Showing posts with label Team Review Season 2. Show all posts
Showing posts with label Team Review Season 2. Show all posts

Wednesday, April 8, 2015

TEAM: Locust City Chiefs (Z'zor Team)

Locust City Chiefs (Z'zor Team)
Reviewed during Season 4 for DBO only

Strengths: 
I can't kill it! - Everyone on the team has Can't Feel a Thing, and that is pretty awesome. The Z'zor Guard is also Steady, so if you don't take him out, you can be be guaranteed that he will punch back hard. In addition, they are also decent at the Dodge. These bugs can be pretty hard to squish!

Jacks of all trades - The Z'zor Jacks are probably who you are going to be leaning on to do most of the heavy lifting. With Slide thrown in for them, the Z'zor Jacks can actually perform a good deal better than the average player. That little extra push for the Slam or Throw can really change the game. And speaking of throwing the ball, they have a better Skill than the Strikers.

Guarded - Even though there is only one of him, the Guard is just great. He should attempt to crack at least one, if not two, skulls every single turn. He is great at the Slam and Slamback and he should focus on killing key pieces. Steady and Can't Feel a Thing on an awesome Guard? Indeed!


Weaknesses:
Scoring Dilemma - To go for the goal with the Strikers (with their horrible Skill) or to go for the goal with the Jacks (and get one less roll of the dice)? That is a difficult question. I would lean toward the Jacks, but there are a lot of disadvantages in doing so. I think that the better of two bads options is going to direct you on the pitch. Generally, my answer would be "whoever has the ball" should go for the Score, as Throwing seems like a bad option.

Target - Because your single Guard is a linchpin piece on your team, he WILL be a target for any smart player. Be sure you have someone at his side at all times to give the minus to the opponent. You don't want to lose this guy, he is too good.


MVP Recommendations:


Ludwig - Both a thematically and functionally solid choice is Ludwig. Plus, you are the only team that can take him. With is amazing Speed, he will be able to use Slide a lot more. Couple that with a great Movement and Jump, and Ludwig is a version of your normal Jacks turned up to 11!
Nightshade - The Z'zor could definitely use a good Striker. Well, how about one that might actually save your bacon in a pinch too! Dirty Tricks is the major secondary reason to take Nightshade for the Chiefs. The ability to possibly remove someone from the pitch, or game, if used at the right time, can cripple your opponent.









Overall: 
The Locust City Chiefs are an interesting team that can be quite good if you practice with them. You have to be willing to use your Jacks more than you would in a regular DB team, but it can payoff, and catch your opponent by surprise. Focus on moving the ball down the pitch with whoever is closest, and try to score the 1 and 3 point are they are a little easier. And every Rush, try to crush someone using your Guard. A good team, but not for the beginner and not for those easier discouraged.


Grade:
C

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 +

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 -

Tuesday, March 3, 2015

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