DREADBALL

DREADBALL
Showing posts with label Asterians. Show all posts
Showing posts with label Asterians. Show all posts

July 8, 2013

Ultimate Dreadball sighting...

They posted a pic of the Ultimate (6 player) Dreadball pitch over on the Mantic site.  They took as they were playtesting the rules.  Looks like a blast!



Also Jake posted the Beta rules for the Teratons on his site.  They look interesting....That you can't slam them in the back is a pretty handy ability.
http://quirkworthy.files.wordpress.com/2013/07/teraton-team-beta-v1.pdf

Also Beta rules for the Nameless...
http://quirkworthy.files.wordpress.com/2013/07/nameless-team-beta-v1.pdf

Beta rules for Asterians...
http://quirkworthy.files.wordpress.com/2013/07/asterian-team-beta-v1.pdf

Finally Beta Zee rules...
http://quirkworthy.files.wordpress.com/2013/07/zee-team-beta-v1.pdf

Finally a pretty sweet Excel sheet that can track a team...
https://www.dropbox.com/s/rzlyusdplfl9m5p/KDM%20Dreadball%20Sheet.xlsm


December 26, 2012

Strategy: The On-Side Trick.

  I've been thinking about catching an inaccurate pass and the chance of actually doubling it for the free action.  While doing so I came up with this rather risky play I call "The On-Side trick"

  This play will work best with a team that has numerous Strikers, preferably with some spare coaching dice, or "safe pair of hands" skill.  This will work best with the Veer-myn, though some MVP's are ideal for this trick.

  It is your rush and you are about to score, with a few of actions still in hand.  How to best take advantage of those actions. Move those spare strikers to the launch hexes, and be sure that they are facing the direction the ball will from launch after you score (Your right).  Turn their backs to the direction your ball launches from so should they be standing later turns when the ball launches from your hex, they will not be forced to attempt a catch the ball.  Line up multiple Strikers if you have enough actions.

  Then attempt your strike.  If you score, the ball will relaunch, and your striker will be in position to attempt the catch.  Using the coaching die here would be helpful, as you are looking for the double.  If you manage the double your free action will be a "Throw" and move your guy into one of the one point strike hexes, or two point if you are really feeling lucky and shoot.  I say the one point hex, because you will be moving with this shot attempt and down 1 die.  May as well make the most of it and try for the easy shot...unless you're a two point strike from winning.

  Best part is if you have multiple Strikers lined up before your first attempt, you can keep this going, so long as your dice hold.

Good Luck...you will need it to pull this one off.

December 5, 2012

Rules for Wildcard MVP posted.


With the early release for the Wildcard Mini...we get an early release of her rules as well!  Thanks Jake!
You can fund the rule at the following link.

http://quirkworthy.com/2012/12/05/wildcard/

This will bring the total MVP's for season 1 up to 9...though the Humans will have a little advantage as having the most available willing to play for them.

While we are on the topic may as well break down the list of which MVP's will play for which teams.

Corporation (6 total):  Lucky Logan, Wildcard, John Doe, Enforcer, Buzzcut, Number 88

Forge Fathers (5 total): Gorim Ironfist, John Doe, Enforcer, Buzzcut, Number 88

Veer Myn (5 total): Reek "Payback" Rolat, John Doe, Enforcer, Buzzcut, Number 88

Orx & Goblins (4 total): Slippery Joe, Enforcer, Buzzcut, Number 88

Remember just because they won't play for you does not mean you can't bid on them to keep them out of your opponents hands.

September 21, 2012

Teams Starting Lineups

Did a little research...here is what I discovered so far.

There are four types of player, but only three types that can be on a starting team...

  • Guards (Blockers and tough guys)
  • Strikers (Those that Score)
  • Jacks (Jack of all trades...can do almost everything.)
  • Keepers (Actually are Guard upgrades..can not start with a Keeper)

Each team starting out will have 8 players.
Each race has a predetermined selection of player types that they will start with.

Season 1 Teams
Corporation: 2 Guards, 3 Jacks, 3 Strikers (Human men)
Forge Fathers: 3 Guards, 3 Jacks, 2 Strikers  (Dwarves)
Orxs:  3 Guards, 5 Jacks, 0 Strikers  (Orcs and Goblins)
Veer-myn:  2 Guards, 6 Strikers   (Ratmen)


Season 2 Teams
Female Corporation: ? Possibly same as the men. (Human Females)
Robots: 8 Jacks (though they can transform mid game...details to come)
Z'Zor: ? Guards, ? Jacks, ? Strikers (Insects, All three models have been made)
Judwan: 8 Strikers...no other options. (Protoss / Star Wars cloner looking dudes)



Season 3 Teams
Asterians: ? Guards, ? Jacks, ? Strikers (Space elves)
Nameless: ? Guards (2 types), 0 Jacks, ? Strikers (Seafood Cthulhu)
Zees: 8 Jacks  (Chimp Clones, Planet of the Apes)
Teratons: ? Guards, ? Jacks, ? Strikers  (Teleporting Dinosaurs)