Showing posts with label Zee. Show all posts
Showing posts with label Zee. Show all posts

Saturday, June 20, 2015

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

And now, for the teams I like the least from each season and why...



Season 1
Midgard Delvers
Do I like the look of the Forge Fathers? Yes. Do I like their flavor and history? Yes. Do I enjoy playing them? Nope. They are not my play style at all. Their Speed is awful, their Movement is ridiculously slow, and the only successful way I have ever seen them played has to do with scoring quickly and them hoarding the ball. Totally viable strategy mind you, I just find it boring. And besides, why play the original Forge Fathers, when you can play the Brokkrs! Seriously, why?
Be part of the Solution: I think that there could be a number of things that could help out the Forge Fathers. First, I think that it should be racial trait across the board that they have Steady. Then maybe something new, like... Low to the Ground - +1 on attempts to Pick Up the Ball. That could be on both Jacks and Strikers.






Season 2 

Chromium Chargers
What a cool concept for a team! What cool models! What a disappointment in action. I have seen so many people struggle with the robots. Quick Change Artist is great... in theory. In practice, you end up wasting actions trying to turn your players into something every other team already has. And don't get me started on failing to change... ugh!
Be Part of the Solution: I think that they should allow a double on Quick Change Artist to give you a free action, that would change the entire play style of the team and make them a LOT more interesting.




Season 3
Koeputki Kolossals
I own the Zees. I have played the Zees. I just don't like the Zees (except in DBX, where I LOVE them!). All Jack teams are hard enough as it is without making them so bad at scoring too. If you want to have a few fun Exhibition Games with them, they can be a hoot. But trying to play them as your "everyday team" or league team is going to be challenging.
Be Part of the Solution: I would do something like... Supported - For every Zee in the same scoring zone as the Zee trying to score, you get +1 dice (to a max of +2). Too much?



Season 4
The Unincorporated
Ok, I have the Rebs on here for a totally different reason than the others. The Rebs are too good! It is ok to have a Jack that can move 7 and still Slam? Sure it is. Is it ok to have a Guard that double Slams? Yeah. Is it ok to have a Jack that can reliably catch the ball? Yes. Is it ok to have a Movement 6 Striker with a Skill of 3+? No. I do not like a regular player having a 3+ Skill. But, I could live with it if the rest of the team were not amazing too! I think that the Unincorporated are just plain Overpowered.
Be Part of the Solution: Make the Striker Skill 4+.

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

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