Showing posts with label Human. Show all posts
Showing posts with label Human. Show all posts

Thursday, August 20, 2015

TEAM: Long Rock Lifers (Convict team)

Long Rock Lifers (Convict team)

Strengths: 
Lots of humans - Six out of eight members of this team are human. They have the average stats of humans. I definitely consider this an advantage. One of the biggest strengths of the Corporation teams is their lack of any major flaws in the stats category and bringing the Convicts into DBO eliminated one of their only weaknesses, the fact that the Strikers had TERRIBLE armor. Now, the Convicts are like humans, plus...

Plus... - The Guard for the Convicts isn't quite human, he's better (Grogan)! With a the Strength of an Orx Guard and Threatening, this guy is a wrecking ball! He can reliably take out players by himself, but team him with another player and your are almost guaranteed to take someone off the Pitch.

Shocking Advantage! - A well timed Shock Collar execution can absolutely change the course of a game. And finally, a good use for a Jack!

The Warden - On top of all the above, the get an Offensive Coach. This really helps make the Convicts a team to fear on the Pitch.


Weaknesses:
No Starting Cards or Dice - This is a disadvantage, but only until a Convict Guard knocks a few guys out of the game and the Fan Checks give you some dice.


MVP Recommendations:

'Brickbat’ Vognar - Thematically, this guy is a given. On top of that, he is really good. With Lucky and Steady, and of course an Orx stat line, he is the extra helping hand that your already spectacular Guard want to assist them. And look at that model! So cool!


Overall: 
Amazing! This team is just fantastic on the Pitch! It is like playing Trontek, but deadlier. The Guards are monstrous. The Strikers are good. And the Jacks are moving knockdown/killing machines (technically the whole team is). The Convicts are really good. I can easily see them winning a tournament or a league with "shocking" ease. This team could give any team from any season a run for their money for best all-around. I might even go so far as to call them the best team in Dreadball... maybe.


Grade:
A+

Thursday, July 2, 2015

COACH'S CORNER: These are a few of my favorite things... Player Edition

My Greenskins on the Pitch!
Season 1
Orx Guard
This my favorite model in the original line of models. They might be my favorite models in the whole range. I actually like painting them too! And their stats are excellent! Even in the games I have used them in against Season 4 teams, they still wreck face! 


Ever player wants to punch you in the face.
Season 2
Void Siren Jack
A number of Jacks have abilities, varied and plentiful abilities. But no one has Run Interference as an ability on the model in starting play. The Void Siren Jacks allow you to defend your territory like no one else. They also force the opposing coach to make hard decisions when coming down the pitch. These Jacks alter the game in ways that most other models don't even approach.



That's her in the top right corner... and all the other girly girls with their legs up in the air.

Season 3
Asterian Striker
Ah, the Asterian Striker... Just a force of nature on the pitch. Fantastic Speed and Movement allow you just go wherever you please. They are one of the most reliable models for the purposes of scoring. I don't really care for the actual models though, I think that is their only real shortcoming, aside from, well, you know, being a space elf. 


I am the proud papa of this cute guy.

Season 4
Martian Jack

If you have read this blog for any amount of time, you probably know I love me some Martians! And it is the Martian Jacks that make the team so fun. Sure, you are going to have a few tossed out of the game for shooting someone in the back, but hey, who cares! Also, I love the models (the whole Martian team actually), and I took a lot of time and effort painting them. ACK ACK!

Thursday, June 4, 2015

COACH'S CORNER: These are a few of my favorite things... Team Edition

Of the 4 Seasons that are out right now, the following are my favorite team in each Season and why...


Season 1
Trontek 29ers (Human Male Corporation Team)
I love the truly balanced nature of this team. I have never put them on the board and thought I was at a disadvantage. Everyone is pretty decent on this team--there might be no one that shines like the North Star on this team, but neither is there anyone that is just outright awful. In addition, you get a Coaching Dice, which is nice to get your momentum rolling. And, most importantly I believe, you get two starting cards. The two cards really make this team a nasty rival no matter who they are up against. The Corporation team really is the standard by which all other teams are measured, and rightfully so.


Season 2
Void Sirens (Human Female Corporation Team)
This team is a powerhouse! These ladies take the game to another level. Where the boys have the cards to give them extra actions, the girls have the cunning to really play a stronger defensive game (thanks to Run Interference). The Void Sirens can make the opposing coach quiver just trying to make a decision, due to their Jacks being able to utilize the opposing coach's turn for their own purposes. This is one of the few teams where you don't mind having Jacks going onto the pitch for you (as they are the real weapons on the team). Add to this 4 Coaching Dice and this team is just fantastic on the pitch!


Season 3
Kalimarin Ancients (Nameless Team)
Wow, these guys can just plain dominate the pitch! Their Strikers are amazing, with a Movement of a Veermyn, the Skill of a Human, and A Safe Pair of Hands! But where the money is at is definitely the Guards. Between the Hard and Sticky Guards, you have a duo of monstrous killers, literally. Plus, this team first introduced the concept of 2 distinct types of player in the same position, very cool. I HATE seeing these guys on the other side of the pitch from me! But playing them... well, that's another story altogether. And just in case I have not made it abundantly clear, these Cthulu-Outworlder-No-Jack-Having-Machines-of-Destruction are REALLY, REALLY, REALLY good (many think too good).


Season 4
The Red Planets (Martian Team)
I am going to go with who I love to play for Season 4. I will put these little green men up against anyone, and often lose, but with the Martians it isn't about winning. The Red Planets are about the most fun someone can have playing Dreadball. They are cheating invaders who will happily stab (or shoot) you in the back. So they die easily, they can't score worth a crap, and the Guard is nothing to write home about, but GUNS BABY! I love them.

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!

Wednesday, April 1, 2015

TEAM: Void Sirens (Human Team)

Void Sirens (Human Team)
Reviewed during Season 4 for DBO only

Strengths: 
Human Stat - The stats of the Void Siren team are identical to the Trontek 29ers. Human stats always allow for a good 50/50 shot of a positive result on every roll of the dice. Though that means that there are no stand-out stats like other teams, it also means the Void Sirens are not that bad at anything either.

You have how many Coaching Dice?!?! - Four Coaching Dice to do with as you wish at the start of the match is great! Make sure you get that Slam or Strike with a few dice thrown in. Go for the 3/4 point Score and replenish the dice too!

Running Interference - This ability at first seems amazing. Then it seems like a gimmick. THEN you realize that it is a wonderful added layer of complexity on board control. Nobody defends like the Void Sirens. They are in many ways in two places at once. This is a great way to confound your opponent--the opposing coach has to take into account IF you might move or not.

Weaknesses:
Odd man, um woman, out - A single Guard in many ways feels hamstrung. You will definitely want to give her some assistance when she Slams. But having one Guard almost takes the heavy-hitting option off the table.

No Cards - One of my favorite parts of the original Corporation team is the fact that they have 2 cards. Two cards is two potential extra moves. No cards hurts.


MVP Recommendations:


The Enforcer - Fast and versatile. The Enforcer is a great addition to the Void Sirens team. He adds another Guard, this allows the team to be much more bashy. And not only is he a Guard, he is a super fast guard. He would make a great distraction to draw the other team's attention. 


John Doe - This guy will make your Jacks viable "Guards" and he will make your Guard good. The Gotcha ability can really shift the play style of the Void Sirens. I highly recommend John Doe for anyone, but especially for a Jack-heavy team like the Void Sirens.










Overall: 
To choose the original Corporation team or the Void Sirens, that is the question. If your play style leans toward the fully balanced, then Trontek. If you lean towards board control, the Void Sirens. If you like a versatile scoring team... you could go either way. I would always say begin with the original Corporation team, but for another layer of depth and complexity, the Void Sirens are your team. In a tournament or league, I would probably go for the Void Sirens.


Grade:
B +

Friday, March 20, 2015

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

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 +

Tuesday, March 3, 2015

TEAM: Trontek 29ers (Human Team)
















The Trontek 29ers (Human Team)
Reviewed during early Season 4 for DBO only


Strengths: 
Average - The fact that all the human stats are average can be a benefit on the pitch. Nothing is terrible on their stat line, nothing excels but nothing lacks too bad. Dice and cards modifying average stats are much better than dice and cards modifying poor stats.

Cards - The biggest advantage may well be getting 2 cards to start the game with - the only team that starts that way. This advantage cannot be overlooked. Two cards definitely helps mitigate the average statistics, especially when you need that extra Throw from a Striker or Slam from a Guard.


Weaknesses:
Average - Just as much as the average stats can be a boon, they can also be a detriment. Again, nothing is terrible, but nothing is terribly good.


MVP Recommendations:
Grak - A brute to be sure, but a brute with versatility. His Pile-driver ability helps tremendous in taking people off the pitch and to control where the the player ends up. With the same Movement and better Strength, Grak would be a fantastic addition to the 29ers.







"Lucky" Logan - Logan is a premier player. Fantastic Speed and Skill, in addition to a Movement already faster than the average human, make "Lucky" a no-brainer choice. Oh yeah, and he is "Really Lucky", which is awesome.










Overall: 
The original Dreadball team is still viable on the pitch of today. Though they cannot compete stat for stat against many of the later season teams, the extra card and versatility of the team helps more than I usually think it will. I am never disappointed when I play them, maybe it is that they lend themselves to my play style, or maybe it is that that they still got it. And, if you add just a little spice to them with an MVP or improve them slightly via experience in a league, they really shine.


Grade:
B