Showing posts with label Team Review Season 1. Show all posts
Showing posts with label Team Review Season 1. Show all posts

Sunday, April 5, 2015

TEAM: Skittersneak Stealers (Veer-myn Team)

Skittersneak Stealers (Veer-myn Team)
Reviewed during Season 4 for DBO only

Strengths: 
Quick little critter, aren't you? - Having a good Movement stat is one of the most important things positioning in Dreadball. Along with that, the other stat that will get you to where you are going is Speed. Well, the Veer-myn have both in spades! The Strikers and the Guards both are FAST and NIMBLE.

Lightning fast big guys - One very unique trait, that goes along with the advantage above, is the fact that trying to hit a Veer-myn Guard is really hard, especially when compared to other Guards. I mean, their Dodge is unbelievable for a Guard. Hitting them on the back is just barely even an option.

There are rats everywhere! - With so many Strikers, there is almost always a Veer-myn ready to get into position. The minimum on the pitch at the start is 4! Great for getting into the right spot for a Catch, or Throw, or just a Threat Hex.

Weaknesses:
Why can't I score? - The abundance Strikers is great, until you try to toss the ball in, or to another player. The Skill stat on the Stealers is not good at all. In a league or tournament, try your best to get a Skill boost to average!


MVP Recommendations:


Buzzcut - A hard-hitting Guard is just what this team needs. Buzzcut can keep up, and he can destroy! And although he would elevate any team, being he is some sort of stompy demi-god, he is sorely needed in a team with just average Guards.
Irsala Sephalin - Gotcha!, that in and of itself is plenty to make Irsala are great choice for the Stealers. She also has a better Skill rating than the Veer-myn Strikers. Oh, plus Alert, Steady, and Toxic.












Overall: 
The Skittersneak Stealers are a good team that is quite fun to play. They are fast and nimble, but are frustrating at times. If you would like a team that is balanced, but in one of the weirdest ways possible, then you might enjoy the Veer-myn--they are very good are board control, and ok at Guard-duty, but struggle to Score.


Grade:
B -

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 -

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

TEAM: Greenmoon Smackers (Orx and Goblins Team)















Greenmoon Smackers (Orx and Goblins Team)
Reviewed during early Season 4 for DBO only


Strengths: 
Orx - Big strong greenskin savages smashing head on the pitch, that is what the Greenmoon Smackers are all about! The three massive guards are the heart and soul of this team. Their Strength makes them a force that you cannot ignore on the pitch.

Goblins - As far as jacks go, Goblin jacks are pretty good. They have excellent Speed and Skill rivaling that of a human. Now, I know that they would be better if they were Strikers, but as jacks they still perform better than one might expect. I would recommend going for the one and three point shots with 2 dice rather than the two or four point shots with 1 - unless you have to be spectacular to win the game with that two or four point shot.


Weaknesses:
Lack of Strikers - Now, I know I just went on about how I think that the goblins are pretty good. Having said that, they are not Strikers. You are not getting that extra boost to Catching, Throwing, Stealing, and so on... that can really hurt.


MVP Recommendations:

"Slippery Joe" - This guy is just what the Smackers need. He is a fabulous Striker. Great Speed for Dodging, Stealing, and Evading. A Safe Pair of Hands is a great trait for that unexpected Catch. Jump is a wonderful underrated ability that Joe can really take advantage of. And of course, Roll too! If you can contract him, do it.






Buzzcut - Go for OVERKILL! Taking out everyone on the pitch is viable tactic with the Orx and Goblins and Buzzcut makes it all the more efficient. I say have on Goblin grab and hold the ball, and then send Buzzcut and three Orx after anyone left on the pitch!









Overall: 
The Greenmoon Smackers are somewhat overshadowed by some of the other power teams taking the feild today, but they are not out of the running entirely. You need a good strategy and a few lucky rolls, but the Orx and Goblins are still pretty good. I enjoy playing them and still put them on the pitch a good bit.


Grade:
C +