Tuesday, June 30, 2015

TACTICS: Surge Forward Offense vs Jacked Up Defense (Orx and Goblins vs Orx and Goblins)

I thought it would be an interesting exercise to set up a mental game of Orx and Goblins vs Orx and Goblins. I don't think I have ever played this exact match-up, but I thought that as far as mirror matches go, it's probably pretty common.

I first set up the Home team as if I had the knowledge I was OG and playing OG. Then I set up the Visiting team in response. These are not necessarily the best setups in the world, but just how I would have done it if the board and teams were dropped in front of me and I were jumping into a game in real life (and I made the setups in "real time").

I have added a line from the center of the players (circles) to indicate front facing. Not sure if it works, but I think it conveys the idea--and I don't have any actual art programs on my computer, so this was done with a simple online tool. I also dropped in a few pics, Adam at The Strike Zone recommended this to me. Expect more, and better, pics in the future!

Surge Forward Offense (Home)
Red - GuardsOrange - Jacks


There were two factors that went into this setup. 
One, I wanted to be able to get the ball quickly. I positioned my three Jacks in such a way that they are able to easily grab the ball not matter where it ends up. Hopefully, the plan would be one of the outside Jacks to move into place to score, face and end their movement facing the general direction of the ball. Then have the center Jack grab the ball and toss it to that waiting Jack. This should give me an opportunity to score something. And in an OG vs OG game, I foresee every point (and attempt) counting.
Secondly, I wanted those heavy-hitting Guards as close to the opposing team as possible. Even with my Jacks taking 4 actions in the turn, the Guard should have at least one good attempt at Slamming someone. They are both in the rough center to maximize pitch coverage.
I do have a final Guard in the backfield to cover the 4 point lane. In hindsight, against a Jack-only-scoring team, I probably should have placed him somewhere closer forward to protect a 1 or 2 point zone, but I hate leaving the 4 point lane wide open.

Alternate front line setup.
I think a nice alternative to this might be to go more Guard-forward with 3 Guards on the front line and a Jack defending the rear (see pic above). The downsize to that is a little less coverage for when the ball is launched, and a bit less flexibility in scoring attempts. It really depends on your play style.

Jacked Up Defense (Visitor)
Dark Blue - GuardsLight Blue - Jacks

Looking at the other team's setup, I began placing my players on this side with what the other side of the board looked like, keeping in mind that the team was a Jack-centered team (for some reason, responding to the other side and remembering they are Jack scorers seemed more natural... not sure why).
I set up defensively on the extra point lanes, putting a Guard in each of the
1/2 lanes and a Jack in the 3/4 point lane. Then I set a Jack on the outside of both 1/2 lane Guards. I did this to Threaten the hex directly in front of the Guard (and the other hex in the Strike Zone of course), and to give him that single extra hex of movement should he have to Sprint to grab a newly launched ball--might help, might not. Finally, I set a Guard on the 4 point hex, both to give a little extra defense there and to be in a great position to respond to any scoring attempts by the other team (in other words to punish the Jack that scored, or attempted to score). He is facing forward as not to expose his back to the other team. I have heard some people face him backwards to Threaten the 3 point hexes, but this seems like just handing over a key piece without a fight. I never think it is a good idea to turn your back on your opponent (well, maybe a Sphyr... but that is a different discussion).
Backfield defended!
I think this setup would funnel my opponent into at best going for 1 point. I might alter some of the setup on a second go around--maybe shift the center Guard to one side, or re-position the Jacks on the outside. Not sure, but I set this up quickly as if responding in real life.

Thursday, June 25, 2015

DBX SPONSOR SPOTLIGHT: Lord Abraxon, "The Iron-Fisted Dreamer"


Name:
Lord Abraxon, "The Iron-Fisted Dreamer"

Background:
Not everyone's vision for the future of the galaxy meshes entirely with reality, but in the case of Lord Abraxon, it directly conflicts. It was only 22 years ago that a young Lord Gaius Abraxon had his first dream of the future. In it, his future self instructed him to find the world of Lolentra and establish his empire beginning there. Eventually he found the peaceful planet of Lotentral, believing this to be the world he was looking for, Lord Abraxon worked for years to build an underground resistance and eventually launched a terrible bloody revolt against the governing body. Unbeknownst to Lord Abraxon, the Feldemark Corporation, known for strange and exotic weaponry, had just taken over a controlling number of seats in the Senate of Lotentral and voted to suppress this revolt with extreme force. Somehow, Lord Abraxon made it out alive, but under arrest. He spent 15 years behind bars light years away from Lotentral in a Feldemark Corporate Prison Colony, but had the "good fortune" of having an exotic weapons test go wrong close enough to the prison that major damage was caused (including badly burning Lord Abraxon's face). This allowed for his escape. Since then, he has been on a quest to return to Lotentral and take his rightful place as the ruler there. His reputation has led to him becoming a minor celebrity on the DBX scene, where he plays for big stakes and only with those he deems worthy.

Rank:
5

Groups: 

Cunning, Rebel, Convict, Vicious, Outcast


Initial Starting Team:
67 Points (3 MC for Exploding Collar)


10 - Rebs Ralarat Striker
10 - Rebs Ralarat Striker
5 - Convict Striker
5 - Convict Striker

Two amazing Strikers for scoring. Two backup Strikers for scoring--that double as a bomb when needed! This should be enough scoring power to keep Lord Abraxon in the game for the long run, especially if the other half of the team does its job.



6 - Convict Jack
9 - Rebs Gaelian Jack
10 - Convict Guard
12 - Brute Force

Three fantastic head-crackers here! Speed, a little Brush Aside and some brute intimidating force! And a Convict Jack to be sure we use that exploding collar!

Tuesday, June 23, 2015

TACTICS: An Anti-Tsudochan Defense

Again, I know this team is still technically in beta...


Anti-Tsudochan Defense


Yellow - Any position

The Tsudochan are an opponent that doesn't play the same game as ANY other team. They will pretty much ignore your players unless they have to do something with them. Well, as an initial setup, MAKE THEM HAVE TO DEAL WITH YOU! This setup makes the Tsudochan have to sacrifice tons of Movement that they do not have to spare if they want to go for a 3 or 4 point goal--being a team made up of entirely Jacks, they NEED Movement desperately. The center line of 4 players causes them to give up 8 spaces of Movement to clear the 4 point Hex line. You can make this defense slightly better versus 3 point attempts too, if you position your Threat Hexes on the straight line of players just right. To do this, face the player closest to the home team forward, then face the player behind him completely backwards, this will give a double Threat on two Hexes at least.

This has been the best defense I have come up with to deal with the Tsudochan. I would be very thankful to anyone who might have a different or better setup they could share!

Saturday, June 20, 2015

COACH'S CORNER: DBX Quick Reference Spreadsheet



I made a quick reference chart/spreadsheet for the "groups" in DBX. I wanted something that I could look at quickly to determine if the sponsor I was designing was actually in-line with my wants/play style. It is nothing fancy or elaborate, I know some of people on the Dreadball Fantatics FB page are making some that are way more intricate and with a better and more polished system ("Tech Guys" if you will) but like I said, this is a quick reference that I made and have been using. Feel free to comment if you see any errors...


If you want to make it more user-friend, just copy the whole thing and paste it into another Spreadsheet and use a Filtered view. That will make searching even faster.

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+.

Thursday, June 18, 2015

DBX SPONSOR SPOTLIGHT: Ack-A-Bakka

Ack-A-Bakka
Name:
Ack-A-Bakka

Background:
Finding that competing in Dreadball was more difficult than they expected, mostly due to the fact they were injured very easily, the Martians began the development of a synthetic being with tougher skin to be an anchor for their team. They attempted to approximate the appearance of a human for the synthetic artificial lifeform they created, but fell quite short. The artificial lifeform was given the "Ack-A-Bakka" and programmed to be a Dreadball Guard. Ack-A-Bakka was a good Dreadball player, but his special adaptive programming was more expansive than the Martians had originally intended though. After less than four weeks on an officially sanctioned Martian Dreadball called "The Earth's Devastation", Ack-A-Bakka had grown in intelligence so much that he quit the team and decided that he could do better himself on the underground circuit. Ack-A-Bakka's ultimate goal is the gather enough wealth and glory to raise a secret robot army with which to conquer the galaxy.

Rank:
5

Groups: 
Alien, Dreadball, Guard, Mr. Roboto, Weird Science

Initial Starting Team:
70 Points


11 - Jetari GL14 “Brawler”
11 - Jetari GL14 “Brawler”
8 - John Doe

The Guards on Ack-A-Bakka's team are all Strength 3+, the main focus being of course injuring the opposing team's players. But in addition to that, the Jetari bring some staying power with their Armor of 3+, Can't Feel A Thing, and Grizzled. And John Doe brings the ever popular Gotcha!

9 - Jetari SL22 “Thrower”
9 - Jetari SL22 “Thrower”
8 - Sphyr Striker

The Strikers on Ack-A-Bakka's team are focused on scoring. Between the solid Sphyr Striker with his standard human style statline and with two Throwers with a 3+ Skill, A Safe Pair of Hands, and 360, scoring should be well within reach.

8 - Tsudochan Jack
6 - Martian Jack

Finally, the Tsudochan Jack is there for some sneaky extra movement shenanigans! The plan is to leave him on the bench until he is needed. Then he can move onto the field and Push a player around to further Ack-A-Bakka's plan. And the Martian Jack is there for the Ray Gun! Because it is too much fun!

Tuesday, June 16, 2015

TACTICS: Robots Setup - Standard Packaging

Now, with full disclosure, I do not play the Robot (by Robots I do mean the Season 2 Chromium Chargers). I have a buddy that does and I have watched him play them a good bit. This is more theory than practice, but it seems solid enough.. :-)



Standard Packaging (Home)


Orange - Jacks

This would be my starting setup for the Robots. It is a pretty standard setup with Jacks positioned near the launch line and three Jacks protecting the 3/4 point goal--something has to be sacrificed, in this case I decided on the 1/2 point areas.



Red - Guards, Orange - Jacks, Yellow - Strikers

I would use my first two actions to convert two Jacks up front to Strikers (of course, if the ball is one the left side the set up above would be the reverse). I would run one into position to catch and shoot the ball. With another action, I would convert my other upfront Jack into a Guard for later Rushes*. With my final action I would Pick Up the Ball, hope it doubles, Throw the ball to the other Striker, hope he doubles the catch, and throw the ball in using my Coaching Dice.

Surly someone has a more reasoned setup than this one... please share! :-)


*Another very viable option as an alternative here, would be to buy another card. This might well help you get into position to score better, depending on the card.