Showing posts with label Beta Rules. Show all posts
Showing posts with label Beta Rules. Show all posts

Sunday, May 10, 2015

TEAM: Fran-Taar Philosophers (Tsudochan team)

Fran-Taar Philosophers (Tsudochan team)
Just some initial thoughts after the beta test release...

Strengths: 
Never lift  finger - You don't have to worry about evading. No one can block your scoring lanes. You can thwart your opponent's plans with movement choices he never ever made. Telekinesis is of course their shtick, and it is a crazy one.

I use the pitch my own way - When you play the Tsudochan, you have decided to play a different style of game than everyone else. You have decided that you are going to do as you please on your turn, getting where you want, and moving other players out of the way. Board Manipulation is their thing! It is a great addition to the styles of play for DB.


Weaknesses:
You DO know Jack - Well, some teams suffer from having only Jacks... and this is one of them. Only Jacks on the squad makes it a bit harder to Pass the ball, to Score, to Slam (although, you can position players into Threat Hexes easier), to everything. I think that the all Jack teams feel this a lot more than the Jack-Heavy teams.

Different Playstyle - I know this is the same as the strength from above, but it is also a disadvantage. Newer players might find it hard to "not play the game". Seasoned players will find that normal stratgies don't work (which is good in many ways too). Add to this no Guards and no Strikers, and you have a difficult team that needs a lot of practice.


MVP Recommendations:

I am going to wait on this until I can see the Tsudochan MVP and th other Season 5/6 MVPs are capable of.


Overall: 
I'll have to play these guys more to really get a handle on their play style. Much like the Koris, I think that positioning of the players is key. It is nice to have another Board Manipulation team on the pitch. I bet in a league they would do pretty well.


Grade:
C +

Friday, May 8, 2015

TEAM: Wu-ling Wanderers (Koris Team)

Wu-ling Wanderers (Koris Team)
Just some initial thoughts after the beta test release...

Strengths: 
Portals - The portals are just so much fun! They add another layer on the game. Use them to Score. Use them to Slam. Use them to block line of sight. Use them to help guard your back. Use them to clog up your opponent's path. The possibilities are endless!

Finally, Jacks that I can live with... - I love the fact that now, I can use one jack to place a portal, then use another jack to move one space, that becomes one space on the other side, then still Throw the ball. I think this is a huge boon for a jack-heavy team. I finally have some jacks that I...like.

Gotcha! - With the two Guards working together, or a Guard and a Jack working together, Gotcha! is fantastically powerful, even if you only have the Strength of a Corporation Guard.


Weaknesses:
Maybe the four legs work independently? - Movement the same as a Forge Father is never good. Of course, because of the portals this is mitigated a good bit, but it is worth a mention, because... Movement 4 is bad.

One Striker - Want to paint a big target on someone's back? Make them the only Striker on the team. This will be the first person that gets killed on your team, and rightly so. Protect him... or use him as bait. :-)


MVP Recommendations:

I am going to wait on this until I can see the Koris MVP and th other Season 5/6 MVPs are capable of.

Overall: 
I really enjoy playing these guys - I can't wait to have the actual models! They really open up a new level of game play, both you and your opponent. I think that the DB community is going to find a lot of interesting and innovative ways to use them. I might use them in our next league... we will see.


Grade:
B -
But definitely an "A" for fun factor!

Tuesday, April 28, 2015

COACH'S CORNER: Play Testing the Koris and the Tsudochan (both V.2)

I had the good fortune to be able to wrangle a free night to try out two of the teams that Jake released for play testing from Seasons 5 and 6.

Tsudochan:

Game:
Tsudochan V.2 vs Male Corporation Team (I was playing Corporation)

Result:
Landslide victory for the Corporation in the 8th Rush

Thoughts:
The Tsudochan are very interesting. You cannot block their path. You cannot threaten them. You have to play an entirely different game against them. From the beginning, I knew the game was going to be unlike playing against any other team, so I set up my defense with that in mind. I was the Visitors. I used Guards to block the center lanes of the 1/2 point zones and used my remaining 3 Strikers and a Jack in a straight line defending the 4 point lane of the 3/4 point strike zone (see picture). I thought that if nothing else, he would have to dedicate a lot of resources to moving my players if he was going to go for the big score--I wanted to prevent that as long as I could. My opponent began in a standard 3 Frontline/3 Goal Guarding setup.
Even though the Tsudochan were able to scoot my team all over the pitch, moving the ball was hard for them. They tried a few times to score, but due to the amount of movement it was taking for them to get in place, they were almost always trying for a strike with a single roll of the dice, a straight up 50/50 shot. This overall swung the game to the team with some Strikers.
As the Corporation, I was easiy able to move the ball down the pitch and score, opting for the 3 point shots whenever I could. Eventually, it came down to the fact that I was able to just run the pitch with the ball-handlers, and constantly moving my other players into places where he had to sacrifice his movements to use the Push ability. Without a solid Striker or a Guard to dish out some damage, the Tsudochan are almost playing a different game on the pitch entirely. Which is not a bad thing, but would take some getting used to.
My friend and I discussed how we would change the Tsudochan after the match. We settled on what we thought they needed for a straight team on team match was to begin with a Coaching Dice (or maybe 2). The 2 Cards were not as needed as one might think, due to the specialized nature of the cards, heck you can't even use Striker or Guard cards at all. But a Coaching Dice would allow them to have a more solid shot at getting some points on the board and moving some momentum toward their side of the table.
In a League, these guys may well become monsters! Especially, If they can get an MVP or a Free Agent, they will be unstoppable. Same goes for an Exhibition Match with say 120 MC, that would entirely change the dynamic.
Overall, super fun and cool team with interesting rules and interactions. They seem like with a little practice, they might be a force to be recokoned with! And as a side note, with an all jack team, go for the 1 and 3 point shots most of the time, the odds are way better.


Koris:

Game:
Koris V.2 (I played the Koris) vs Male Corporation Team

Result:
One point victory for the Koris


Thoughts:
Portals! Man, the portals were a ton of fun, for both sides! And boy does it change the game flow and strategy!
So, I was the home team Koris in this matchup. I set up with a slight variation on the standard 3 up and 3 defending configuartion. I had a Guard defending a 1/2 strike zone, and Jacks defending the other 1/2 and 3/4 strike zones. I played my Striker in the center, flanked by a Guard and a Jack. I placed my initial portal right behind the Striker. My opponent set up in a almosted honeycombed configuartion that was well-planned to prevent me from having an easy go at a deep feild incursion. 
The first thing I did on my turn was Sprint my forward Jack as deep into the center of my opponents backfeild as I could. Then I placed a portal. This was key. I used that portal constantly. 
At first, the 4 Movement was really bumming me out. Then, I decided that I had to utilize the portals better and as a constant part of my tactics on the pitch. Then everything changed. I used Jacks to move portals and jump to place just beside the ball, or used the portal as my one space move for a Jack to throw on the other side. It was loads of fun!
My opponent enjoy using the portals too! He used them to score, to Slam me and generally take advantage just like I was. The problem, of course, was that pushing your luck like that will eventually catch up with you, and it did! A portal gave him the chance to win the game in the 14th Rush, then with a Failure on a Confusion check, it solidified the win for me! This was a really close game, btw.
I think the Koris are great! I look forward to more games with them and more teleporting shenanigans! They would be great in a League too. I don't think I would change a thing about them. 
Pro-tip: Protect your sole Striker! He is your money-machine!

Monday, April 27, 2015

COACH'S CORNER: Play Testing

One very important aspect of gaming is play testing. And being fans of Dreadball we are really in luck. Jake at Quirkworthy has allow the community the opportunity to try out the beta versions of the upcoming teams. Not only that, be he has asked for play testing and feedback on them. This is a wonderful reflection on what Mantic wants to be--a gaming company that is trying to interact with their community.

With these host of teams to play test, what do you think is the best way to carry that out? A lot depends on the size of your DB group and the time you have available (especially as the play test period is rather short). We have three solid players in my area, three more casual but very interested players, and about 3 more just casual players. I think that I am only going to be able to rely on myself and on other player to get together, and probably only once. So, that probably means two, maybe three games. Here is the way I plan on doing the play testing:


  • I always want to play the new team against the Corporate team. Reason being, they are the zero point on the number line that all other teams are either a positive or negative towards. And, they have honestly remained a solid team throughout all four seasons so far.
  • I think to save time, which will be in short supply, I think we should play the set stats teams (ie not the Mutants and not the Mechanites).
  • I will let my opponent chose which new team to test out first. Then I will make the second choice and play it.
  • Who I would like to play: 
    • First choice, the Fran-Taar Philosophers, theTsudochan team. I love the backstory, the looks,  and the mechanics of this team. I have looked forward to these guys since the moment I saw them. They are the reason I did the maximizer for Season Six on the Kickstarter. Plus, they look both balanced and fun from the get-go.
    • If my opponent want to try them, then I will try out the Glambek Ghosts, the Ada Lorana team. I also was drawn to the look of these guys, but unlike the Tsudochan, they look terribly broken. I want to see if my gut feeling is right.
    • Third choice, if we get a third game, the Crystallans.
  • Take notes via audio recording to keep the disturbance to a minimum.
  • Report my findings to the Quirkworthy blog (and the DB Fanatics FB group).

Here's hoping I actually can get out to play test before the period for input is over!

Saturday, April 18, 2015

TEAM: Ro-Tek Brutes (Mechanites team - beta)

http://quirkworthy.com/2015/04/18/another-dreadball-team/

Very cool, build-your-own robots!

That is all I know so far! :-)

TEAM: Sulentic Shards (Crystallan team - beta)

Just in case you missed it, Jake published some early rules for the Crystallan team on Quickworthy:

http://quirkworthy.com/2015/04/17/sulentic-shards/



I am hoping to playtest them soon. They look interesting, but need high competence and planning to play. A few people are saying that they think they need a card. I am not so sure. It might give the Guards TOO much power with a card--not sure yet. 

What is unfortunate is the lack of Strikers. Strange, in the Kickstarter I thought they were planning on them (see the three styles below). I suppose in design they might have decided to drop the Strikers though.