakfast before moving in to attack Jac. But the fisherman's tough hide keeps him safe. He pushes Windle away with his trident, then moves in to knock down Harrow, who is saved only by Peck's cry. Turn three sees the battle continue. Grange takes out Shark, the first two points for the farmers, but Jac and Sakana team up to take out Harrow. While the battle is raging, the wiley Greyscales skirts round the side of Shark and scores his team's second goal. Behind eight points at the start of turn 4, the farmers are worried, and Bushel makes a run for the opposition goal, but gets caught up in a Sakana counter-attack. Shark returns to the pitch, takes the ball and passes to Greyscales, who is still hanging by the farmers' goal. The farmers are out of options to stop the unpredictable player, who taps-in the ball for a 14-2 win. ............................................................... Greyscales tapped the ball into the goal once more, the distance no challenge for the veteran player, despite a nagging pain in his knee that somehow seemed to signal darker times to come. Windle, pausing from his attempts to unwrap a second breakfast, glanced across the pitch and roared his disapproval at his team's loss. Why hadn't they just kept the ball at the back of the pitch, away from those slippery fish? In the crowd a family of engineers watched as the game drew to a close. The daughter raised her hand to shield her eyes from the glaring sun that had dazzled the spectators throughout the closing moments of the match. Perhaps, she thought, it was time to find a hat ...
  8. Don't forget the Potatoes

    The moral to the story is, don't forget countercharge. Playing into Midas, the game was always going to be about the midfield. I received with Grange, Peck, Tater, Grace, Harrow, Jack. I knew it would be a cagy game, in the end I waited until the last activation, setup Grange as a bait piece and let a Lure of gold Katalyst come at Grange.... Tater said no and this setup a turn 2 goal run and kill of Kat.The counter goal was academic, but I had the midfield. We played a bit more with the Farmer healing being important to stop andy easy takeouts. Jakob hunted the ball and I hunted his players. But turn 3 I had another kill and was looking for a goal. A great play off to my right saw Venin tackle dodge and fire a pass to Crucible for a snapshot and it went to 8-8. the Game was in a grind, I kicked it up the middle and while Jakob tried to get the ball back I went about killing another model. In the end I managed to get the ball onto Jack in goal range with a teleport and shot with enough Momentum for the bonus time. Jakob charged with Vitriol (who had a vengence token on her) and I chose to let him try, but countered as I would automatically get the Tackle and KD....... he had to roll 6 x 5s..... to wrap and get the tackle push dodge.... which he did. So then he passed off to an engaged crucible for another snapshot.... this time the dice said no. So it turns out that Grande can kill midas no worries when he is on 7.... so I did this and won the game.
  9. Lineups: Corsair – Greyscales – Siren (2) – Avarice and Greede – Hag – Tentacles Thresher – Tater – Grace – Jack Straw – Peck - Harrow Farmers kicked off in what would turn out to be a game defined by defensive play. The fish tried attacking early with greyscales receiving the ball and moving forwards to threaten the goal only to be taken out by Thresher before he had a chance to do anything. Corsair, Siren and Avarice and Greede tried to boss the centre of the pitch while Greyscales came back on after a quick icy sponge to tussle with Grace for the ball. Grace won the race to the ball on the right wing passing the ball back along her lines to Jack Straw. It was then that the shenanigans that so often come to bedevil the modern game started to dominate the game. Avarice and Greede made no pretence at all of going for the ball and instead chose to beat on Thresher until he had to leave the pitch. Jack Straw lost the ball to Corsair who passed to hag and then on to Greyscales who this time chose to take the ball wide. Tater charged into the fisherman defensive formation finishing off Avarice and nearly taking Siren down as well, she managed to only temporarily escape her fate however as Jack Straw soon got in behind the fish defence to take her out too. In an interesting play from the fisherman Greyscales chose to hold onto the ball despite being in scoring range while Corsair and a returned Avarice and Greede ganged up on Tater and took him out. The farmers attempted to return the favour and remove Corsair from the game but seemed intimidated by Siren’s steely glare and stymied by a small wall Corsair was taking cover behind. The farmers unable to score or take out any more players soon started incurring time wasting penalties from the ref, after seeing those penalties take the fisherman within one goal of victory greyscales finally moved up and tapped in the goal for a Fisherman victory. Though the game lacked in spectacular goals it was not short in controversy with claims that Avarice and Greede had been paid off to take out Thresher before the game. The fishermen next play the butchers in what looks to be a more exciting game with Shark having recovered from the crossbow injury he sustained against the engineers.
  10. Given Lend a hand affects the planter models, and not the attacking model, an attacker should loose 2 dice per planter engaging them right?
  11. So pictures of the new box have surfaced. Finally get to see Fallow! Release date is 12th January 2018. The Guild Ball official Twitter account has some painted ones (Fallow looks different though!)
  12. Idea for Thresher Change

    played a game the other day with thresher and loved him. my opponent however didn't and though he was a bit over powered, which apparently is what most of the internet is saying as well. While I think he's not over powered and there are ways to play around him, It got me thinking on what I would do to tone him down a bit but still keep his play style and this is what I came up with. its basically remove "Extended Reach" and change Crow scarer to "While this model is within [4"] of a friendly harvest-marker, this model melee zone is 3"." this removes some of his defensiveness as he can no longer get a free counter attack while at the same time giving him the same play stye but just with more set up and allowing your opponent to remove the markers before he activates allowing for counter play. it also effects the range of his "don't fear the..." as if there is only one harvest marker with in 4' at the time when it gets removed his melee will shrink to 2" meaning if you want the most out of him 2 harvest markers need to be within 4" of him. It does give him a large control bubble as his parting blow range will be 3" if with in range of a harvest marker but that still has counter play. I thought these where quit good changes that kept to his theme and design space but just toned him down and made him require more set to be the killing monster he is. Please let me know your thoughts and what you think would be a good change for him (not that he needs it). cheers
  13. Exploding Farmers of hypocrisy

    Farmers faced a full strength Smoke line up. Farmers - Grange, Peck, Tater, Grace, Harrow, Jackstraw Alchys - Smoke, Flask, VetKat, Vitriol, Mercury Calculus. This was a funny game, the Grace and Harrow healing did most of the work to keep off the conditions....Farmers went up 6-0 early with a 6 point activation by grange in turn 2. But then grange who is the soak for the team, was out of position. Jakob, then started to push through my team. I found out that while keeping poison at bay with Harrows healing, it meant that by not clearing the condition, Vet Kat had a field day. Grange did some more killing of mercury, and had the ball off to the side turn 4. Vet Kat then did the amazing and came in blowing up 3 models in 1 activation. No armour and low def made for a perfect storm for Vet Kat to get higher into his playbook. In the end It was about 1 activation in it. Jakob cleaned up 2 more models who had been depleted and used a witness me to finish things. The game ended 12-10, and was a massive comeback from 8-10. Grange and Tater got to do their usual things but like all smoke games.... she feels like she is losing until the last turn where everything starts to die.
  14. Images of game - https://imgur.com/a/sJx9d This was another game against my roommate practicing Smoke Alchemists. I played Thresher Farmers. Really short game at 2 turns, with the Farmers just barely winning in the end. Turn 1 - Jackstraw and Peck deployed up front, Tater kicked off. Alchs got the ball to Smoke, who scored with a sprint and a teleport from the deploy line then knee slider. Harrow and Millstone dropped harvest markers, and tooled up Thresher. Peck gave cocky to jackstraw and engaged Vet Kat. Vet Kat killed Peck. Thresher attacked Vet Kat doing 5-6 dmg per attack, left him low. Tater finished off Vet Kat and passed the ball after receiving the goal kick to Jackstraw, who dodged to goal threat. Jackstraw jogged and shot 2 dice on goal, and missed. It scattered next to the goal. Score 4 - 2 Alchemists Turn 2 - I forget what the Alchs did first activation, but didn't move the ball, and Jackstraw dropped crop dusting, teleported to the harvest marker, jogged to the ball, and shot again, this time scored! Alchemists dropped poison and fire, and vitriol got the ball to smoke midfield. Smoke then teleport scored again. I played a plot card to give the ball right to Harrow, he jogged up and tooled up Tater, and passed to Thresher, who no one could reach. Vet Kat and Mercury were trying to kill jackstraw, and ended up popping Reanimate. But Tater tooled up charged Vitriol and did 2 attacks, was able to kill her and spend 2 MP to heal Jackstraw. Then Thresher was able to just sprint 8" and kick 8" to score the final goal. Score 12 - 9 Farmers. If he could have killed Jackstraw it would have been a Witness Me kill for the win. Also of note, he never did Smoke's legendary play and if he had been able to damage Jackstraw with it he would have been able to kill him earlier and win first. Great game.
  15. Fillet devoured the farmers

    Hey guys here's another battle report. My opponent brought: Grange, peck, windle, tater, jack straw, and harrow I brought: Fillet, princess, boiler, meat hook, boar, and vbrisket I won the roll and decided to kick I gave the ball to brisket and she moves up and kicks which succeeds but both rolls were bad and it lands right in front of windle and grange end of turn 1: big miss play by me, I tried to be too fancy with boar and it just lead me to lose princess to tater and I would have lost another player but my opponent rolled badly. I manage to get some work done by having Boar charge into grange and getting him to half health and knockdown. Score 0-1 I forgot to take a pick of beginning of turn 2 so the pick above is the result of me getting the first activation and having fillet jump into grange kill him then dodge into peck, I deal damage to peck and he does his 1 inch dodge and fillet does a double dodge (1 from the playbook and 1 from blood dance), which she uses to get into range of harrow and do some damage and then pops legendary to kill peck. Boiler, meat hook and brisket gang up on tater but leave him with 1 hp and bleeding, princess tried to participate but windle stepped on her. Harrow and jack straw try to annoy boar and boar retaliates and does some damage to harrow and knocking him down. Score 3-2 beginning of turn 3: Harrows heal isn't enough to save tater and he falls to the bleed making the score 5-2 end of turn 3: Windle takes out brisket and almost kills meathook. Fillet takes out harrow then goes into windle, but fails to kill him. Then meat hook tries to do some damage to windle, and finally boar manages to put windle down but while this was going on jack straw manages to score a goal bringing the score to 9-8 Turn 4: Tater and grange are the only hope the farmers have to stop the butcher warmachine but both only able to take out meat hook. Grange popped his legendary and had three harvest markers on the field and tater was forced to use fork off and remove granges sturdy from him to knock meat hook down. Boar sees an opening and charges grange but isn't able to put him down leaving him with 1 box left but knocked down. Fillet tries to end the game by taking both tater and grange out but only able to do Blood rain which hits the chicken and grange and takes out Tater. Jack straw is too far away to get the free ball because the farmers had too many tokens out. My opponent uses the last of his resources to remove conditions on peck and grange. If my opponent had won the roll off for the last turn he could have turned it around and scored but I managed to win the roll off and fillet finishes off grange for the final score of 12-8 A great game just very unfortunate for my opponent he kept rolling so bad with windle and tater. The first turn should have been 0-3 and the turns after meat hook and brisket should have died but just barely held on with come on mate and take a breather.
  16. This is a escalation league where I brought in my new farmers, lots of mistakes were made by me but I managed to win the game with 8 points. You'll see in one of the pics windle is standing on a harvest token I later found out that you can't stand on any markers I thought that was a mother only thing. We line up and I have windle kick the ball end of turn 1 and the farmers begin to form a brawl, the bear charges peck but only dealing a couple of damage and kd peck was barely able to dodge out (bear was at max reach). Turn 2 the bear hugged windle twice but wasn't able to put him down. Windle with the help of grange and harrow manages to hug the bear back taking it down and getting the extra point from snack break (the bear did 15 points of damage and windle did i think 15-16). Beginning of turn 3 which is what is being shown peck chases after the wolf windle is threatning jaecar, the bear comes back to the pitch, harrow and grange are threatening skatha. Last turn. Grange charges skatha but gets in range of jaecar, steals the ball from skatha and makes a goal, then he knocks her down. the ball goes down the middle but just close enough for harrow to get. the bear charges grange and with the help of jaecar manages to put the hurt on grange. Harrow sprints picks up the ball and gets in range of skatha to make a point of mom by planting a harvest token, then he makes a shot and scores for the game. One of my pictures got deleted or lost some how. And while I did win I was only able to do one of the hidden agenda cards as the ones I had were like pass the ball between each other or have more than 6 mom and I could never get the ball until the last turn.
  17. The Farmers Guild, seeking redemption from an earlier loss, again called out Fillet and her maniac Butcher brethren. This time veteran Brisket would take her turn at the kick off. She jogs up the pitch and launches the ball into a forested area where it is retrieved by Grace, who has replaced Windle in the lineup for the rematch. Meantime the mosh pit of mayhem begins to fill with members of both clubs. Boar, Fillet, and Truffles rush to vBriskets aid as the Farmers advance into the frey with Grange, Harrow, and Jacksaw. Farmers draw first blood as vBrisket is taken out by Grange. 2-0 Farmers Turn two... Bushel rushes up the right hand side, calls for a pass from Grace, and pounds it off the post and the Farmers are off to a wonderful startl 6-0. The momentum begins to shift and by turn 3 the Butchers begin to dominate once more. Fillet retaliates against the goal scorer and Bushel is taken out. 6-2 Farmers. Boar makes short work of Harrow. Farmers 6-4 Fillet takes out Jackstraw on turn 4… the score is deadlocked at 6-6 Bushel looking rather sullen after going in for an easy take-away, and possible goal, thwarted by vBrisket moving unpredictable out of harms way. She's back up the field, running and passing, to an awaiting Fillet. The Butcher captain, with some fancy knife work and fancier foot work, takes down Harrow one more time… and the Butcher’s lead is 8-6… but she’s not done there… she has a clear path to the goal…. Butchers claim the match as Fillet puts the ball into the Farmer goal post. Final Score 12-6 in a monumental comeback. Game wrap up: A solid effort from the whole Butcher field, and some encouraging plays on the part of the Farmers at the hands of an inexperienced coach. A very long match that would have been quicker if either of the combatants could roll dice better!
  18. http://midwestwargaming.com/honest-review-honest-land-farmers/ More often than not, reviews tend to be just useless praise by consumers who are drinking the cool-aid. And while JD Haigler does enjoy a drink or two from the Guild Ball cool-aid cup, he is sober enough to call it like he sees it and has written up a review that is honesty at its finest.
  19. What was supposed to be an easy game for Obulus and the Morticians turned into an embarrassment when the Farmers guild won handily! A close fought match, Grange, the acting captain, said that the Engineers guild was largely responsible for their victory. Reportedly, Jackstraw, as well as many of the Farmers' weapons, had some upgrades by the Engineers, and it showed-- the normally harmless scarecrow managed to dance through Obulus, Graves, AND Vileswarm to score the winning touchdown! Customers flocked to Engineers workshop for upgrades to their own household tools and Mechanica, proving how successful both the game and the sponsorship truly was. In particular, their special clockwork blades given to Windle was used to devastating effect as he managed to singlehandedly take out Graves, Brainpan, Vileswarm, and even the terrifying Ghast! With the Morticians shamed by this tremendous defeat, the Engineers sponsorship of the Farmers has no doubt greatly advanced their plans. (We forgot to take pictures. RiP.)
  20. not going to lie this was played 2 weeks ago so can't remember everything that happened so I won't right it up nicely and just give the highlights. even though the other 2 I posted happened after this it still ended a wining streak as I was previously undefeated since moving to the area. grange lead his team of peck, windel, jackstraw, harrow and tater against Shark, salt, Jac, Hag, siren and grayscale's. shark scored a first turn goal and knee sliders to safety, windel takes out Salt (snake break) Jac pushes tater of the pitch windel takes out Grayscales (Snake break), hag denies Jackstraw a goal run as he is more than 8 from the edge and can't wingback to charge her to dodge into scoring range with momentum and an influence due to fear. Jackstraw then plays keep away with the fish windel take out Jac (snake break) siren snap shot goal tater takes out shark score is 10/10 farmers have top of turn and are with in scoring range and just need momentum. activate tater to charge and generate momentum failing to notice that jackstraw is on 2 health and with in range of shark who has a full stack of influence shark takes out jackstraw game ends 12-10 to fish if I had noticed jackstraw was low on health I could of either healed him or jumped to safety wining the game. sadly I missed it again only one photo.
  21. Farmers break in their new team uniform (paint job) with an epic game against the engineers for control of Hemlock for the Hunters. Grange lead his team of Bushel, Windel, Jackstraw, Harrow and peck against the Pin-vice lead engineers of colossus, hoist, velocity, mainspring and decimate. Farmers receive the ball and swiftly move up the pitch passing as they go. velocity attempts to steal the ball from bushel but fails leaving her venerable for a take out by grange. pine vice tries to save her but fails and is left vulnerable to a take out by windel whist he eats a snake. bushel scores whilst her brother and boss hold down the centre of the pitch. at this point decimate has also come in to the scrum in a desperate attempt to dig out her employers to no avail and is taken out by windel (still eating I might add) but not before pine vice scores a goal as retribution for being taken out. ending the game 12-4 to the farmers again only one photo as we keep forgetting
  22. Ferment or fertilise?

    Played a great game last night, Esters Vs Grange. My opponent Matt and I always end up getting into stalemates in almost every game we play. Esters, Scum, Friday, VetSpiggot, Lucky, Harry. Grange, Peck, Windle, Harrow, Jackstraw, Grace. Game ended 12-4 to Brewers (3 goals again (oh and an take out) to 2 takeouts) A couple of highlights as I may not remember enough for a full match report: We used GIC. TAC for Harvest markers for Farmers and the Free Heroic for Brewers. -Friday scored turn 1 after a turn of missed passes with Harry giving free give 'n' go's. -Next turn, Friday did it again 😅 -Grange went to wreck face on Friday, dropping her to one box. - The game stalemated for a while when Matt put the ball on peck who I couldn't reach. -I charged Spigot into Windle- who got his face beaten for a turn. *THE GAME GOT PRETTY TENSE BERE AND I FORGOT TO TAKE MORE PHOTOS- SORRY* -Matt crowded out Spigot with Harrow and Grace, giving me the opportunity to dodge off of Grace, push dodging off Harrow to prevent the parting blow and charge Peck, tackling the ball but out of range for a goal 😞 -The club was closing around us now so we just allocated our first activations. -Matt won the roll off and sprinted Grace to Spigot- got the ball off of the recovered alcoholic, but using her last influence. Spiggot tacked the ball back, and dodged out of engagement, then made the shot with the bonus time- winning the game. The free Heroic for Brewers was a game changer (even with only two heroics on the pitch). Matt benefited, but didn't really feel boosted by the extra TAC. A really good game, and a fun experiment with the football heavy line up.
  23. Farmers, with the leadership of Grange and the aid of Grace, secure a win for the hunters to sign hemlock against the morticians! Grange lead the team of Grace, Bushel, Jackstraw, Harrow and the brave Peck against Obulus, Cosset, Silence, Ghast, Bonesaw and Derg. turn 2 saw a blinder of a goal with Bushel and Grange taking out Silence. Morticians took swift retribution with a goal from Cosset. turn 3 ended with bushel scoring her second goal with assistance from jackstraw. tragedy befalls the Morticians as Bonesaw's team mates consistently fail to make passes to him leaving him without the ball and out of position surrounded by hungry farmers. Grange comes in and takes him out ending the game 12-4 to the farmers. Only one picture of the game at the start as we got to into it and forgot to take more as we were playing on clock
  24. Still playing Farmers and throwing support to my first love, the Butchers! Same line up I have brought to my other games: Grange, Peck, Tater, Windle, Harrow, and Jack. My opponent fielded Obulus, Dirge, Silence, Ghast, Brainpan and Memory, and Mist. We played this game using GICs. Farmers took Crack of Dawn, and Morts took Near Death Experience. Grange kicked off and turn 1 began. Ghast charged Grange, knocking him down and dealing a few points of damage. Grange stood up and returned the favor, knocking Ghast down, popping Honest Labor, dealing a few points of damage himself, and forgetting to put down a Harvest Marker. Fortunately one of the Markers put down for Crack of Dawn was in position for Windle to spend later after Peck and Jack pushed him up with Quit Slacking! After Grange Obulus jogged down to pick up the ball, entering Tater's Counter Charge range. Tater knocked down Obulus and Silence, but the Old Spook was able to pick himself back up and dodge his way into position for the next turn. Turn one ended with Tater surrounded by Silence, Mist, and Dirge, and Windle jogging up, eating a Harvest Marker, and killing Ghast. 3 - 0 Farmers. Turn two Obulus dodged into range with Grange, got his needed momentum, and shot a goal. He then dodged back into the scrum at the center of the pitch to add pressure to the very wounded Grange. A fan handed the ball to Jack, who then dodged onto the nearby Harvest Marker and added his crowding out to Obulus and Brainpan. Jack successfully Crop Dust'd Obulus and Memory. Grange knocked down Obulus and Brainpan and put up Honest Labor. Mist left the Tater scrum and positioned himself for the tackle on Jack. Tater killed Silence and left Dirge with 1hp, and was then engaged by Ghast. Windle ate a harvest Marker left by Jack, then promptly killed Obulus. Turn two ended 8 - 4 Farmers. Turn three Mist tackled the ball away from Jack. Jack countered, tackling it back, forcing Mist to tackle again and leaving him with no momentum to take the shot. Mist kicked the ball towards the goal. Tater killed Dirge and put more damage on Ghast. Brainpan took the ball and shot a goal. The ball was kicked out into space, far away from any players. Grange knocked down Brainpan and Mist, leaving a Harvest Marker for Windle. Obulus couldn't get in range of Windle and failed a Puppet Master on Jack. Windle lumbered up and killed Brainpan, ending the game 12 - 8 Farmers. Another victory for the Farmers, and another vote for Butchers Gutter!
  25. Masons' Guild: Captain Hammer, vet. Harmony, Tower, Mallet, Brick & Marbles Farmers' Guild: Captain Thresher, Harrow, Millstone, Tater, Jackstraw & Buckwheat Turn 1 My Masons deployed in a tight formation, which was abused by Farmers. Thresher kicked the ball to the side, efeectively killing it for the game. I recklessly let Thresher charge me in the last activation, so Farmers won on momentum and started turn 2. Turn 2 Thresher killed Marbles and Brick. Hammer killed Thresher. Noone touched the ball yet. Turn 3 Hammer killed Jackstraw. Tater and Buckwheat killed Harmony and heavily damaged Hammer (2 HP) and Tower (1 HP). Farmers won on momentum. Turn 4 Harmony came back to the pitch and picked the ball. Thresher came back and brought Mallet down to 2 HP. He ended by killing all three hammer-wielding Masons with one single Don't Fear The... Tater and Buckwheat brought Brick down to 1 HP. Turn 5 Brick dies. It's 13:4 for Farmers.
×