Forge Fathers vs Veer-Myn
Rush 06: 0-3
Rush 09: 1-0
Rush 12: 0-3
Rush 14: 0-7
I just can't win with the stunties. They came very close to scoring the equalizer in Rush 13, but missed, and the Veer-Myn quickly grabbed the ball and effortlessly scored the Landslide 4-pointer.
It's a bit annoying, really. I may have to rely on FF players to get Advancements, before they get good enough... sadly they can't get a better Movement, which is their biggest disadvantage (apart from their 5+ Speed for Dodge, Evade, and Dash).
I'm not very fond of the Veer-Myn; normally, they won't score as easily as they did in this Match, as their 5+ Skill must normally cost them a lot of missed Pick-Ups and Throws (my Dice-rolling was above average for them), and although they Dodge well, having only 2 Guards and no Jacks, the team seems a bit flimsy, should somebody decide to focus on really hurting them, one at a time.
Well, I'll clean up a Human Sriker, then play a re-match... at some point the FF must get just the tiny bit of luck they need to bag a win... I hope...
Monday, 24 June 2013
Saturday, 22 June 2013
DreadBall: Another Jack is ready...
I managed to get the 3rd, and for now, last, Jack cleaned up today.
Just after that, I glued the right arms on 6 Veer-myn Strikers (they are the worst case of bad design, and cannot be assembled without proper glue, having some weird half-ball joints for their right arms).
I may play a game against the Veer-myn later today, but we are supposed to attend a barbeque at 5 pm, so I don't know if I'll find the time today.
Just after that, I glued the right arms on 6 Veer-myn Strikers (they are the worst case of bad design, and cannot be assembled without proper glue, having some weird half-ball joints for their right arms).
I may play a game against the Veer-myn later today, but we are supposed to attend a barbeque at 5 pm, so I don't know if I'll find the time today.
DreadBall: Forge Fathers vs Marauders Test 2 (Visitors).
Rush 02: Goblin and Orx Killed
Rush 04: Goblin Killed
Rush 07: Forge Father Jack Killed
Rush 07: 3-0
Rush 09: 6-0
Rush 14: Goblin Killed
Rush 14: 2-0
I made a terible mistake by letting an FF Jack be positioned on the first of the FF Launch hexes - facing the entry point of the ball. This mistake probably cost the FF the Victory, as it allowed a Goblin Jack to score 2 consecutive 3-pointers - and nearly a 3rd one!
Never, NEVER place a Jack in a way that he is forced to try to catch a launched ball - if you have no Coaching Dice, he will have no chance of catching, as it is cinsidered an Inaccurate Pass, automatically forfeiting the Rush.
Four Marauders killed, Man of the Match Award, and 1 Revenue Dice, as opposed to one killed Jack. Not an outstanding result, but bearable.
I started with 3 Guards and 3 Jacks on the Pitch, and concentrated on injuring the Marauders, and had I not missed Rushes 08 and 10 due to the unfortunate Jack, I think the FF would have carried the day. Well - one of those mistakes it's better to make in test games than with a Team you're trying to develop....
Rush 04: Goblin Killed
Rush 07: Forge Father Jack Killed
Rush 07: 3-0
Rush 09: 6-0
Rush 14: Goblin Killed
Rush 14: 2-0
I made a terible mistake by letting an FF Jack be positioned on the first of the FF Launch hexes - facing the entry point of the ball. This mistake probably cost the FF the Victory, as it allowed a Goblin Jack to score 2 consecutive 3-pointers - and nearly a 3rd one!
Never, NEVER place a Jack in a way that he is forced to try to catch a launched ball - if you have no Coaching Dice, he will have no chance of catching, as it is cinsidered an Inaccurate Pass, automatically forfeiting the Rush.
Four Marauders killed, Man of the Match Award, and 1 Revenue Dice, as opposed to one killed Jack. Not an outstanding result, but bearable.
I started with 3 Guards and 3 Jacks on the Pitch, and concentrated on injuring the Marauders, and had I not missed Rushes 08 and 10 due to the unfortunate Jack, I think the FF would have carried the day. Well - one of those mistakes it's better to make in test games than with a Team you're trying to develop....
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DreadBall: Forge Fathers vs Marauders Test 1.
Rush 13: 4-0
Rush 14: 0-0
SD Rush 01: 4-0
1 FF Jack killed
1 Orx Guard killed
Tactics worked quite well. This time the FF more or less ignored most possibilities to pick up the ball, instead focussing on denying the Marauders any free access to it. As the Marauders do best trying to hammer the opposition into submission, it was a fairly safe way of conduct.
The FF actually have a slight edge over the Marauders when it comes to sluggeing it out; with a Strength of 3+, they outmatch the 3 Orx by 5 or 6 to 3, and the Guards are all Steady and cannot be brought down for a Stomp Foul.
Both teams' Guards can most easily be injured by Slamming them in the back (Speed 5+), but this often requires the Sucker Punch Foul, and a couple of Orx Guards were sent off during the Match.
I think the 'Slam first, Strike later' tactic may work against Humans, too, but the Slamming must be concentrated on the Human Strikers to remove them from the Pitch for as soon and as long as possible.
I have decided to clean up the mold-lines on at least one model between each game from now on, as I'm getting more and more eager to see how a team will develop when counting experience and advances.
Rush 14: 0-0
SD Rush 01: 4-0
1 FF Jack killed
1 Orx Guard killed
Tactics worked quite well. This time the FF more or less ignored most possibilities to pick up the ball, instead focussing on denying the Marauders any free access to it. As the Marauders do best trying to hammer the opposition into submission, it was a fairly safe way of conduct.
The FF actually have a slight edge over the Marauders when it comes to sluggeing it out; with a Strength of 3+, they outmatch the 3 Orx by 5 or 6 to 3, and the Guards are all Steady and cannot be brought down for a Stomp Foul.
Both teams' Guards can most easily be injured by Slamming them in the back (Speed 5+), but this often requires the Sucker Punch Foul, and a couple of Orx Guards were sent off during the Match.
I think the 'Slam first, Strike later' tactic may work against Humans, too, but the Slamming must be concentrated on the Human Strikers to remove them from the Pitch for as soon and as long as possible.
I have decided to clean up the mold-lines on at least one model between each game from now on, as I'm getting more and more eager to see how a team will develop when counting experience and advances.
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Friday, 21 June 2013
DreadBall: Forge Fathers vs Humans Test 2.
With a 7-0, Landslide one action short of the end of the Match, the humans just washed my tactics theory Down the drains. Or perhaps I have to play more games to find some valid statistics...
The opponents can set up for the initial Rush the same way, thus making it difficult for the FF to secure the ball. I think I made a technical mistake, trying to let the FF Striker Evade with the ball; 3 dice with a target of 5+ is simply too risky - I should have Slammed my way around the ball, making the gauntlet before the Striker moved in.
Yet, the FF might have scored an equalizing 4-pointer, had it not been for 'Blood on the Pitch', which caused the heroic Striker to miss a Dash, that would have put him in position for a Strike attempt on his next action.
Both teams suffered a killed Jack, but the FFwould not earn any Revenue from this Match, which makes it a total loss.
It is of the utmost importance to avoid Landslides against you, if you are not an Underdog by at least 10 mc!
So many things to consider, that influences the decisions on the Pitch! Managing a DreadBall Team will prove itself quite rewarding, though, if the Dice Gods don't conspire to foil your attempts to aquire greatness!
The opponents can set up for the initial Rush the same way, thus making it difficult for the FF to secure the ball. I think I made a technical mistake, trying to let the FF Striker Evade with the ball; 3 dice with a target of 5+ is simply too risky - I should have Slammed my way around the ball, making the gauntlet before the Striker moved in.
Yet, the FF might have scored an equalizing 4-pointer, had it not been for 'Blood on the Pitch', which caused the heroic Striker to miss a Dash, that would have put him in position for a Strike attempt on his next action.
Both teams suffered a killed Jack, but the FFwould not earn any Revenue from this Match, which makes it a total loss.
It is of the utmost importance to avoid Landslides against you, if you are not an Underdog by at least 10 mc!
So many things to consider, that influences the decisions on the Pitch! Managing a DreadBall Team will prove itself quite rewarding, though, if the Dice Gods don't conspire to foil your attempts to aquire greatness!
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DreadBall: Forge Fathers vs Humans Test 1
Finished the first run using my new tactical doctrine for the FF today. To a certain extent, the FF succeeded, forcing a human Striker to fail an Evade on Rush 01, and actually being able to score a 2 point Strike before the humans succeded in scoring.
It was quickly followed by a 4-pointer by the humans, but the FF got in the lead Again by also scoring a 4-pointer.
The humans then again scored a 4-pointer, but the FF managed to equalize in Rush 14, bringing the game into Sudden Death. As the humans had 1 Striker dead, and 2 others injured at this point, ithe odds seemed in the favour of the FF. Unfortunately, in Rush 01 of the overtime, a single human Jack showed the value of having relatively anonymous players able to handle the ball, and by help of an action Card and a single Coaching Dice, he scored 1 point, leading to a win by +1.
I kind of consider a game where the FF comes out with a positive net revenue as a win; The would have earned the Man of the Match, + several XP for scoring and injuring players, didn't lose a single player, and earned 1d6 mc. Not too scrappy for the equivalent of a starting team.
I'll play another game against the hmans, this time letting the FF start as the Home Team, to see if I can refine their game, and maybe get them a Victory for a change.
They key to beating human teams lies in injuring their Strikers as early on, and as hard as possible; they are capable of a combined throwing and running game that is very hard to stop, so if you can't bring them Down, at least put as many Treat Zones on them as possible, to, hopefully, make one or more botch an Evade attempt, which can mess up their game a whole lot.
It was quickly followed by a 4-pointer by the humans, but the FF got in the lead Again by also scoring a 4-pointer.
The humans then again scored a 4-pointer, but the FF managed to equalize in Rush 14, bringing the game into Sudden Death. As the humans had 1 Striker dead, and 2 others injured at this point, ithe odds seemed in the favour of the FF. Unfortunately, in Rush 01 of the overtime, a single human Jack showed the value of having relatively anonymous players able to handle the ball, and by help of an action Card and a single Coaching Dice, he scored 1 point, leading to a win by +1.
I kind of consider a game where the FF comes out with a positive net revenue as a win; The would have earned the Man of the Match, + several XP for scoring and injuring players, didn't lose a single player, and earned 1d6 mc. Not too scrappy for the equivalent of a starting team.
I'll play another game against the hmans, this time letting the FF start as the Home Team, to see if I can refine their game, and maybe get them a Victory for a change.
They key to beating human teams lies in injuring their Strikers as early on, and as hard as possible; they are capable of a combined throwing and running game that is very hard to stop, so if you can't bring them Down, at least put as many Treat Zones on them as possible, to, hopefully, make one or more botch an Evade attempt, which can mess up their game a whole lot.
Wednesday, 19 June 2013
DreadBall: Some Thoughts on the Forge Fathers.
I've played 3 solo games with the Forge Fathers, 2 against Marauders, and 1 against Humans.
The bearded Guys have 2 obvious weaknesses: Short Movement, and very vulnerable Strikers; with a Speed of 5+, they are prone to miss their Dodge, which is their only answer to Slams, and a couple of Jacks can easily bring Down, and even injure a Forge Father Striker (and a Jack is expendable for a Foul, should he be sent off).
To compensate for that, they have a good Strength of 3+, and their Guards are Steady, which means they will not spend any time on the floor.
To succeed, the FF will have to exploit their strengths to the utmost, and as they are not likely to score a lot of Strikes, a main objective should be to keep the opponent from scoring.
I am going to try an inital line-up of as many Guards as possible (normally 3 for a basic team) and only one Striker to handle the ball. My main tactic will be to grab the ball with the Striker at first given opportunity, and hold on to it by defending the Striker at all cost.
When the FF is the Home team, the Striker will be positioned close to the center of the Pitch, maybe a bit to the right, as the ball is most likely to end the Launch on the right side of the Pitch.
When they start as Visitors, I'll place the 3 Guards, and 2 Jacks to pose threats to every possible hex (save one) the ball may end up in on launch, to hopefully make opponent miss picking up the ball, then let the Striker come from behind the line and grab the ball. If, say, a Human Striker should get the ball and break through the line, he may score, but the line-up should make it possible for our Striker to grab the ball upon re-launch
When ball is secured, the Guards and Jacks should form a protective gauntlet or 'cage' around the Striker, and hopefully they'll hold out until the Striker sees an opportunity to break out and make a Strike attempt, for which some of the (hopefully) accumulated Coaching Dice should be used.
After making the Strike attempt, the Striker will most likely be thumped by the opponent, and should he be injured, the replacement is ready on the Subs Bench. I'll NEVER have 2 FF Strikers on the Pitch, as it will be impossible to protect both.
I'll try these tactics at least 2 times against each of the teams from Season 1, to see if I'm on the right track, here...
The bearded Guys have 2 obvious weaknesses: Short Movement, and very vulnerable Strikers; with a Speed of 5+, they are prone to miss their Dodge, which is their only answer to Slams, and a couple of Jacks can easily bring Down, and even injure a Forge Father Striker (and a Jack is expendable for a Foul, should he be sent off).
To compensate for that, they have a good Strength of 3+, and their Guards are Steady, which means they will not spend any time on the floor.
To succeed, the FF will have to exploit their strengths to the utmost, and as they are not likely to score a lot of Strikes, a main objective should be to keep the opponent from scoring.
I am going to try an inital line-up of as many Guards as possible (normally 3 for a basic team) and only one Striker to handle the ball. My main tactic will be to grab the ball with the Striker at first given opportunity, and hold on to it by defending the Striker at all cost.
When the FF is the Home team, the Striker will be positioned close to the center of the Pitch, maybe a bit to the right, as the ball is most likely to end the Launch on the right side of the Pitch.
When they start as Visitors, I'll place the 3 Guards, and 2 Jacks to pose threats to every possible hex (save one) the ball may end up in on launch, to hopefully make opponent miss picking up the ball, then let the Striker come from behind the line and grab the ball. If, say, a Human Striker should get the ball and break through the line, he may score, but the line-up should make it possible for our Striker to grab the ball upon re-launch
When ball is secured, the Guards and Jacks should form a protective gauntlet or 'cage' around the Striker, and hopefully they'll hold out until the Striker sees an opportunity to break out and make a Strike attempt, for which some of the (hopefully) accumulated Coaching Dice should be used.
After making the Strike attempt, the Striker will most likely be thumped by the opponent, and should he be injured, the replacement is ready on the Subs Bench. I'll NEVER have 2 FF Strikers on the Pitch, as it will be impossible to protect both.
I'll try these tactics at least 2 times against each of the teams from Season 1, to see if I'm on the right track, here...
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