Switch Theme:

DreadBall Discussion: Prone Cage and Launch Lane - Changes in Season 3?  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Longtime Dakkanaut





Myrtle Creek, OR

On the blog, Mr Thornton suggests the rules, they may be a-changing.
No specific details yet.

http://quirkworthy.com/

Thread Slayer 
   
Made in us
[DCM]
Dankhold Troggoth






Shadeglass Maze

Would that pose any issues for someone just starting in Season 3, who hadn't played Seasons 1 or 2?

I have a Season 3 team coming but would be in the above situation... so any rules tweaks wouldn't mean much to me.

However, I note your location is Rockville, MD... like 30 minutes from me, and really close to my usual gamestore (Dream Wizards). Do you ever make it out to that store, and where do you normally play Dreadball?
   
Made in us
Longtime Dakkanaut





Myrtle Creek, OR

I tried DW for about 4 months. Nobody would touch anything that wasn't GW or WarmaHordes so I threw in the towel.

I play at DropZone up in Glen Burnie on as many weekends as I can.

Season 2 added some new teams plus a couple of rules for them (or that could potentially be available for league play as new abilities). It also included a hard copy section of the online FAQ for DB.

I think Season 3 will do the same.

The biggest changes seem to be with a Season 2 team (Judwan) stats. They are getting nerf-batted because they are scoring machines. Fragile but nearly impossible to kill enough before they win 7-0. They inspired prone cages as a tactic because they were so good.

The other change involves losing your turn if you drop the ball that just launched from the tube. As written, if you have a model that has ability to ball handle (jacks and strikers) AND they're in the tube, facing the launch direction when the ball fires they HAVE to attempt to catch it. If it's your turn and you fail any catch, you lose your turn.

This can loop if you're badly placed with turn after turn of you losing your turn immediately if the other guy continues to score. I've seen it happen 3 times in 30 games (at least one turn lost) and it's frustrating to both players.

That's supposed to be changing, possibly with an injury or some other thing happening besides you auto-losing a turn.

Thread Slayer 
   
Made in us
Cold-Blooded Saurus Warrior



E. City, NC

If you haven't played yet RiTides, you might be a little better for it as you won't have to learn the hard way why not to leave a Jack anywhere near the starting line (of which is impossible if you don't have Strikers and the Jacks fail a pick-up).

The way ball-launching was working really was a little wonky and having a change to that should be a welcome thing.

Which team are you picking up RiTides?
   
 
Forum Index » Mantic Miniature Games (Kings of War, etc.)
Go to: