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Grimbald

First game against Farmers

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Hi all,

 

I have my first game against the Farmers. I ve taken a look at the player summary in the Farmers board, but I dont have an idea how it would be to play against them. On first hand I plan to field Smoke as a Captain, cause I dont get relay used with Midas. Any advice what I should field and what could await me ?

 

 

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Farmers have very high hit point pools to compensate for their low armor.  Unfortunately, character plays don't care about armor and it's very hard to boost condition damage.  I see two possible plans of attack to compensate for this.

Augment Smoke's condition damage with conventional attackers.  The best available options are oKatalyst, Venin and Avarisse and Greede.  Unfortunately, all of these models have a 1" melee so if you're not careful with your positioning your attackers will be too crowded out to do any work.  oKatalyst and Avarisse in particular have very poor defensive stats which the Farmers are great at exploiting.  Do whatever you can to get rid of Harrow's aura.  An aggressive kick that forces him to move away from his team to retrieve that ball is good but you may have to focus your efforts on him if that's not an option.  His aura will negate almost all of your end phase condition damage.

Give up on take outs and plan on a 3-0 game, thereby sidestepping the farmers large hit point pools.  This plan is risky as it only takes one good (for your opponent) scatter to stall you out a turn and by necessity you'll have to feed players into the Farmers' meat grinder just to make shots, to say nothing of the possibility of a devastating missed shot.  Either captain can work here.  Smoke has a slightly longer goal threat and is a better escape artist but don't underestimate the power of Lure of Gold.  Midas can easily earn his keep on this kind of team by allowing other strikers to sling shot closer to the ball faster.

When you kick off, be very wary of Thresher's threat range.  It's 11" with no help but with Millstone's push or Harrow's Marked Target it goes up to 13".  Few players will use both but once Thresher is in range of your kicker you can use Mercury's Fire Blast to slow him down again with a burning ongoing effect AoE.

Ultimate, I don't think either game plan solves the match up but with proper execution either gives the Alchemist player a fighting chance.

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You could also consider Compound as he can cover your models decently against teams that don't dodge around too much. oKatalyst is also great at pushing models with poor defensive stats around, so if you can lure a Farmer towards the edge, a pushoff might be possible.

I doubt that Harrow will be on the table in the matchup.

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1 hour ago, Ruffy said:

You could also consider Compound as he can cover your models decently against teams that don't dodge around too much. oKatalyst is also great at pushing models with poor defensive stats around, so if you can lure a Farmer towards the edge, a pushoff might be possible.

I doubt that Harrow will be on the table in the matchup.

Harrow is a pretty decent pick vs Smoke, since he will heal a lot of the condition damage and he can easily pop Resilience on Compound. It’s one of the few matchups where Harrow actually sees play.

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I'm gonna diverge from the crowd here slightly. Every Farmers game I've played into (and it's a crappy matchup for sure) I've had the most success on a 2-2 or even a 1-4 plan. The biggest advantage you can leverage is economy of influence. Farmers usually only bring 10-11 to the table, have pretty universally crappy DEF,  and are very reliant on harvest markers and OOA to be effective. Yes, they have larger health pools. Yes, Harrow is a sonovabitch. They might even bring Honour to try to really give you the finger. But, like I said, influence is at a premium and momentum isn't easy to come by. And every model and momentum and influence they dedicate to clearing conditions and reacting to you is models and momentum and influence they aren't committing to their own plan. It's a shitty row to hoe,  but I would say focus on the attrition game. Smoke can put out a heavy chunk of damage with breeze and infuse, especially on a legendary turn. Venin is a nightmare to hit, especially with a little bit of cover, and can dish out some pretty hefty damage on his own, especially factoring in the pulse. 19 health +2 hp a turn seems like a lot, but remember that the healing happens before the condition damage, so with proper targeting of your damage, it's entirely possible to start the top of T2 with a number of their models at 16 health or less, which is entirely manageable. Play defensively and look for the opportunistic goal. Use your aoes to force them to scatter. Make them deal with poison and fire. Force them to spend momentum dealing with you. Focus the planters if you can, since it'll neuter the reapers in the process. Blind is a very effective tool around these parts. It'll be a slow, nasty grind but you will come out on top of the resource race 9 times out of 10 and can leverage that into an attrition win. 

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8 hours ago, Ruffy said:

You could also consider Compound as he can cover your models decently against teams that don't dodge around too much.

Unless you're staying so far back as to not be able to land your circles turn 1, Compound will be of limited use.  Remember Thresher can have 3" melee if he needs it which usually allows him to attack from outside Compound's Rush Keeper bubble or engage Compound to prevent him from charging.

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1 minute ago, MechMage said:

Unless you're staying so far back as to not be able to land your circles turn 1, Compound will be of limited use.  Remember Thresher can have 3" melee if he needs it which usually allows him to attack from outside Compound's Rush Keeper bubble or engage Compound to prevent him from charging.

Second this. Every time I've put Compound on the field I've found him wanting. He has one activation or interaction in which he's useful, but then winds up sitting there like Johnny Bench the rest of the game leaving me with only 5 functional members of my team. 

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Have tried to play for takeouts against Farmers and it just doesn't work out for me. Their super reliable damage and arguably the best anti condition tech in the game means you're really fighting an uphill battle. 

High pressure football is the way that works for me. Vitriol, Crucible and veteran Calculus all play, they spend most of the game loaded with influence and go for the goal runs. Make it so that wherever the Farmers put the ball, one of your strikers (or Smoke herself if that's your captain) can get there. 

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On 2/10/2019 at 8:40 AM, PanzerHarris said:

Have tried to play for takeouts against Farmers and it just doesn't work out for me. Their super reliable damage and arguably the best anti condition tech in the game means you're really fighting an uphill battle. 

High pressure football is the way that works for me. Vitriol, Crucible and veteran Calculus all play, they spend most of the game loaded with influence and go for the goal runs. Make it so that wherever the Farmers put the ball, one of your strikers (or Smoke herself if that's your captain) can get there. 

Try A&G. 

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21 hours ago, PanzerHarris said:

I did. The Farmers knocked Avarisse down and farmed him for momentum. 

Hm. I don't just wanna resort to "you're doing it wrong", but there's definitely a curve with the big feller. Tell you what, we've got a decently sized store tourney (18) this Saturday, and word on the street is a certain Chicago podcaster may even be in attendance. So, a decent variety of field (even if 6 of them are butchers). I dunno if the store's net can handle streaming, but I'll at least try to record some games for people to watch and I can try (and probably fail horribly) to demonstrate how I use them. 

TBH, regardless of who I square up against, I don't see myself deviating from Smoke/Naja/Merc/Venin/Cruc/A&G. Like, at all. Since I've been using that list they've yet to give up a game. When I say make them come to you, I mean it. Like, for example, this was into masons yesterday.  

Right idea, but horribly overextended, at least as far as I'm concerned. I wanted to take advantage of that middle cover tho so A&G could go after whoever came around which side. There was a small barrier just off shot to the left of Crucible, where the ball was kicked to and where I forced basically the entire game to be played. Never crossed the centerline. Crucible got the ball to Snek, who went and hid out by that far right bail. Hammer came around to the left and was promptly deleted. Chisel x2, Harmony, Wreckingball x2 and Hammer again made it the game. Mercury was the only casualty. Hammer got him jammed up against a wall before I could close with him, but a timely "Get Back In There" meant it actually worked in my favor, allowing him to instantly re-engage a now knocked down Hammer and set everyone alight with an easy string of Fire Balls. 

Smoke - Infuse is POGGERS AF. 3 condition damage is massive. Chemical Breeze is legit OP. Peerless mobility. LEGENDARY legendary and farms momentum like a boss. The goddamn GOAT. Once in a while she'll even score a goal. 

Naja - The only flex spot on my team, but even the extra tech Flask brings is usually not as useful as a 2" UM and 5 DEF. Hypnotize is solid "oh shit" tech too, if they manage somehow to box her in.

Venin - This Lucio looking mother effer brings the beats. Plus, he sits his ass wherever you plant him and for the small price of a little poison (which can turn into free character plays) basically becomes "NO" incarnate. 4/2 base (and he's usually in cover) is a crazy tough nut to crack, and if your target is poisoned (and between Smoke, Crucible, and the big V himeself they should be), he hits like a train. His heroic pulse is B-A-N-A-N-A-S. 

Crucible - She's all about that aura. GBOF is amazing ball tech and is insurance against stuff like fish or having to kick off. Plus, it's a cheeky way to get fire on someone in a pinch. It's not unusual to park her and just say "OK, go" when she comes around, just blocking approach and making purges more expensive. 

Mercury - Fire Blast is not only a great way to apply burning and tax momentum, it's also a great way to block approaches. You don't have to hit people with it, especially if they have momentum to spare. You can drop it in front and limit avenues of approach, often buying yourself a little time or reclaiming control of the avenues of approach. Once someone is on the ground, Fire Ball turns into a momentum spewing damage hose. His 2" aura is just gravy. 

A&G - The models so nice you get them twice. They're awkward at first, and decidedly a little unwieldy, but once you figure out how to march to their tempo, they are an absolute machine. Greede basically says "For one influence, you get +1 Damage, knockdowns on everything, and a free crowd-out", which is absolutely MASSIVE in our team, and more reliable than oKat. You usually don't need to bother with singled out, you just want to make sure he get's picked up. You don't ever want to leave him down at the end of an activation unless you have a VERY good reason and are 100% sure he's not getting touched. Losing him usually means everything falls apart, since he won't be able to catch back up to the scrum in time to regain control of the situation. Once they make smart contact, however, the model you point them at is basically gone. 


Farmers are tough, to be sure, but turtle harder. You got this. 

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