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Farmer Player Summaries

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Farmers! This thread is for you as a community to create and refine summaries for your models. If you like and use a particular model, and what you do with it isn't listed or the Guild you think they're great into (or risky into) isn't shown, post your thoughts below! The aim is to create a couple of sentences that sums up what each model can achieve on the pitch, to help newer Guild members get ideas. But don't feel you have to post about all of them, just go for ones you're confident with :) 

I'll keep updating this first post with new information when people add it to this thread, so post away!

 

Grange (C) -

The general support Captain, both offensively and defensively. If you're on the attack, has a column :KD: and gives out extra TAC and Damage, as well as boosted Crowd Outs. If you need to be defensive, he hands out Tough Hide and Sturdy. If you want to go for goal, he can hand out boosted KICK. Also drops Harvest Markers, one free each turn and an extra via his legendary play.

Good into: // Risky into:

 

Thresher (C) -

A super solo captain with decent move, up to 3" melee using harvest markers, and a high TAC and playbook. Focussed around damage, with early momentous damage and the ability to strip ARM alongside damage by column 4. Can hit everyone around him using Harvest Markers, and heal while doing damage via his legendary. While he does excellent damage, he also has decent KICK and a reasonably early :KD::D: combo making him a decent goal threat.

Good into: // Risky into:

 

Peck (M) -

Useful for protecting allies against conditions and getting them back up after :KD:. Also serves as a decent ball holder with 5 DEF, though can't really take the ball off people as his :T: is hard to reach. Provides a decent amount of Inf for a mascot, making him useful just by being picked.

Good into: // Risky into:

 

Buckwheat (M) -

Good into: // Risky into:

 

Bushel -

Great when receiving, able to move the ball about well and open up scoring options. Teamed with Harrow, makes a great ball holder. She's not the best at claiming the ball off the opposition and isn't going to do a lot of damage, but can generate plenty of momentum doing it. 

Good into: ?? // Risky into: Fighting teams (Butchers, Brewers, Farmers)

 

Fallow -

Good into: // Risky into:

 

Harrow -

Provides a bubble of healing, as well as generating the odd Harvest Marker - he needs positioning to do it but can generate plenty if done right. Also brings Tooled Up, making him an all round assist model. Needs protecting from threats, so keep off the front line.

Good into: Condition teams (Smoke Alchemists) // Risky into: High damage (Butchers), High mobility (Fishermen)

 

Jackstraw -

Provides plenty of Inf for the team, and a source of ranged damage. Deceptively mobile with teleporting via Harvest Markers, and with a respectable KICK is good for goal threat or passing for Teamwork movement. Produces Harvest Markers. 

Good into: ?? // Risky into: high ARM (Masons, Blacksmiths)

 

Millstone - 

Good into: // Risky into:

 

Ploughman -

Good into: // Risky into:

 

Tater -

Good into: // Risky into:

 

Windle -

Able to eliminate players with enough set up, getting into position using the ball and dodge traits. Works well with support models that can provide buffs and harvest markers for him to use. Has an easy source of healing, making him harder to take down than expected. 

Good into: Fragile teams (Morticians) // Risky into: High damage teams (Brewers, Butchers)

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This one might be tricky as the recent errata will mean people are still adapting, but does anyone feel like getting it going?

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I have a bit, still working on the rest but here you go.

 

Grange - the general support captain
Grange is the definition of a support captain providing support offensively and defensively. He gives out +1/+2 kick to friendly guild models within 6 with for the family, +1 tac +1 damage to friendly guild models when enemies are with in his Melee zone with honest labour and provides a -1 to dice pools whilst he is crowding out, can hand out tough hide and on his legendary his whole team gain sturdy when there within 6. A general turn with him involves engaging 1 or 2 models and KD them, which is on his first Column of his playbook, and putting up honest labour. If he has influence spare he will either put out some momentum damage or tough hide a model that is in a perilous location. He also drops a harvest marker for free each turn which can be either used for influence or to activate reaper abilities and on his legendary can drop an extra 2 with in 6.

Thresher - the super solo captain.
Thresher is the opposite of grange. Instead of him making the team better, the team make him better. He had a respectable 5/8 move and a 2" melee zone, which can be increased to 3" for his activation if he removes a harvest marker with 2", giving him 11" of threat which is often immune to counter attacks. His driving focus is on damage out put with tac 7 and a 7 long playbook. He can deal momentous 2 damage on his second column and can remove armour with they an't tough on his 4th column as well as dealing 2 momentous damage. His legendary gives him +2 tac and life drinker which heals him 1 damage every time he deals damage. This also makes him more likely to hit the momentous 3 and 4 on the upper half of his playbook. He can also remove a harvest marker within 2" to deal 3 damage to everyone in his melee zone. He is not just a damage piece though as with is 3/8 kick and a momentous KD dodge on his third column, he poses a serious goal threat. Most turns he will. E allocated a full five influence and either kills something or goes for a goal run, and sometimes even both.

Peck - the Proud Chicken 

Peck is a very good at anti conditions with both his cocky ability is useful to protect against conditions and his heroic, which stands up all friendly models in 4” and gives then a 1” dodge. He is also a good model for hiding the ball on with his def 5, which is only let down by his low tac and his tackle being on his final column. Overall he is a good mascot to take, especially if you think your going to need the influence that he brings.

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Not had much experience with most of Box2 yet but will cover the stuff I do know.

Jackstraw

Good into:

Most teams really. He's our only source of ranged damage, which while this isn't really the point of taking him it does allow for some options. This AOE also produces 2 harvest markers and with 3/3 INF he's very INF friendly for the team. He may appear slow but he's actually one of the faster players in the game currently with his teleport shenanigans. With a 2/8" kick stat he can threaten goals fairly well, and within Grange's aura he becomes a very respectable 3/10" for passing which can really help with getting our slower models moving around.

If receiving the ball I usually pick up with Jackstraw as he's usually the most likely to be able to get into range and pass it back to the team. In doing so he can set up some harvest markers for Tater (or other reapers) to help defend against the kick off model.

Risky into:

Jackstraw struggles against armour on his own, so the likes of Masons and Blacksmiths can be a pain for him. He isn't likely to get that tackle off from some of their players so watch out when getting into a more scoring focussed game. He'll need to be even more of a setup piece against these teams, threatening a snap shot goal instead of a goal run on his own perhaps.

Bushel

Good into:

Receiving the ball. She ideally wants to be in a Grange team for the pass bonuses to get the most out of her I'm Open! ability - she can open up Turn 1 goals for us which is nice. Teaming with Harrow can make her one of our better ball handlers with a DEF:5+/ARM 1 which can protect somewhat against the likes of Shark. She has momentus 1 damage which is useful - she's probably the least damaging Reaper we have, but can at least generate momentum for us easily if she doesn't have the ball.

Risky into:

Not great in a Thresher team I'd say, nor a team that's kicking off. She can't really threaten the ball all that well on the kick off and you'll probably want to be killing stuff if the opponent is going for goals (from receiving) as we struggle to keep up there. Not great against fighty teams as she doesn't have a KD but she's not terrible - there's just better options available in that regard.

 

Windle

Good into:

Bit of an odd one I guess. He's good (sometimes excellent) against other fatties/mascots/apprentices. His dodge mechanic is pretty predictable but can be hard for some teams to stop. He can totally murderise players if set up right - though this will take several activations to set up. He'll probably want to be in a team with Grange, Millstone and Harrow for the set up/INF/movement help & Damage bonuses. Don't be afraid to use the ball to get him around either, he's a 3/8" kick  with Grange nearby!

Risky into:

Probably everyone. He's easy to hit and hurt, but not so easy to actually put down with the amount of healing available to him. He should never be the first model you put down when chosing your team and likely shouldn't really be in your 10, but he can be a lot of fun to use.

 

Harrow

Good into:

Everyone really. He's a very useful model to have. He brings Tooled Up which is great obviously. He heals people around him for 2 HP a turn, which can totally shut down some condition based teams. He does generate Harvest Markers, though isn't guaranteed to do so. He needs to be near the Captain or hitting someone to get them - though this also means he can potentially produce more than anyone else.

Risky into:

Everyone really! He's got poor defence stats and no real defence tech to speak of. Beater teams can kill him and Football teams can dodge/push him all day. He's a support piece that needs protecting sort of like Spigot does for the Brewers.

 

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