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Made in us
Longtime Dakkanaut





Myrtle Creek, OR

DB 1.0 is one of my most played games ever (over 100 matches) but I've since left the honeymoon phase with Mantic.
Anybody played both versions and have insights they'd like to share?

Thanks in advance.

Thread Slayer 
   
Made in jp
[DCM]
Incorporating Wet-Blending





Japan

I've only done a readthrough on v.2, but there are a couple of improvements that stand out to me:
1) Jacks can run as part of throw and slam actions, instead of only moving one hex.
1a) Speed has been split into Speed and Agility. Jacks get a bonus to Speed checks, so are more likely to pass a dash check.
2) A successful pass (meaning the target catches the ball) doesn't end your rush.

Hopefully I can get a game in this week, but the improvements to Jacks should make the game more interesting.

Now showing more Samurai Marines, Bad Squiddo Amazons, and an Oldhammer Chaos Thug!

Painting total as of 3/28/2024: 21 plus a set of modular spaceship terrain

Painting total for 2023: 79 plus 28 Battlemechs and a Dragon-Balrog

 
   
Made in gb
Fixture of Dakka






Are these rules available for free, or do I need to buy them? I've been thinking of writing a set of Rollerball rules based on Dreadball for a while now.
   
Made in de
Fresh-Faced New User





Like JoshinJapan already posted the old Speed-stat is now split into agility and speed. While strikers still get a bonus to agility they won t get the bonus to speed anymore.
This encourages passing for Strikers and running-plays with Jacks(which got the Bonus instead). In fact jacks are now quite awesome, while strikers got hit a bit, which MIGHT concern Veermyn and Judwan players. But i haven't tried my veermyn(or Judwan) in the new edition yet.

My game-experience in the new edition right now is with Z'zor, Marauders, 29ers, Nameless and Forgefathers. The balance between these teams increased greatly with Z,Zor, Forgefathers and Marauders benefitting from the fact that Jacks get the same free movement from slams and throws like the specialists now.

The Nameless on the other hand got nerved in an interesting way.
Even thouh the sticky guards(now Undulan) got even stronger with a new rule: "reach" extending their threathexes another row but opponents dont have to evade these Hexes if they closeing in to the Undulan. Still a very strong Boost. They are even able to slam from 2 spaces away now, thou they won't get the +1 Dice for moving adjacent but the opponent needs to dodge instead of a possible counterslam. But this is offset by the Strikers now having Agility of 5+. You really need to protect them which will force an even more synergetic playstyle.

Maybe a small note on Forgefathers and Brokks. They really did a good job to diffenciate the two. Forgefather armor increased by 1(Oh yeah armorsaves are not set in stone anymore[poor Kalyshi] thouh most teams still use the old setup) and their agility(but not speed) is increased by 1. So they are still slow and can't dash, but dodging and standing up are less of a problem now.
On the other hand Brokkr got these 2 stats reversed, but benefit from steady and grizzled. That basicly means your strike will act as a protected quarterback and your Jacks( with 4 dice dashes) can make some "running" plays.
On top of that leveling works a little different. with a levelup you can either CHOOSE out of 4 "generic" stats for your Position(for example sure pair of hands for Jacks or steady for a guard) or ROLL on your factionspecific chart for the corresponding playerposition.

While Forgefathers will get more skills benefitting a attrition-style play(like the new specialrule Stubborn/ignore a single Threathex while involved on a slam) the brokkrs have a 1/6 chance for a movement increase.
So these 2 Teams will now be very different beasts in a league.

That pretty much happened to all Teams btw. They all got a lot more personality. and especially the Rebs and Hobgoblins have some very interesting faction rules, (i m speaking of Zee-style game changing special rules here)

Thouh restricting your upgrade-choices for a player to 10 skills(or stat increases) seems kind of limiting. It is offset by the fact that you can hire pretty much any player from any team(not more that 4) but with a premium on top of the players cost. Still becomes an even nicer addition when you realise that the Extreme Free Agents are now a Team(the Renton Rejects).

Mhhh... what else...
Oh yeah eventcards. They are gone at the moment thouh some of the old rvents are now specialcards (like "showboat" was in the old deck).
But this is not the end of the events. In fact mantic seems to have plans for them.
The coming (optional) eventcards will be a separate stack, while you will shuffle "activation"-cards into your normal playdeck. This will allow you to chance or customize the eventdeck very easily.
In fact i think that will be the way they handle different environments and future galaxy cups.


And speaking of cards... there are teamcaptains now. These are the faction specific mvps of old.(ex: Lucky logan for 29ers or Irsala for Oceanics). They pretty much all took a hit to their stats but will be able to levelup like any other player.
What they bring to the field thouh are supporting rules to nearby teammembers. For example beeing able to play a 3rd actionvationcounter on a nearby player or use a tainings-assistant-ability in exchange for the activation token. On top of that they will get you cards from their personal 10 Card deck on top of your teamcards. I haven t seen those yet but i would assume these will be something like one use feats in Warmashine or the like.
Besides these teamcaptains you still got MVPs for hire. But obviously their roster in cut to half. They are now handled like transfer-players but you pay a even bigger premium on them. Sill might be worth it...


Last but not least trainingassistants and cheerleaders. They got improved greatly and may be even the part i like the most about 2.0. Dreadball was always better than their competition at displaying the "circus" of the sport, but this time they really hit home for me with the new rules.
Both assistants and cheerleaders are now "spend"(you will need models now/they move on the board) for 1 of 4 abilities(different list each) and there is a clever mechanic which will make them availible later again. next rush when you used them on your turn. the rush after your next when used on your oponents turn. So that will really give you something to consider when using them. on top of that Cheerleaders have a passive ability when you have more of them on the sidelines(not spend) than your oppontent.

Oh fouls now work differently. Basicly your player will be send off for sure(unless some really poor dicerolling) if you don t intervene.
But you can intervene by argueing with the ref(through players and or trainigsassitant/teamcaptain) but risk to send off another of your argueing players. I know there was something similar in the old rules but we honestly never bothered to use that.
Now the whole Spot-mechanic and argue the fact is a single (X)-Test which will not interfere with the flow of the game.


I think that is all off the top of my head for now.

This message was edited 12 times. Last update was at 2018/01/23 13:28:14


 
   
Made in gb
Fresh-Faced New User



Kent, UK

Has much been done with the league system, team progression/injuries and management side. Dreadball was solid at its core but had a awful league system (not as bad as some other mantic games though) so if this is fixed I'll pick up the rulebook compendium (which isn't getting reprinted or digitalised so its now or never). Mantic release games that have so much potential but never achieve it, but of those I've played Dreadball is by far the best in terms of rules however I gave on on Mantic as a company following DS so didn't give DBv2 KS a second thought.

Thanks
   
Made in de
Fresh-Faced New User





The League System has improved much.

Out of the game means rolling on the injury table now(so it's not certain death anymore). You can buy a reroll for that.
leveling will now give you a choice of PICKING from a generic skilltable(like Save pair of hands for Jacks or steady for Guards) or ROLLING on Team(and Playposition)specific ones(like Piledriver for Orcs/Strong Tail for Veermyn etc.).
Coaches, Cards and Cheerleaders are now real contenders for the roster. (as discribed above)
Your startteam in a case of death will be redrafted with rookies for free excluding teamcaptains, mvps and transfers.
Transfers are Players from other Teams which you can hire at pretty obscene prices, but a choice is a choice and that Asterian Striker or Nameless guard may be very tempting...(there are of course some limitations in place).
MVPs can be rostered.

You need to pay players to leave your roster now. If a player doesn t perform anymore hope for his death or pay him.

money will come from winning and fanchecks(Merchandise).

Official Internet-Ladder Page for the game.

This message was edited 9 times. Last update was at 2018/04/11 09:19:31


 
   
Made in gb
Fresh-Faced New User



Kent, UK

 daisuke serizawa wrote:
The League System has improved much.

Out of the game means rolling on the injury table now(so it's not certain death anymore). You can buy a reroll for that.
leveling will now give you a choice of PICKING from a generic skilltable(like Save pair of hands for Jacks or steady for Guards) or ROLLING on Team(and Playposition)specific ones(like Piledriver for Orcs/Strong Tail for Veermyn etc.).
Coaches, Cards and Cheerleaders are now real contenders for the roster. (as discribed above)
Your startteam in a case of death will be redrafted with rookies for free excluding teamcaptains, mvps and transfers.
Transfers are Players from other Teams which you can hire at pretty obscene prices, but a choice is a choice and that Asterian Striker or Nameless guard may be very tempting...(there are of course some limitations in place).
MVPs can be rostered.

You need to pay players to leave your roster now. If a player doesn t perform anymore hope for his death or pay him.

money will come from winning and fanchecks(Merchandise).

Official Internet-Ladder Page for the game.


That does sound much better I've got to agree, how do giants work in a team now? I always felt they missed a trick by making them mvps, it felt lazy and they could have been so cool. The skill choice or rolling for something better is a good idea, I see lots of arguments for both takes on development so something in the middle is a solid solution.

What about Keepers, I think I've seen it mentioned they got changes as they were beyond useless before but I'm not sure if they fixed them as many folks didn't really get the full extent of why you'd never want one.

Thanks for your speedy response, its appreciated.
   
Made in de
Fresh-Faced New User





I can t comment on giants right now. Don t have my rules handy.
But like all MVPs(which they still are) you can roster them now.

Keeper is one of the generic skills a guard can take.
+1 Armorstat -1Movement stat
Can punt (punts don t end your rush now)
If within a Strikezone he "threatens" all strikehexes

I still don t think they are a must have, but for Forgefathers and other slow teams they seem a pretty nice asset to have.

This message was edited 1 time. Last update was at 2018/04/11 13:23:39


 
   
 
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