One of Us! One of Us! One of Us!

Amber only has a couple of rules on the back of her card, but they help bump up her distinctly average statline pretty hard. The first, Left Boot, allows you to remove a harvest marker to give Amber +1/+2” KICK, bringing her up to a 3/8“ KICK stat, making her a legitimate goal threat, especially when that’s combined with Grange’s aura that buffs your KICK as well. This is where her dodges also come in, allowing her to move around and threaten goals strongly.

Her second ability is also brand new. Called One of Our Own, this rule represents Amber integrating fluidly into the Farmer’s Guild team, making friends with the squad, and getting mad when one of her new friends gets hurt! This rule gives her +2 TAC for the remainder of the turn when a friendly model suffers the taken out condition nearby. That bumps her TAC up to 7, which makes her attacks much more reliable, and means against a lot of targets she can start hitting the 3 damage on column 4. Generally speaking, more TAC is more better, and this is a super helpful rule that can really help punish enemy the enemy team if they take out one of your models at the wrong time.

Amber is a strong model who can help contribute to your team’s win condition, whether it comes via goalscoring or take outs. She can also flex very easily between both of those tactics, whatever you need to do on any given turn. She also punishes your opponent for having the temerity to take out your models, which synergises nicely with the thinking game the Farmers force on their opponents, really making them consider how, when, and where they attack your team.

What do you think of Amber? Where do you see her fitting into your Farmer lineups? If you think she looks awesome, you can order her here!

If you think we should impeach Sherwin for refusing to allow us to call her Farmber, please use the hashtag #farmber on Twitter to show solidarity with the Dev Team’s greatest names.

(#farmber 4 lyf)

