DREADBALL

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

February 8, 2013

Running Interference and the Stall foul.

  Here is a neat little trick that might be useful to some of you.  Saw this on one of the forums, darned if I can remember which one.  Eventually in a League you will get Jacks with the Running Interference ability.  Or you may just have the card in your hand and are not quite sure where to use it.  Consider using it to make it a heck of a lot tougher for your opponent to use his bench for one turn.

  This will take some setting up, but may well be worth it in a tight game with lots of players cycling through the sin bins.

  First you will want to have a numerical advantage on the pitch, and have some of your opponents player ready to come out.  No point in doing this if your opponent has all 6 players on the pitch, or no one on his bench.

  Next you will need a Jack with the Running Interference ability, or the card in your hand, even better if you have both.  During your Rush, move this Jack to one hex away from the Yellow entry hex of your opponents bench.  When it is your opponents first action, declare Running Interference and move the Jack the one hex to block his entry hex.

  Now the Stall Foul can be called at "the end of any action by the opposing team".  Jake has clarified that you opponent can call a Stall Foul here.  He will have one chance to get your guy off the hex, if you make it past the foul roll you will be in good shape.  Your Jack will be in position for your opponents entire rush and they can not check again until your rush, and then only at the end of your first action.

  With your first action of your next rush, move your Jack out of the hex and avoid the foul being called (unless you want to risk it that is).  Now if you have the Card, with your last action you can move back in, and do it for another whole Rush...driving you opponent quite mad.

  Now to get really nasty with this trick.  If you have the MVP Wildcard on your team for the match...she is the ultimate player to utilize this trick.  Her "Even the Odds" ability lets you do this any rush you do are losing the game.  So move her in at the start of your opponents rush, then use your first action to move her out....until you tie the game or take the lead.  Effectively locks the door to the opponents bench, so long as your luck with the foul rolls holds.  ;)






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.

October 26, 2012

Judwan Tactics...early guesses


  So here is some VERY early speculation on my part as to how the Judwan will play.  First up the Stats...

Guessing they will be...
Move 6
Strength 5+
Speed 4+
Skill 3+

I can see the move being a 5 or even a 7, that will come down to Jake and the playtesting.  For this post we will assume they get Move 6.

So you have a team of strikers, all with armor 5+ and strength of 5, meaning even a Goblin Jack is a threat to you.  Plan on losing at least one Striker to the bin (or worse) every round...I would even consider saving the coaching dice just for armor saves...more on that later. (EDIT...Buhallin reminded me the Strength Stat is unneeded on Strikers as they always must Dodge.  That being said the Speed of 4+ will still make them challenged to stay on the field)

I think the strength of the Judwan will be taking advantage of the "Free Action" for doubles on a catch.  The trick to this taking two Judwan and using a will be Rugby style or short Lateral passes backwards to a player behind you.  What?  That doesn't make sense...hear me out.

I call this play The Judwan Tango...(modified after realizing I forgot the moving throw penalty)

  1. Striker A has the Ball and Striker B is 3 hexes in front of him.  Striker A uses an action token and declares a Pass.  
  2. Striker A moves his 6 hexes, running past Striker B, but remains within 3 hexes of Striker B and turns sideways to face him, but still look up the field.  Then attempts to pass (Lateral) the ball back to Striker B.
  3. Striker A rolls 3 dice (3 for short pass +1 for being a Striker, -1 for moving) needing 3+...You are hoping for at least 2 successes here...  
  4. Say you get 2...Now Striker B has to catch the ball...He rolls 3 dice (2 pass successes +1 for being a striker) needing 3+ again you are looking for 2 successes here to get your free action.  Should be a little better than 50% chance thanks to the exploding 6.
  5. Assume you get 2 successes, which means you get a free action right away.  Well you are a striker with another striker 2-3 hexes infront of you...sound familiar?
  6. Go back to Step 2 with the roles reversed, using the free action to declare a Pass.
The trick will be keeping the Strikers facing each other.  You will be tempted to use a coaching die to improve your catch chances...I would say save you coaching die for your armor saves or your multi-point strike attempts.  Will it work every time...no.  But you could potentially move down the entire field and score with just two guys and one action token.  After they score...plan on writing off the Judwan in the scoring zone.  The key to this is the 3+ skill...other races lose the bell curve with the passing so the Judawn Tango will not work for them without some luck.

  Course there are other issues the Judwan will have to deal with...like how to move someone from the scoring zones.  But that is for another post.