Monday, March 30, 2015

Saturday, March 28, 2015

TEAM: Pelgar Mystics (Judwan Team)

Pelgar Mystics (Judwan Team)
Reviewed during Season 4 for DBO only

Strengths: 
Master Strikers - I don't know that you could ask for more in a Striker (and still want some game balance). Long Arms alone makes the Judwan amazing--it is a crazy good ability. Being able to reliably Throw the ball farther than any other team is a major advantage.

Misdirect - A way for Strikers to clear lanes, awesome! Man, this ability truly gets under your skin when you are playing against Judwan. It is frustrating in the extreme. Even with the Speed reduction, they can really manage a lot of board control using this ability, especially against a non-dexterity oriented team.

Weaknesses:
Bunches of Broken Bones - When you lose a Judwan, they are often out of the game! I know it is just me, but it seems that when they begin to drop to a bashy team, they drop like flies. Especially considering they have a Striker's armor check, and only average on the Dodge rolls, they are not a team that like to get hit.

Extra Pointless - No 2 or 4 point goals. This does not hurt their game too much, but it is definitely a drawback to playing the Judwan--and such an odd drawback too.


MVP Recommendations:
I will keep this short and sweet: 
ANY GUARD! 
I REPEAT, ANY GUARD!

:-)


Overall: 
In my opinion, the Judwan should have been play-tested a whole lot more before release. The initial Speed they had made them unstoppable, bending the distance for Throwing rules is clunky, and the "no extra point" thing just seems weird. Having said all that, the Pelgar Mystic are fun to play, and after the Speed reduction, not infuriating to play against. They are a solid team if your play style is board control and Scoring only.


Grade:
A -

COACH'S CORNER: Dreadball Resources


Of course. It is a great place to find some free rules, to see when releases are happening, and what is in the box. 

A nice place for rules questions and to show off your models.

A newer website dedicated to all things DBX. I like the layout and info so far. Hopefully as Dreadball Xtreme grows, so will the website.


This community is fantastic in my opinion. A great resource all-around. You will need to be added, as it is a closed group. The group's description is: 
This is the unofficial fan group for DreadBall by Mantic Games. Feel free to post questions on rules, share pictures, conversions, paint jobs, news, tactics, and anything else related to DreadBall.
You can use the group to sell or trade stuff, but use your judgement - if things get out of hand and spammy, to the point where it covers up important threads of lovely pics of painted models, we might change this.
By stuff we mean keep it dreadball or games related. anything else you will be banned!
Let's keep everything family friendly, but the group is pretty lax and we've never really run into any issues so far so let's keep it that way. :)
We're in no way official, but we do have a few pathfinders and Mantic staff in the group so keep that in mind. Game on!

Another great resource and place for some discussion.


PODCAST - Great thoughts and advice--and a joy to listen to! And focused on Dreadball!


VIDEOS - A wonderful Youtube series by the cool fellas over at BoW.



I know there are more that I am missing. Please feel free to alert me to any and I will add them! Thanks!

Friday, March 27, 2015

COACH'S CORNER: Introducing New Players to Dreadball

 One of the best things about our hobby is being able to introduce people to games that are new to them. And of course, the one I always want to show off to a gamer is Dreadball.

If the player is a miniature gamer, they usually jump on board with little prodding or coercing. Miniature gamers are often familiar with Mantic in some way, and if not, they are familiar with Blood Bowl, which makes them interested pretty quickly--especially when I describe it as, "a fast-paced game more akin to basketball or hockey rather than football (American Football, of course)." If they are regularly a board gamer, they usually are willing to jump in pretty quickly too when they see the familiar shape of the game board come out. This contrasts starkly with most miniature games having to set up terrain on a large table.

Once a person is willing, where do you go from there? I think that the general recommendation from most is to start with the basic set up of the starting two teams of the Corporation and the Marauders, no ref and no cards. I agree with this... sometimes. Not matter what someone wants, I always play the first game with no cards and no ref, but beyond this, this is where you often have more success knowing if you are playing with a miniature gamer or not. If the person across from me is a mini gamer, then Corporation versus Marauders it is. They are probably intimately familiar with the idea of sides that are differently balanced but solid. These two will work with them easily. For the non-mini gamer, I really think the match should be the perfectly balanced Corporation vs Corporation. The truly balanced game is something much more similar to a board game. This, of course, requires you having 2 Corporation teams (preferably painted or with colored bases to help differentiate). After a game or two, then introduce the element of the Orx and Goblins.

***I would recommend that those teaching new players encourage them to watch the Dreadball Acemdemy on Beast of War too--it is a a great intro and a riot!***


The next step is the the introduction of the cards and ref. After a few games with the two starter teams and ref/cards, then I move on to talking about the Season 1 and Season 2 teams. Most people are ready at this point to begin a discussion of what they enjoy most about the game. This allows for a more seasoned player to recommend a team or two to the new player. I have found that the addition of the abilities slipping in with the new teams has not been an issue with new players. They are ready to soak up that knowledge happily. Sometimes it might require a few more minutes of explanation, but it's worth it. Adding just the rest of the Season 1 teams can also work, but after a few games, most people are either into Dreadball and ready to find their niche, or they appreciate learning a new game, but it is not for them.


Why not Season 3 too? I find that Season 3 is where it gets a bit more complicated and, just to be honest, can be VERY unbalanced to a new player. Teams like the Nameless and the Asterians can just run the pitch. Whereas the Zees are, at best difficult, and at worst terrible. So, Season 3 is a more advanced step (as is Season 4 especially with teams like the Martians and the Rebs). Tht is not to say many gamers, especially old Blood Bowl players, wouldn't be able to jump into the harder teams without a problem--just know your new coach's comfort level.

After all the Season 1 and 2 teams are introduced, then MVPs in Exhibition Games are next. Which leads into introducing Season 3 and 4. This should lead into Exhibition Games 120 or 130 MC to use for Coaches and Cheerleaders and abilities rolled from charts. This should lead right into a league. Hopefully, you have a decent community or a good number of interested new players when a league starts. The more the merrier is definitely true for a DB League.

And as always, the key to it all is to have a blast!


Thursday, March 26, 2015

PLAYER: Vlorox Spinpede (Vlorox DBX Free Agent)

PLAYER: Vlorox Spinpede (Vlorox DBX Free Agent)
Reviewed when only the DBX box set was out


Strengths:
Rollin, Rollin, Rollin - Alright, we all know that the biggest draw for the Spinpede is the triple Movement Sprint. This puts the Spinpede on par with some of the fastest in the game.

Tough Guy, Eh? - The fact he has a good armor save is great for a Striker. Couple that with Can't Feel a Thing and a Forge Father Strength and you have yourself a Striker that is hard to put down.


Weaknesses:
Fast? - The thing is, the Vlorox is not really "fast". His actual Movement is awful, his Speed is terrible, and the one pivot part of Rolling is just plain crippling. For a Striker, he sure doesn't do anything I want a Striker to be able to do (well, he does have a 50/50 shot on his Skill checks, that is good for a Striker).


Best Sponsor:
Warden - Even though he is MUCH cheaper for Blaine, he is not even in the ballpark of a "good" player for Blaine's team. That leaves the Warden. He is pricey for the Warden, but he has a bit of a survival trait to the team for a Striker, something that the Runners do not bring.










Overall:
I cannot bring myself to use the Vlorox Spinpede, other than in the example games and using the stock Warden team. He doesn't bring much to the table. He brings NOTHING, in my estimation for Blaine. And honestly, the Warden would rather have 3 Runners with 2 losses rather than use the Spinpede. Unless a later Sponsor can bring him for super cheap, I do not see a reason to use this guy.


Grade:
D

Wednesday, March 25, 2015

PAINTING: Martian Team!


Finally finished painting my Martian team! Just need to get the helmets on, then start playing them!

Tuesday, March 24, 2015

DBX TEAM CONFIGURATION: Greater Alienation (Blaine)

Ok, as a second thought and follow-up to the one yesterday... how about this one:

Greater Alienation
Blaine
Kalyshi Strikers x 2
Nameless Bloodsucker x 1
Pusk Rampager x 1
Zee Buccaneer x 4
Total: 68 MC

Let's see... 

  • Not many players on the pitch, but with the Zees Speed and Duck & Weave, they are very difficult to take out, so that should help immensely.
  • Got the two very good Strikers for Scoring, and in total 7 out of 8 people can Score. 
  • The Pusk is there for the occasional Slam, but mostly for single hex movement via Ram--to clear lanes and such. 
  • The Nameless Bloodsucker is there for some added nastiness to those that fall on the ground, plus he has great Movement and Speed. And he is fairly cheap. 
  • Just need to be sure I have everyone on the pitch I can. Because if they start going down, I could loose the game easily. 


Variants
Maybe switch out a Zee or two for a Kalyshi Jack or two?

Drop 2 Zees for a Yndij Reaver?


Conclusion
Haven't played it yet. But I am liking the way it is sounding.

Monday, March 23, 2015

DBX TEAM CONFIGURATION: Alienation (Blaine)

The basic team for Blaine is actually a very good team. It does what Blaine's team does well and you won't go wrong with it. But, let's look at another viable team. How about something like this:

Alienation (Original)
Blaine
Kalyshi Strikers x 2
Kalyshi Jacks x 1
Pusk Rampager x 1
Zee Buccaneer x 2
Yndij Reaver x 1
Total: 69 MC

I tried out this team and it is very interesting, if a little fragile. I really think that with a few more options and just some slight alterations, this might be a good team. I have not won with this configuration yet, but it is fun. It has a lot of speed and scoring ability, but little in the way of "punch". And only 7 members - eek!

Variants
Increase the number of Kalyshi on the team by dropping the Zee?

Get rid of the Pusk and the Zees to grab another Reaver and another Kalyshi Striker - going full on Score-happy?

Conclusion
It is hard to get much better than Blaine's original starting team (though I have had some success just dropping 2 Jacks for 2 Zees). I don't think this team is ready for prime time yet, but until we get some more options, there is little that can be done... maybe a Nameless Bloodsucker? Nah.

Sunday, March 22, 2015

SPONSOR: Blaine (DBX)

Blaine

Best Features:
Bloody Chess - If board control is your style of play, Blaine is the way to go. He doesn't bring the sheer, direct brutality that the Warden does, but he can bring the pain. To make the most of what Blaine can bring, you will need to utilize the superior movement shenanigans that he can get on the cheap. Kalyshi Jacks have Shove and the Pusk Rampager has Ram, both are players that Blaine can take advantage of to make the pitch his. Use your players to move your opponent into, or out of, position - or directly onto an exploding crate. Then use your Kalyshi Strikers to get wherever they need to be - Jump and their Movement make this easier than you might think.

Dexterity - On the whole, Blaine's team is going to be dexterity-oriented. Whether it is the Kalyshi, or a Yndij, you are going to want to zero in on the quickness available to his team, and the talents they bring. Speed is the stat that I tend to lean heavily on when playing a Blaine team. And next, I try to go for the big Score as much as possible.

Deceptively Good - When I first looked at Blaine versus the Warden, I thought, "Ugh, Blaine is awful!" But having played him multiple times now, and won more games than I have with the Warden, I can say for sure, Blaine has game. His team is usually smaller than a Warden team, but each player is individually better.

"Quickness is the essence of the war." - Sun Tzu


Drawbacks:
Bring your Wallet - Blaine cannot buy a cheap player. If you want to play for Blaine, you are getting 7 MC or better. This makes his teams smaller, because of that it also has the disadvatage of...

You Feel Every Loss - Much more than when I play the Warden, I hate losing a player on the pitch. Someone getting hurt is bad, someone getting killed is awful. Sometimes losing a few key players can quite literally cost you the game.


Custom Options:
You have to play Blaine as if you were Blaine. Be ruthless in your attacks and Score every chance available. I usually take the extra die when I play him, it helps secure the victory more than doing something to hurt the opposing players. Be quick, be smart, and be willing to do what you need to get the win! Blaine is extremely enjoyable to play! He is a great compliment and contrast to the Warden in the stater box.


Grade:
A


Friday, March 20, 2015

MANTIC UPDATE: Deadzone: Infestation Sci-fi Skirmish Game Kickstarter

Check out the new Kickstater from Mantic:

Deadzone: Infestation Sci-fi Skirmish Game



SPONSOR: The Warden (DBX)

The Warden

Best Features:
Cheap and Plentiful Fodder - One of the best reasons to use the Warden as your sponsor, is that he has access to a lot of super inexpensive, and infinitely expendable, Convicts. No one in the known universe is going to miss one of these felons if you decide it is time confound your opponent by making one explode. At a cost of 4 MC for the Con and only 5 MC for a Runner, even with the cost of the explosion you're only talking about 7 or 8 MC - still a great deal!

Well-Rounded Pool - On the whole, even if you are only using Convicts (as I often do), you have a very good pool to pull from to make up your team. Thugs are amazing Guards. Runners are Human Strikers, so 50/50 on each dice for those Skill checks. Scoring and Slamming is what the game is about, and you can make a team of 4 Thugs and 6 Runners if you want and be pretty good at both.

FUN! - Ok, one of the reasons you are going to play the Warden is that he is just plain fun! Using Thugs to crush your opponents, blowing up Cons in the middle of a couple of enemy players, watching the opposing coach's face as you break his Striker's bones, this is why you play the Warden!

"Crush your enemies. See them driven before you. Hear the lamentations of their women." - Conan the Barbarian (paraphrased from Genghis Khan)


Drawbacks:
Be the Better Man - It is hard to make an elite team with easy Scoring power using the Warden, the Warden specializes in brutality. With a Kalyshi Striker or a Yndij Reaver completely out of your reach, the only top-of-the-line player available to him is the Jetari SL-22 "Thrower". The problem with the "Thrower" is that with so many options for cheap troops, you are going to want more players rather than "good" ones.

Variety is the Spice of Life - You just aren't going to be playing a wide variety of players. I mean, you can, but you won't. Sure, you might have a couple of Zees, or a "Thrower", or the Spinpede, but you are going to have mostly Convicts on the pitch for you.


Custom Options:
One of my favorite option for the Warden, I have spoken about before on the blog, I call it Speed Freaks and Roid Rage. It consists of entirely Convicts, mostly Runners and Thugs, to maximize the potential of each. You could go with something different, and I am certain some interesting choices will eventually become available for the Warden, but for right now, it is all about configurations of Convicts. So, just do it, and have fun!


Grade:
A


Thursday, March 19, 2015

PLAYER: Con (Human DBX Convict)





















PLAYER: Con (Human DBX Convict)
Reviewed when only the DBX box set was out


Strengths:
Expendable - Ok, let's be completely honest, the only way you are going to be feilding a Con is if your Sponsor is the Warden. The Warden can enlist the help of a Con for cheaper than any DBX player currently available. At such a cheap cost, you almost have to factor in the 3 MC to surprise the poor guy by making him explode! Unless one of the other Convicts are surrounded and a perfect target for the BOOM, you can bet I will make a Con explode, probably from directly off the bench.

Human - They basically have human stats... I guess that's a plus?


Weaknesses:
Well, they got caught at some point - In order to be a "Con", you are more than likely not the "best" at what you do. At best you are average, and not particularly good at anything.

Boring - I find the Cons lack ANYTHING that make them interesting. *YAWN*


Best Sponsor:
Warden - So cheap! They are nice to fill out random MC slots for the Warden. You will probably end up with at least one on your team. Blaine would not even look the Con's way.


Overall:
There are warm bodies on the pitch! You can make them explode!
...I am not a fan. I wish I had more to say on them.

Grade:
D

Wednesday, March 18, 2015

GAMING: New Realm Dreadball League 2014

Team: 
The Anck Su-Na Moons (Asterian Team)

Starting Lineup: 
  1. Tut-Seth - Guard
  2. Anubis Ka - Jack
  3. Zeshlo Ka - Jack
  4. Horus Ptah - Jack
  5. Nephertysa Imhotep - Striker
  6. Isis Ka - Striker
  7. Terana Mosenon - Striker
  8. The Lady Ptolemina - Striker

Record in League Play: 

8 wins - 1 loss 
(My single loss was a resounding defeat at the hands of a Corporation team)

Rank:
1st in final results (#1 in League Points, and tied for #1 in win/loss ratio).

Lessons:
- If you have a fantastic Speed stat, Fragile doesn't necessarily mean instant death.

- Your Skill 3 Striker WILL DIE. 

- Movement 6 is no joke.

- As Asterians, if you go first have your Guard on the pitch guarding the 3-4 zone and call a Foul on the biggest guy on the pitch, or the guy guarding the opposing center line of the 3-4 zone. If you go second, decide if your opponent has his star player on the field or not, if he does, put your Guard near the bench for an easy extra after calling out a Foul. If he doesn't, keep the Guard in reserve.

- Be sure that you FLGS doesn't schedule a WH Fantasy League day the same day you are scheduled to be in the shop for your league day.

- Go for a 3 or 4 pointer every time you can. You have the Movement to make it and good enough Skill to make it viable.

- Keep a few Jacks handy to Foul turtle formations lines.

- STEAL ALL THE TIME!

- I know it is a cliche, but have fun!

Pictures:
You can just see my team on the last two pictures. They are off the pitch in their box with my League sheet on their heads. 





Tuesday, March 17, 2015

PLAYER: Kalyshi Jack (Asterian DBX Kalyshi)




















Kalyshi Striker (Jack DBX Kalyshi)
Reviewed when only the DBX box set was out


Strengths:
Look Out, Behind You! - With no ref in DBX, there is no such thing as a Sucker Punch - that works so well for the Kalyshi Jack. These sneaky ladies like to hit you when you are looking. The extra dice on this is great. Plus, with such a high Movement state, it is easy to set up. Use this to take out those players with a low Speed stat that you wouldn't hit in the face.

Look Out Behind You! - Shove. This takes some getting used to, but can be an awesome ability. Shove that Thug into the hex beside that crate - BOOM! Shove a player out of the 3 point hex and score the game winning point. Shove is a great ability, learn to use it wisely.


Weaknesses:
Head-to-head - These Jacks do not excel in Slamming someone head-on. I mean, they can do it... but I wouldn't. This does present some difficulties. You usually have to use an Action to get setup for a Slam, and though this is common for all Jacks, the Kalyshi Jacks REALLY need to be in the back arc of someone to do damage. If you just want to Shove, go for it, but if you want to hurt someone, don't go face-to-face.


Best Sponsor:
Blaine - They are part of his stock team. They are cheap for him to purchase in custom teams. And they are decent players who can enter the pitch at any time you want and possibly free up that hex you want to be in. They are good, they just don't shine easily.










Overall:
You can choose to Dodge or Shove in response to a Slam. You can free hexes up. You can possibly hurt someone with a Backstab. They are good and well-rounded players, but they are never really my star in a game. Solid... not amazing.

Grade:
B -

Monday, March 16, 2015

PLAYER: Yndij Reaver (Yndij DBX Free Agent)



















PLAYER: Yndij Reaver (Yndij DBX Free Agent)
Reviewed when only the DBX box set was out


Strengths:
Can't Touch This! - A Speed stat as good as an Asterian, but let's add in the fact he is a Striker, oh yeah, and he has Duck and Weave, that equals 5 dice to Dodge with a 66.666% chance on each dice rolled! Wow!

You Better Hurt Me! - If someone can power their way past your dexterity, they better make you bleed. If they just knock you down, well, just do a Backflip and move on.


Weaknesses:
Light Armor - Being so nimble comes with a cost. The light armor only gives you a a 33.333% chance per dice rolled of not getting injured. Not great odds.


Best Sponsor:
Blaine - Not a bad choice for Blaine's team. His cost for Blaine is that of 1.5 Kalyshi Strikers... that is about right. He adds a lot to Blaine's team, though I don't think I would ever consider two Reavers - the cost is just a bit much on that. Plus, considering the Warden is only other Sponsor out right now, and his cost for the Warden is the same as 6 Cons, the Warden ain't looking for a Yndij on his team.








Overall:
The Yndij Reaver is an awesome Striker, and with Blaine his MC cost feels right. The Yndij also brings some great abilities to the pitch, and these really feel like they are Kalyshi Strikers in the extreme. You won't regret bringing them to the game (unless someone's Thug grinds your Reaver into paste before you get to do much).

Grade:
A -

Sunday, March 15, 2015

PLAYER: Runner (Human DBX Convict)




















PLAYER: Runner (Human DBX Convict)
Reviewed when only the DBX box set was out


Strengths:
Cheap Date - If you are playing the Warden as your Sponsor, you will be hard-pressed to find a better MC expenditure than the Runners. They are expendable and dependable- meaning they will either Score or draw in a bunch of opposing players for a nice Ka-Boom!

Human Striker - Another advantage that the Runner brings to the pitch is the fact that he is a human striker. He is average at basically everything - Dodge, Throw, Pick Up the Ball and Score. Being basically average is better than being bad.


Weaknesses:
Thin Skin - Worst armor save in the game (at least stat-wise). Ugh. If you are taking an armor save, you are more than likely getting injured, or worse.


Best Sponsor:
Warden - 5 MC for a Striker, I don't think you will ever see a cheaper Striker in DBX. And the Convicts were specifically designed for the Warden. You don't need to vary from what works. And plentiful, expendable Strikers work perfectly for the Warden's style.










Overall:
When using the Warden, I like to have tons Runners. Are they great? No, not really. Are they cheap and "good enough"? Sure are, when there are enough of them. I usually take AT LEAST 4 on every Warden custom team I design, more often than not, 6. And if one is letting you down, well, there is always the Explosive Collar. :-)

Grade:
C +

Saturday, March 14, 2015

PAINTING: DBX Scenery (Plus)

This is a sampling of the Dreadball Xtreme style I went with for my scenery. I have a lot of blood splatters and a wide range of colors on the crates. I have all the tall objects completed at this point, but I still cannot decide what to do with the smaller crates. I primed everything with the Armor Painter Platemail - I am just leaving them metallic until I can figure out what to do.










These are my custom DBX Action Tokens. I was getting upset with the tokens not matching the board and all, so I just made some new ones. I tried to keep with the general look and feel of the game. And the look and feel of my scenery - metallic with blood splatter. :-)

Friday, March 13, 2015

TEAM: Midgard Delvers (Forge Father Team)

















Midgard Delvers(Forge Father Team)
Reviewed during early Season 4 for DBO only


Strengths: 
Strength is their Strength - The Forge Fathers are strong little guys, that's for sure. Their strong Jacks and Steady Guards make this a team that can dish out the pain. Take this straight to the opposing team and crush them.

Jacks of All Trades - I like using the Jacks in the Delvers team. I know it sounds crazy on the surface, but Jack ball carriers can Slamback with a heck of a punch. Whereas the Strikers can't usually Dodge their way out of a wet paper bag. And how much are you loosing to only have a one space move then Throw, vs 4 then Throw, a little, but it isn't the difference for say an Asterian or even a Human - why not Sprint once then Throw? You are probably doing it anyway with the Striker.


Weaknesses:
Slow as Molasses - I have said before, and I'll say it again, Movement for the Forge Fathers is just awful. Factor into that the fact that their Speed stat is also atrocious and you get ... well, a team that doesn't in any way fit my play style.

They Ain't the Brokkrs - So, why would you EVER play the Delvers when you could play the Rockslides? Seriously, why? I mean, the Brokkrs are the better version of these guys. Maybe aesthetics? Well, most people I know would allow a "play as" rule, using it much like the Void Siren/Corporation players, but check with your TO or Opponent first. 

I'll Take That - Man, Stealing from the Forge Fathers is too easy -Yoik! Their Speed factors in here again. Covering your Strikers enough to keep the ball is hard... or a Foul.

Jacks as Strikers - Did I use this as a Strength above? Not sure it really is.... :-)


MVP Recommendations:
Number 88 - I don't think you could design a guy more opposite than the Forge Fathers than Number 88. He is fantastic! Mind Like Water is crazy good! His Movement and Speed are the antithesis of the Delvers - that is why you NEED someone like him on your team.

The Praetorian - You need some Speed and Movement and Scoring potential, this guy brings it. I know I have used this MVP on a lot of teams as a Go-To-Guy, but he really jst adds so much... and The Midgard Delvers are so deficient.











Overall: 
I have played against them more than I have played them. I am never scared when I see them on the other side of the table. I mean, if you are the Delvers and can score first, then turtle-up, you might win, but wow what a boring game - and it is not impossible to crack the testudo. Maybe it just isn't my playstyle. And honestly, I think that considering the Brokkrs exist, the Midgard Delvers are obsolete now. Someone, please tell me I am wrong...

Grade:
D -

Thursday, March 12, 2015

DBX TEAM CONFIGURATION: Speed Freaks and Roid Rage (Warden)

With 70 MC, there is only so much variation that can come into play so early in DBX. One of the more successful configurations we have been trying out has been what I like to call Speed Freaks and Roid Rage. This team, and the slight variations on it, involve letting go of most of the Convict Jacks in the Warden's team. It looks something like this:

Speed Freaks and Roid Rage (Original)
Warden
Thug x 3
Runner x 6
Con x 1
Total: 64 MC

This original setup allows for one Jack to hang in the back and be ready to jump onto the pitch if he is needed in the middle of a rush. It also leaves enough MC for 2 uses of the explosive collar. The 6 Runners give the Warden ample chances to score and the 3 Thugs ensure that there is a lot of blood on the floor. It is an all Convicts team with a 10 person crew and it works pretty well.

Variants
I have one friend that likes to drop the Con for another explosion.

I have another friend that likes to drop a Con and a Thug to grab a Jetari SL22 "Thrower" - this makes the team slanted heavily towards the scoring end of the spectrum.

I have tried it dropping one Runner and one Con and picking up 2 Zee Buccaneers. It worked decently.

Conclusion
I find that the best is still the original. It is simple and sticks to doing a few things well. Until we get a few more options, I think this is my go-to Warden list.

Wednesday, March 11, 2015

PLAYER: Kalyshi Striker (Asterian DBX Kalyshi)




















Kalyshi Striker (Asterian DBX Kalyshi)
Reviewed when only the DBX box set was out


Strengths:
Ain't Nothing Gonna Breaka My Stride - If a Kalyshi Striker wants to get somewhere, it is hard to stop them. Evading is no problem with their fantastic Speed stat. Their Movement is as great as any of their race. They can use Jump to get over that player on the ground, that Thug blocking their path, or that box that was a dud and is still sitting on the pitch. These Strikers get to where they are going.

Speed - Even though Speed is a part of the point above, I think it is such a great stat score for them that it bears repeating. I played the Shan-meeg Starhawks Asterian team in a league last year and won it, losing only one game - this was in no small part due to Asterian Speed. The ability to Dodge with this Striker is phenomenal.


Weaknesses:
Injury - If your opponent can manage to double the Slam on you, the odds on your Striker getting hurt are pretty good. And once they are on the ground, recovering from those injuries isn't easier either. I find this to be the biggest issue with the Kalyshi Strikers. You are better off bringing a new Striker on the pitch usually.


Best Sponsor:
Blaine - Well, considering they are his "stock team", Blaine is the obvious choice here. I think they would be fine for the Warden too, the problem is that they cost him 23 MC! They work great for Blaine though. I usually don't even beginning designing my customer team until I have 3 of them on the roster.










Overall:
Great Speed, decent Skill, great Movement, and Jump (never underestimate Jump) makes these Strikers well worth the inclusion on a Blaine team. I love their play style and it is just up my alley. Their finesse is one of the only weapons Blaine has to counter the brutality of the Warden's Convicts on the pitch.

Grade:
A

Tuesday, March 10, 2015

PLAYER: Thug (Grogan DBX Convict)



















Thug (Grogan DBX Convict)
Reviewed when only the DBX box set was out

Strengths:
Overwhelming the Opponent - The Thug does exceptionally well Slamming the single opponent, especially a Jack that would only be 3 dice anyway (regardless if they are Slamming Back or Dodging) - the Threatening ability just makes the Thug a one man wrecking crew. Add someone else for the additional minus to the opposing player and you are almost guaranteed to put them on the ground!

Not Bad at Other Stuff - The Thug does not suffer so badly from the curse of the strong guard, he has a decent Speed so he can actually at least have a halfway decent attempt at a Dodge. His Armor is also pretty good. And his Movemment is the same as the average human. All-in-all, he is good all-around player in general.

Weaknesses:
Target - I find that the Thug becomes a big target wherever he goes. This can be used to your advantage if you realize what is happening. Or it can frustrate you if you really want/need to use the Thug somewhere.

Best Sponsor:
The Warden - Um, complete no-brainer. Though he is fine with Blaine, in all honesty, he really shines with the other Convicts along. His MC cost to the Warden is not extraordinary, and the return on investment really makes Thugs a good choice for up to 3.










Overall:
Great player, especially for the Warden. If crushing and maiming your enemies is your thing, and your playing Dreadball Xtreme, so it is, then the Thug is your go-to player. Right now, he breaks heads like nobody else for the price.


Grade:
A

Monday, March 9, 2015

PLAYER: Pusk Rampager (Pusk DBX Free Agent)




















PLAYER: Pusk Rampager (Pusk DBX Free Agent)
Reviewed when only the DBX box set was out


Strengths:
Ram - It is all about the Ram, my friends! This is such a crazy good ability. I am often using "the pug" (we took to calling him that) to knock players off of my Strikers' paths. It can even mean a double move sometimes!

You Can't Keep a Good Man Down - With a 50/50 shot of shaking off damage due to his Armor, you have a decent chance of not taking damage. If you are put on the ground, because of Resilient, you will be getting up sooner. Not a bad thing.


Weaknesses:
Slow - His Movement is just as fast as an average dwarf. *Sigh*


Best Sponsor:
Blaine - At 12 MC, the Pusk is not a bad choice for a guard on Blaine's team. Also, the Ram ability synergizes well with the Kalyshi Jack's Shove ability. With those two, you have some of the best board control available on the pitch.










Overall:
A bit on the slow side, and not exceptionally strong for a guard, the Pusk Rampager fits in a very different role than most guards. The Ram ability should be abused as much as possible, especially in a Kalyshi team that has Shove and Jump handy. The Pusk adds another layer of control on the pitch, and if you learn to use it, it is a mighty boon to your team.

Grade:
C + *

*(If used expertly, and in the right situation, the Pusk Rampager could easily be a B+, but on average I would call him a C+).

Sunday, March 8, 2015

PAINTING: DBX Free Agents

So, I have a few of my free agents painted so far. I have the second round from the kickstarter that I still haven't touched, but hey, you gotta start somewhere. Below are the Zee Bucaneers, the Avaran Treebeast, and the training robots (Jetari SL-22 "Thrower" and Jetari GL-14 "Brawler").








Friday, March 6, 2015

PLAYER: Zee Buccaneer (Zee DBX Free Agent)




















Zee Buccaneer (DBX Free Agent)
Reviewed when only the DBX box set was out

Strengths:
Runaround - The ability to Run two Zees for the price of one is pretty sweet. You can set up Threats for Slams, set off traps, or just get into position with them. If you want efficiency, you can't get much better than a pair of Zees (though you might want to consider three).

Super Speed - The Speed stat on the Zees is remarkable. They Steal the ball with relative ease. They can Dodge like nobody's business (especially with Duck & Weave). And let me tell you first hand, watching the frustration on my opponent's face when they are trying to kill one with a Slam is worth it. I have had Zee survive ridiculous odds on multiple occasions (see next point for more on the ability to survive).

Decent Armor Save? - I love having to repeat the Buccaneers armor saves to my opponent. Most coaches expect their save to be bad, but in reality, it is 50/50 for each roll, not bad.

Weaknesses:
Ball Handling - Having mediocre-to-bad Skill stat doesn't really help these guys in the whole Picking Up the Ball, Throwing, or Catching arenas. I recommend Dunking the ball with them if they end up with it.

Best Sponsor:
Blaine - At the present, there are only two sponsors in the game, and the Zee Buccaneer costs 7 MC for each of them. But seeing as how the Warden can purchase two types of Convicts cheaper, you rarely see Zees on his team. For Blaine on the other hand, they are tied with the Kalyshi Jack as Blaine's cheapest choice, and with two of these little guys can easily do the work of three players due to Runaround. So, they are a solid choice. And used properly, they won't often disappoint.






Overall:
I really like the Zee Buccaneers. I think a lot of coaches underestimate the power of the Zees in DBX, perhaps in part to the fact they are underwhelming in DBO. I have even heard coaches say that 7 MC is too much to pay for them. I disagree. If they were 2 for 12 MC, that would seem like too much of a bargain for what they bring. If they were 16 MC for 2, that would be too much. I think that 7 MC is the correct cost for them. That makes buying two 14 MC (or 3 at 21 MC), which feels right after playing them a few times. I do highly recommend them for trap removal and for bogging down the opponent. And moving two at once, well that's just awesome.

Grade:

Thursday, March 5, 2015

PLAYER: Jetari SL22 “Thrower” (Robot DBX Free Agent)




















Jetari SL22 “Thrower” (Robot DBX Free Agent)
Reviewed when only the DBX box set was out


Strengths:
Dream Striker - A Striker that is always facing you and can always try to catch an inaccurate Throw is pretty sweet. Oh yeah, and has a Skill to match even the Ralarat Striker. The Jetari SL22 is a Striker almost without equal. Not bad for an old practice bot.

Um, see above! - Seriously.


Weaknesses:
Average Chances of Survival - No matter which sponsor you are playing, this robot is going to cost you a pretty penny. And with that kind of investment, being only "average" at survival makes a one nervous. With one decent Slam, he could be out of the game. Protect him well, or keep him away from heavy hitters.

Rich Blood - His is a bit expensive for either sponsor. More on that...


Best Sponsor:
Warden - Would the SL-22 be good with Blaine? Sure. But Blaine could buy 2 Kalyshi Strikers for the same MC cost, and two of them are a better than one SL-22 from where I sit. The Warden on the other hand has the super cheap Runners, he could almost buy 3 for the cost he would pay for the training bot. The difference is that SL-22 is much better, and actually more survivable, than the Runners. I am not necessarily saying that the Warden should go with the SL-22 over 2 Runners and a Con (same cost as the SL-22), but it is a different option. And I really think that is much less of an option for Blaine.




Overall:
Wow, what a tremendous Striker! Such a great idea, model, and cool, very tempting rules. I do think the biggest drawbacks are his cost and the fact that he will be a big, expensive target. Is he great? Yes. Is he worth the cost? I usually can't justify the MC output for him. I imagine in league play that would be very different.

Grade:
B *

*(...for now, and mostly due to his MC cost for both sponsors)

TEAM: Koeputki Kolossals (Zee Team)

















Koeputki Kolossals (Zee Team)
Reviewed during early Season 4 for DBO only


Strengths: 
Fouls - Interesting that this would be a strength, but it is. With the Kolossals on the pitch, you may well be Fouling the other team every rush... maybe every play. But, you may not suffer any consequences from it. First, the ref has to roll for you to be out, then you get to try and talk him out of it, or send your buddy out instead.

Speed - Dodge. Steal the ball. Evade. These are the Zees bread and butter. They can do them as well as any team on the circuit today. Speed is their major advantage, use it.

Dice Every Round - How about a few extra dice for a rush? Sounds good yeah? It is, unless it isn't. Don't bank on this, but it is a nice boon when it happens.

Strength in Numbers - Ten dudes. That is a a lot of guys. Use them, use them all. And use them in dirty awful ways. Don't worry about them, don't get attached, use them all the time.

Runaround - Moving two Zees for the price of one is fantastic. Get those guys out and moving all around. Never try a Steal without another Zee (or two) threatening. Never, ever just Run one Zee.

Weaknesses:
Skill - There ability to Score, Pick up the Ball, and Throw are atrocious! They will fail you at some point. Use your dice when you got them on Skill checks.

Inability to Hurt Anyone - There are other teams that don't Slam particularly well, but the Zees excel at not hurting people. I would not even attempt it, unless you absolutely have to do it.

Jacks - The Koeputki Kolossals are all Jacks. This puts another serious damper on being able to Score... or Slam... or whatever. This is a major disadvantage in my opinion.


MVP Recommendations:
Buzzcut - If you are going to try to hurt someone, you need the very best. Buzzcut should be used in conjunction with a couple of Zees to be sure that the other player is taken out! You need some firepower, the heaviest out there is Buzzcut.

The Praetorian - Same thinking as Buzzcut. If you want to Score, go with a sure bet, The Praetorian. You need the best of the best of the MVPs to make the Zees viable.











Overall: 
Koeputki Kolossals are fun, but not very good. I find they will fail you when you need to Score, or Pass, or simply Pick Up the Ball. I am not sure that there is another team that falls as short of decent as the Zees. MAybe someone can make them work... I cannot.


Grade:
D

Tuesday, March 3, 2015

TEAM: Kalimarin Ancients (Nameless Team)

















Kalimarin Ancients (Nameless Team)
Reviewed during early Season 4 for DBO only


Strengths: 
Diversity - The Nameless bring three distinctly different types of individuals to the pitch, all with varying stats and abilities. This gives the Ancients a fantastic flexibility to overcome a variety of obstacles. If used correctly, and in the proper combinations, the Ancients can crush opposing players' spines with ease, or rocket down the pitch and Catch an impossible Throw and Score. The Nameless play both offense and defense with otherworldly skill.

No Jacks - Most coaches tolerate jacks as part of the mix in Dreadball, they are ok at most things, but not good at any really. Well, the Nameless don't even have a jack to worry about. The fact the have only Strikers and Guards allows a coach to focus his energy on letting his players do what they do best.

Guards Combo - Put a Sticky guard on an opposing player, then Slam that player with a Hard guard, and watch the player crumble.  This combo works fantastically, and reliably. They can protect the goals like nobody's business, or slog down the pitch and crush the other team on their home turf.


Weaknesses:
No Cards or Dice - They Nameless begin with no cards or dice.

Sticky Guard's Movement - This bizarre-looking monstrosity can only move along as fast as a dwarf... that is a minor obstacle, but one you do need to keep in mind.


MVP Recommendations:
Save your MC and buy an Offensive Coach! ;-)

Nightshade - Same Skill and Movement as the Nameless Strikers, but better Speed. Nightshade also brings Dirty Tricks a for a nice Foul being called for no reason on the opposing team. Oh, and he is cheap!








Number 88 - This is one of the only players, especially a jack, that can add something to the Ancients. His Speed is awesome, he also has Jump, and then throw in the amazing Mind Like Water, and the best Movement in the game - crazy good!








Overall: 
The Kalimarin Ancients are easily one of the best teams in Dreadball at this time. They can hold their own against any style of team, be it bashy or finese-oriented or balanced. No matter who is on the other side of the game board, it is the Kalimarin's game to lose.


Grade:
A +

TEAM: Chromium Chargers (Robot Team)

















Chromium Chargers (Robot Team)
Reviewed during early Season 4 for DBO only


Strengths: 
Versatility - The great strength of the Chargers is Quick Change Artist. When you need a Striker but your a Guard, just transform, then BAM, you're a Striker. This is a neat feature that is unique to the Robots. And in each form, their stats change to match the role. Very cool.

Choose Your Strategy on the Fly - Want to use a bashy team? A few changes and then you have one. Want to play heavy toward scoring? Transform into a bunch of Strikers. This allows for you to cater to play style, or against the style of your opponent.


Weaknesses:
Quick Change Artist - The fact that changes from one form to another requires an action really hurts. And if it fails... UGH! Then you have wasted an action and nothing has happened.

Low Number of Starting Players - Beginning with only 6 players can be a detriment. If someone takes out a few guys, you are playing at a disadvantage.


MVP Recommendations:
My first recommendation would be buying an Offensive Coach.


Wyn Greth'zki - Much like Nightshade, Wyn is only available through the Mantic site via Mantic Points, but he is worth it for the Robots. A Striker with fantastic Skill, Alert, and Duck and Weave? Yes, please. And he will only play for the Chargers.
The Praetorian - Let's stick with all the same themes here as with Wyn. The Praetorian has amazing Skill, A Safe Pair of Hands, Can't Feel a Thing, and a Movement that is the same as a Robot Jack. He is all that and a bag of microchips!









Overall: 
I love the look of the Chromium Chargers. I like Quick Change Artist, in theory. But on the pitch I always find the Robots a little lacking. Their weaknesses outweigh their strengths. I am not saying they are unplayable, but they definitely an uphill battle, especially against some of the Season 3 and 4 teams.


Grade:
C