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Found 5 results

  1. Hi Guys! New to the Forum Here! The Exile-Release of the Union has been, in my opinion, one of the best set of releases since I got into the game. I've enjoyed theorycrafting how I'd play (or counter) all of the different models, in particular vDecimate and vHonour (i.e. as I play Brewers and Farmers). And through proxying each of the models, I've playing with or against them to get both a feel as to how they play, and how they could potentially fit in a competitive 10-man line-up. After I play a few games to get my initial impressions, I refer to this forum to gain a second opinion, which is usually quite enlightening to say the least.... However, I was disappointed to find that the only discussions that I found about vHonour were on how to improve her, rather than how to utilise her properly as a unit. So, I decided to get the ball-rolling myself and share my own opinions, (feel free to debunk my points if you want). vHonour Synergies - As a Farmer Player, It's important for the team to synergize well together, everyone has to be tightly-packed to take advantage of harvest markers. In fact, this point is emphasised even more due to the recent errata, which somewhat-limited how much influence you could gain from the strategy without hurting other battle-plans. Unfortunately, this is a severe problem, as many farmers, in particular, the reapers, require a lot of influence to do their jobs effectively. vHonour is an influence-battery, providing more immediate-influence than Millstone, without requiring much influence to work herself. In addition, she synergizes well with those that usually stick to the back-lines, in particular: with the Ploughman! By using her abilities to remove, and place harvest markers, she effectively doubles the value you'd usually get from him - this only intensifies as you add a third planter. In my games, using her with Ploughman meant that I always had at least three markers to share around. That's not all though! She can be used with Jackstraw to set up his movement, to move Harrow's harvest markers if he produces them through his attacks, or to set-up basically any Reaper for a power-up at the end of a turn. Bringing Back the Thresher - Although I agree that Thresher was originally too-good, I, for one thought that the nerfs from Steamforged were a tad much. But, I'd like to to think that they'd had considered vHonour in this decision as well - and it's just what was needed to bring the Old Father back into the limelight. In my opinion, Thresher wasn't viable due to a lack of influence his team's usual line-up had, at an unhealthy 11 (and that's without the Donkey). However, vHonour solves all of those problems, ensuring that plenty of harvest markers are available where they're needed, whilst not eating up many herself. I had much success with the following line-up: Thresher, Buckwheat (On a Thresher Team?! Don't click away, it's Legit), Tater, Jackstraw, Ploughman, and of course, vHonour. That's 12 Influence! I also found that comboing both legendaries would just lead to a horrible, horrible turn for the opposition: I killed Anvil and Sledge in a Singular Turn! Grange's Mauling Tractor of Doom - My favourite strategy: including Grange, Peck, Windle, Fallow, Ploughman, and vHonour. Only 11 Influence. But comboing both legendaries, will again, cause inevitable death and destruction, by maxing out the influence of nearly all of your players. Apart from that, it's all about planting to gain an advantage in the following turn, so you can max out Grange, Fallow & Windle with Influence. Anyways, I's like to thank you for reading of those of you that got this far. What are your thoughts of vHonour; Do you agree with me? Or is Millstone just better? Let the arguments begin!
  2. Can Ploughman place multiple furrow AOE or does the AOE move to the next spot so there is ever only 1 ring?
  3. (1) Plouhgman places a rough groung AoE (2) Honour uses Crofting Time and places a HM in the AoE, gaining +1 HM (3) Honour then uses Fields of Wheat to remove one HM and place a new (!) HM in the rough ground. QUESTION: does step (3) also result in +1 HM due to Fertile Soil, thereby generating 4 HM in total?
  4. Hello, Suppose Ploughman puts down a rough ground field and then gets taken-out. Do you still get an extra harvest-marker when you plant inside his rough ground while he's taken out? Fertile Soil: When a friendly model places one or more harvest-markers within a rough-ground AOE that was positioned by this model, this model's Controlling Player may place one additional friendly harvest-marker within the rough-ground AOE. Thank you.
  5. Ploughman's Fertile Soil rule reads: "When a friendly model places one or more harvest markers within a rough-ground AOE that was positioned by this model, this model's Controlling Player may place one additional friendly harvest marker within the rough ground AOE." Situation: Ploughman has acivated early and placed two rough-ground AOEs within 1" of each other. Now two things might happen: (1) Harrow activates and places one harves marker between the two AOEs, touching both. Can the Controlling Player now place one additional harvest marker within each AOE? (2) Jackstraw activates and uses Crop Dusting. He places one harvest marker seperately in each rough ground AOE. Can the Controlling Player now place one additional harvest marker wihtin each AOE? As I read it, the condition "one ore more" is not met, since there is never more than one harvest marker in each rough ground AOE. I know it is very early for this rules question, but it is an important one to clear up in order to probably evaluate/proxy Ploughman.
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