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Made in us
Gargantuan Gargant





New Bedford, MA USA

40k has got to be the most popular scifi miniatures game ever, and it's space version of it's fantasy. Star Wars and Star Trek are bigger sci fi franchises and their miniatures games have never been as popular as 40K.

"cool" is better than original.

 scarletsquig wrote:


Take another look at the KoW Kickstarter. About 70 models given away at the $175 level, with large infantry, cavalry and a chariot.

I'm fairly confident that over 100 miniatures total will end up in Striker by the end of this, even if the KS doesn't beat Sedition Wars (CMoN has better marketing, and the game is niche, so its unlikely.. might beat Relic Knights, though).


We're up to 50'ish models now. Unless they give us 4 new teams I can't see how they would get the numbers that high, and remember they've charged us for all 4 teams so far.

This message was edited 1 time. Last update was at 2012/09/01 16:10:52


   
Made in gb
Infiltrating Broodlord





England

 Black Nexus wrote:

Sedition Wars is a one-off board game that'll get expanded into a skirmish game at same point..


Not quite. Studio McVey have stated that they plan at least one expansion for BfA, and that this game is just the tip of the SW-verse iceberg.

I'm sounding out people in the area to see if anybody is interested in the DB. Judging by Mantic's previous kS therte could be a lot of value by the end of this one.

 Nostromodamus wrote:
Please don’t necro to ask if there’s been any news.
 
   
Made in us
Gargantuan Gargant





New Bedford, MA USA

Can someone coly and paste the article from http://thefrontlinegamer.blogspot.co.uk/2012/08/i-can-talk-about-dreadball-now.html to here, so I can read it.

It's supposed to be a comparison between BreadBall and Bloodbowl

   
Made in gb
Decrepit Dakkanaut




UK

Copied for you to read. There are meant to be pictures but my browser can't see them, sorry

Wednesday, 29 August 2012I can talk about Dreadball now!!!


Huzzah! I can finally open my trap about Mantic's upcoming game Dreadball. You see up until yesterday I was operating under the assumption I was still gagged by an NDA that I'd signed when I agreed to play test the game for Jake Thornton... soooo... I sought a bit of clarity. Turns out they're now perfectly OK with me spilling the proverbial beans on this thing. For those of you who have no idea what I'm talking about follow this link to their Kickstarter campaign for their game, or just watch this video:



So as you can see it's a new sports game from Mantic... and... that brings it inevitable comparisons with the grand daddy of fantasy type board game sports, Games Workshops very own Blood Bowl. Now I'm pretty sure I've mentioned in the past that I'm a pretty big Blood Bowl fan, even if it didn't make it into the 10 games that defined me as a gamer article, it nevertheless has had a large impact on me as a gamer. I loved it as a game, and my father had me playing the game from the very first edition, although it was the second edition with the polystyrene board that really got me hooked. So any game wishing to muscle in on this turf is going to have to front up to this behemoth.



The elephant in the room for Mantic. They'll be hoping Dreadball isn't a white elephant

For me personally though I began to get a bit sick of Blood Bowl while I was at university, sacrilege I know. Thing is I was running multiple leagues at the time, I was running and participating in a three league structure at my local Games Workshop as an employee, I was running two leagues at my university gaming club AND there was a local games club I attended that had their own league. Yep I suffered Blood Bowl burnout, so while I still have fond memories of Blood Bowl and it certainly deserves its place in the gaming hall of fame, I'm over it. This is far from the case for many gamers though who still play the game religiously or who revere it as a product like no other. We're talking about a sidelined Games Workshop 'specialist game' that is still so popular that small independent companies can earn a crust by producing Blood Bowl teams and miniatures to support what is still a thriving community. So not only is it an elephant in the room for Mantic, it's a much loved, well worn friendly elephant that has a horde of fans ready to leap to it's defense.

I'm pretty certain that when Ronnie Renton and Jake Thornton sat down to discuss Mantic doing this game they themselves will have spoken about the elephant in the room that is Jervis Johnsons seminal masterpiece. They can't not have, it'd be stupid if they haven't and as neither are stupid I'll assume they did. Indeed Jake has written about the inevitable comparisons between his magnum opus and arguably the most complete game, Games Workshop have ever produced right here on his own Blog. It was bound to happen, and given the prevailing wind within the hobby that all Mantic seem to do is riff on well worn Games Workshop tropes it was entirely predictable. If really, really unfair on the game and Mantic. So in many respects for Mantic it would have been easier to just leave well alone, but hey they've chosen to take it on, as the allure of a thriving unsupported marketplace to tap was just too good a business opportunity to resist. However, I'm not going to chastise others for instantly leaping to the default "oh Mantic are doing Blood Bowl" assumption, because if I'm honest when I was first presented with the product that's exactly where my mind went to as well.

So why is that? Well because Blood Bowl is quite frankly synonymous with fantasy board sports games thingies, it's indelibly etched onto the psyche of pretty much all wargamers and board gamers I know. True it isn't universally loved, nothing is, but you know what? It gets bloody close to being universally loved. There aren't many of my gaming buddies or friends who don't have a huge soft spot for the game of fantasy football. Realistically Blood Bowl stands alone as well, sure there's Impact Miniatures Elf Ball and Street Brawl etc, but honestly they're not all that huge, and I've not come across many people who actually play Impacts games. So it's had the limelight pretty much all to itself for such a long time, which has allowed it to establish the arena as its own and no serious contenders have come along... before now, because make no mistake I think Dreadball actually is a serious contender. Why? Because it has already garnered far more coverage and discussion amongst gamers than other similarly themed fictional / fantasy sports board games.


It's been really nice seeing the finished mini's and what the board will look like.

But nevertheless that elephant will remain, and I'm sure it'll remain for a long time even after Dreadball has launched, because Blood Bowl is the yardstick. So when did I first see Dreadball? Well it was a fair few months back now at Mantics headquarters in Nottingham. After a brief drama with our nations hideously decrepit rail network and 3 cancelled trains to Nottingham and a delayed and re-rooted train that then broke down. Seriously!!! How hard can it be to travel between our nations second city and another of its major urban areas? Luckily I bumped into two fellow geeks...instantly recognisable because hey it takes one to know one... and together we teamed up to procure a taxis from Derby to Nottingham. Where there's a will there's a way... and normally it is expensive. So after we arrived at Mantic, and after we had signed the NDA's we all finally got to see Dreadball. And there it was, that elephant standing in the room.

As Jake took us through the basics of the game and discussed what it was and how it worked, Blood Bowl instantly flickered across my mind. Even as the mechanics were discussed and demonstrated, Blood Bowl continued to linger, even though the two were clearly quite different beasts. When Jake asked for questions and comments I knew somebody would mention Blood Bowl so I wouldn't have to. You see I've been brought up properly and have been well versed in the ways of social etiquette and I felt that being the first to raise Blood Bowl in such an environment was a social faux pas I didn't wish to perpetrate. However, the first comment was "so it's a bit like Blood Bowl then!" I actually wrote it down at the time, because I knew eventually I'd write this article, and I wanted to capture that momentous occasion just right. Jake handled it with good humour and I'm sure he was expecting it, his answer on that day was polite and well rehearsed and revolved around pointing out the two games were only similar insofar as they were fictional sports games that used dice and that was about it.

Jake is right too, I've played an awful lot of Dreadball, and I'd bet that I've probably play tested it way more than most. Mantic even allowed me to take the rules and other stuff away with me and set up play testing sessions with my friends to run through various things in the game with great detail. I've even been responsible for the ridiculously complex unique sequence of numbers that will be printed on the games playing cards and have picked over the games league rules with a fine tooth comb and put them to the test. I'm comfortable in standing up and saying Dreadball is not a Blood Bowl clone, it is not Blood Bowl in space and it isn't even trying to be. It shares more with Amiga and Atari ST classic Speedball than it does Blood Bowl and I'm really excited to see how gamers take to it. Because if people do take to it then there is a good chance it could become a huge draw at clubs across the globe.


I think aesthetically Mantic have got the game just about right

So what is it like? Well I'm not going to talk about specific rules, because that's for others to talk about. But for my money Jake Thornton has produced a very cool little fictional sports board game, that manages to distinguish itself quite well from Blood Bowl. Whereas Blood Bowl is a slow methodical game, Dreadball is fast , furious and fluid. It's a game that evolves as you play it, at no point does the game 'reset' during play and for that reason you have to constantly think about attack and defence regardless of whether you have the ball or not. Something that isn't the same with Blood Bowl as that game was all about making drives and plays. Whereas Blood Bowl became bloated and at times overly fussy with rules Dreadball is streamlined and quite neat. True its stripped down nature won't be for everyone, but within the confines of the very robust and simplified ruleset I have personally found immense scope for tactical play and individual play styles.


A lot of my friends love the look of the Forge Father team

Having played with all 4 of the initial races extensively (Orx, Humans, Veer-myn and Forge Fathers) I can also confirm that each team actually have their own personality from the off. Something that wasn't initially obvious in one off games of Blood Bowl. I'm also of the opinion that despite the teams in Dreadball being very distinct right from the get go I have no worries over initial balance. While Blood Bowl only really got going on that aspect during a league system. Dreadball will also offer that sort of team progression with its own league system that will come right out of the box, and all the emotional attachment that these sorts of systems bring to star players. There is no question in my mind that the two games are significantly different systemically and in terms of how they play on the board. Dreadball should, and will stand on its own merits, of that I have no doubt, as long as Mantic do a good job with supporting the product post launch.


Whereas I really like the look of the Veer-myn.. sadly they're my least favourite team on the pitch. Bugger!




So that's it, that's my thoughts so far on Dreadball and Mantic's new baby. I hope it is judged on what it is and not on what people think it is, as I really do think Jake and Mantic deserve that much at least. I'd urge people to go and have a look at the Kickstarter campaign and read what the game is really about. I was asked by a fellow play tester what I would give Dreadball out of 10 if I was to review it now. That's a difficult one to answer to be honest with you because I haven't seen the quality of the miniatures or card components yet. However, I can at least give you an indication on the one thing I have done to death and that's gameplay, on that score it'd be getting an 8.5 out of 10 right now and I'm pretty sure the cats would considering approving it. Why? Because actually Dreadball does share a little bit more in common with the aforementioned elephant, simply put it's a really good fun game that's easy to pick up and play and enjoy with your mates. At the end of the day isn't that what we all want from our hobby? Peace out!

This message was edited 1 time. Last update was at 2012/09/01 21:49:45


 
   
Made in gb
Joined the Military for Authentic Experience





On an Express Elevator to Hell!!

++EDIT++ I get the reverse-ninja on OrlandotheTechnicoloured's as I got the pictures in?

Here you go mate, well written write-up actually in his usual amusing if slightly wordy manner:


I can talk about Dreadball now!!!


Huzzah! I can finally open my trap about Mantic's upcoming game Dreadball. You see up until yesterday I was operating under the assumption I was still gagged by an NDA that I'd signed when I agreed to play test the game for Jake Thornton... soooo... I sought a bit of clarity. Turns out they're now perfectly OK with me spilling the proverbial beans on this thing. For those of you who have no idea what I'm talking about follow this link to their Kickstarter campaign for their game, or just watch this video:

So as you can see it's a new sports game from Mantic... and... that brings it inevitable comparisons with the grand daddy of fantasy type board game sports, Games Workshops very own Blood Bowl. Now I'm pretty sure I've mentioned in the past that I'm a pretty big Blood Bowl fan, even if it didn't make it into the 10 games that defined me as a gamer article, it nevertheless has had a large impact on me as a gamer. I loved it as a game, and my father had me playing the game from the very first edition, although it was the second edition with the polystyrene board that really got me hooked. So any game wishing to muscle in on this turf is going to have to front up to this behemoth.



For me personally though I began to get a bit sick of Blood Bowl while I was at university, sacrilege I know. Thing is I was running multiple leagues at the time, I was running and participating in a three league structure at my local Games Workshop as an employee, I was running two leagues at my university gaming club AND there was a local games club I attended that had their own league. Yep I suffered Blood Bowl burnout, so while I still have fond memories of Blood Bowl and it certainly deserves its place in the gaming hall of fame, I'm over it. This is far from the case for many gamers though who still play the game religiously or who revere it as a product like no other. We're talking about a sidelined Games Workshop 'specialist game' that is still so popular that small independent companies can earn a crust by producing Blood Bowl teams and miniatures to support what is still a thriving community. So not only is it an elephant in the room for Mantic, it's a much loved, well worn friendly elephant that has a horde of fans ready to leap to it's defense.



I'm pretty certain that when Ronnie Renton and Jake Thornton sat down to discuss Mantic doing this game they themselves will have spoken about the elephant in the room that is Jervis Johnsons seminal masterpiece. They can't not have, it'd be stupid if they haven't and as neither are stupid I'll assume they did. Indeed Jake has written about the inevitable comparisons between his magnum opus and arguably the most complete game, Games Workshop have ever produced right here on his own Blog. It was bound to happen, and given the prevailing wind within the hobby that all Mantic seem to do is riff on well worn Games Workshop tropes it was entirely predictable. If really, really unfair on the game and Mantic. So in many respects for Mantic it would have been easier to just leave well alone, but hey they've chosen to take it on, as the allure of a thriving unsupported marketplace to tap was just too good a business opportunity to resist. However, I'm not going to chastise others for instantly leaping to the default "oh Mantic are doing Blood Bowl" assumption, because if I'm honest when I was first presented with the product that's exactly where my mind went to as well.

So why is that? Well because Blood Bowl is quite frankly synonymous with fantasy board sports games thingies, it's indelibly etched onto the psyche of pretty much all wargamers and board gamers I know. True it isn't universally loved, nothing is, but you know what? It gets bloody close to being universally loved. There aren't many of my gaming buddies or friends who don't have a huge soft spot for the game of fantasy football. Realistically Blood Bowl stands alone as well, sure there's Impact Miniatures Elf Ball and Street Brawl etc, but honestly they're not all that huge, and I've not come across many people who actually play Impacts games. So it's had the limelight pretty much all to itself for such a long time, which has allowed it to establish the arena as its own and no serious contenders have come along... before now, because make no mistake I think Dreadball actually is a serious contender. Why? Because it has already garnered far more coverage and discussion amongst gamers than other similarly themed fictional / fantasy sports board games.



But nevertheless that elephant will remain, and I'm sure it'll remain for a long time even after Dreadball has launched, because Blood Bowl is the yardstick. So when did I first see Dreadball? Well it was a fair few months back now at Mantics headquarters in Nottingham. After a brief drama with our nations hideously decrepit rail network and 3 cancelled trains to Nottingham and a delayed and re-rooted train that then broke down. Seriously!!! How hard can it be to travel between our nations second city and another of its major urban areas? Luckily I bumped into two fellow geeks...instantly recognisable because hey it takes one to know one... and together we teamed up to procure a taxis from Derby to Nottingham. Where there's a will there's a way... and normally it is expensive. So after we arrived at Mantic, and after we had signed the NDA's we all finally got to see Dreadball. And there it was, that elephant standing in the room.



As Jake took us through the basics of the game and discussed what it was and how it worked, Blood Bowl instantly flickered across my mind. Even as the mechanics were discussed and demonstrated, Blood Bowl continued to linger, even though the two were clearly quite different beasts. When Jake asked for questions and comments I knew somebody would mention Blood Bowl so I wouldn't have to. You see I've been brought up properly and have been well versed in the ways of social etiquette and I felt that being the first to raise Blood Bowl in such an environment was a social faux pas I didn't wish to perpetrate. However, the first comment was "so it's a bit like Blood Bowl then!" I actually wrote it down at the time, because I knew eventually I'd write this article, and I wanted to capture that momentous occasion just right. Jake handled it with good humour and I'm sure he was expecting it, his answer on that day was polite and well rehearsed and revolved around pointing out the two games were only similar insofar as they were fictional sports games that used dice and that was about it.

Jake is right too, I've played an awful lot of Dreadball, and I'd bet that I've probably play tested it way more than most. Mantic even allowed me to take the rules and other stuff away with me and set up play testing sessions with my friends to run through various things in the game with great detail. I've even been responsible for the ridiculously complex unique sequence of numbers that will be printed on the games playing cards and have picked over the games league rules with a fine tooth comb and put them to the test. I'm comfortable in standing up and saying Dreadball is not a Blood Bowl clone, it is not Blood Bowl in space and it isn't even trying to be. It shares more with Amiga and Atari ST classic Speedball than it does Blood Bowl and I'm really excited to see how gamers take to it. Because if people do take to it then there is a good chance it could become a huge draw at clubs across the globe.



So what is it like? Well I'm not going to talk about specific rules, because that's for others to talk about. But for my money Jake Thornton has produced a very cool little fictional sports board game, that manages to distinguish itself quite well from Blood Bowl. Whereas Blood Bowl is a slow methodical game, Dreadball is fast , furious and fluid. It's a game that evolves as you play it, at no point does the game 'reset' during play and for that reason you have to constantly think about attack and defence regardless of whether you have the ball or not. Something that isn't the same with Blood Bowl as that game was all about making drives and plays. Whereas Blood Bowl became bloated and at times overly fussy with rules Dreadball is streamlined and quite neat. True its stripped down nature won't be for everyone, but within the confines of the very robust and simplified ruleset I have personally found immense scope for tactical play and individual play styles.



Having played with all 4 of the initial races extensively (Orx, Humans, Veer-myn and Forge Fathers) I can also confirm that each team actually have their own personality from the off. Something that wasn't initially obvious in one off games of Blood Bowl. I'm also of the opinion that despite the teams in Dreadball being very distinct right from the get go I have no worries over initial balance. While Blood Bowl only really got going on that aspect during a league system. Dreadball will also offer that sort of team progression with its own league system that will come right out of the box, and all the emotional attachment that these sorts of systems bring to star players. There is no question in my mind that the two games are significantly different systemically and in terms of how they play on the board. Dreadball should, and will stand on its own merits, of that I have no doubt, as long as Mantic do a good job with supporting the product post launch.



So that's it, that's my thoughts so far on Dreadball and Mantic's new baby. I hope it is judged on what it is and not on what people think it is, as I really do think Jake and Mantic deserve that much at least. I'd urge people to go and have a look at the Kickstarter campaign and read what the game is really about. I was asked by a fellow play tester what I would give Dreadball out of 10 if I was to review it now. That's a difficult one to answer to be honest with you because I haven't seen the quality of the miniatures or card components yet. However, I can at least give you an indication on the one thing I have done to death and that's gameplay, on that score it'd be getting an 8.5 out of 10 right now and I'm pretty sure the cats would considering approving it. Why? Because actually Dreadball does share a little bit more in common with the aforementioned elephant, simply put it's a really good fun game that's easy to pick up and play and enjoy with your mates. At the end of the day isn't that what we all want from our hobby? Peace out!

This message was edited 1 time. Last update was at 2012/09/01 21:52:26


Epic 30K&40K! A new players guide, contributors welcome https://www.dakkadakka.com/dakkaforum/posts/list/751316.page
Small but perfectly formed! A Great Crusade Epic 6mm project: https://www.dakkadakka.com/dakkaforum/posts/list/694411.page

 
   
Made in us
Gargantuan Gargant





New Bedford, MA USA

Thank you for taking the time to port it over.

It was an interesting read. My only criticism of it is that he probably could have posted that even with the NDA, as he didn't post anything really detailed about the game itself.


Automatically Appended Next Post:
Does anyone know the size of the Hexes ?

I was wondering how awesome Heroscape tiles would be at making a Dreadball Board

This message was edited 1 time. Last update was at 2012/09/02 00:32:34


   
Made in fi
Sniping Gŭiláng





 adamsouza wrote:
Thank you for taking the time to port it over.
It was an interesting read. My only criticism of it is that he probably could have posted that even with the NDA, as he didn't post anything really detailed about the game itself.


I wouldn't personally risk a the goodwill and playtest privileges, without clear ok from mini-company. You don't have to be legally wrong to lose them.

On personal note: This was a good day.
Tried to convince my playgroup to purchase extra teams from my striker-deal.
Instead I ended up upgrading to Cheerleader (2xStriker), with potential for more.
   
Made in gb
Pious Warrior Priest




UK

 adamsouza wrote:
Does anyone know the size of the Hexes ?

I was wondering how awesome Heroscape tiles would be at making a Dreadball Board


25mm. Heroscape tiles should work fine as long as they make a tile type that is suitable.
   
Made in au
Unstoppable Bloodthirster of Khorne





Melbourne .au

Current stretch goal is a little in it's implementation:


The Hex bases provide your figures with more stability on the board and are essential for accurately determining a models facing – after all, a model can’t catch a ball if you’ve accidently left him facing the wrong way (believe me, I know!)
Not only will we be able to produce the sprue of Hex Bases, but we’ll also be able to include a sprue free at Striker! We’ll also make it so you can pick up packs as individual add-ons.
---
We will tool a sprue of 22 Clear Hard Plastic 25mm Hex Bases for DreadBall and include one free at Striker! We'll also have packs available to purchase as add-ons.


So the next stretch goal is both "essential" and they're providing less than half the number that it would take to use in the "Striker" set? Now I've actually bought a set of 100 round bases from them before, and they were pretty cheap/reasonably priced, which just makes it seem even more odd that they're not giving enough to cover all of the figures in Striker.

   
Made in gb
Longtime Dakkanaut




West Midlands (UK)

 scipio.au wrote:


So the next stretch goal is both "essential" and they're providing less than half the number that it would take to use in the "Striker" set? Now I've actually bought a set of 100 round bases from them before, and they were pretty cheap/reasonably priced, which just makes it seem even more odd that they're not giving enough to cover all of the figures in Striker.


Well, presumably, they want everyone in on Striker to then up their pledge by the missing extra hex bases that are available as add ons, since they already have "some" included.

Or perhaps they throw in more in future stretch goals. Still many days to go after all.

This message was edited 1 time. Last update was at 2012/09/02 09:41:21


   
Made in gb
Pious Warrior Priest




UK

Yeah, that was an extremely poor bit of wording on that update there - should have pitched them as a non-essential premium upgrade to the game rather than saying "essential", because they really, really aren't, you can simply put a dot of paint on the models base to indicate the front facing if you want, and the models will stand up just fine without them. They're not essential by any measure of the word, they're just a snazzy extra like the plastic counters or pitch... by putting on the marketing speak too loudly, they've accidentally gone and screwed things up by stating that "you can't play the game without these bases, and you need to pay extra to get them".

Alternatively, they could be an upgrade to the basic game and team sets, all of Mantic's other kits include bases, and a 25mm base sprue was made specifically for just 2 plastic kits (Orc Ax and GreatAx).. DreadBall has 4 different plastic kits and several characters already, along with a premium price point, so it really should be doable.

"No bases" always comes up as one of the major complaints about Mantic's board games, alongside the low quality of the cardboard, thin boxes, and black and white rules (all things which DreadBall, as a premium game is fixing!), so I'd have thought that this would be one thing they'd be looking to address properly rather than offering to sell the bases separately.

I think Mantic low-balled the stretch goal here, it would have been better to have a $45-50k stretch for the things, to properly outright pay for the tooling costs and get them made as a universal addition to all sets (or, at least all sets sold through the kickstarter) rather than doing a small $15k stretch goal for them which probably won't even fund their tooling costs, never mind the production.


The comments on the KS page aren't helping either, trying to explain the economics of plastic tooling to an audience that lacks knowledge of, or interest in, the topic is not going to go anywhere. When a backer says "why are we only getting enough bases for half the models?" the question is rhetorical, they don't want a lecture on plastic tooling economics, they're saying "give us enough bases for all the models please" as politely as they can.

Ideally they need a nice quick stretch goal of "+2 hex base sprues for striker and jack" thrown in at this point (with another added much later if/when Striker passes the 66 mini mark)... just giving people half the bases that they want wasn't smart planning.. it's all or nothing with those!

Or, they could use extra hex base sprues as a means of making other, larger stretch goals more appealing... e.g. if something like "+$50k for a free female corp team" comes along, they could throw in a hex base sprue as well to make it more appealing (or as a $25k-subgoal to keep things rolling). Hopefully we'll see them hint at extra free hex sprues later on down the road...

This message was edited 11 times. Last update was at 2012/09/02 10:14:31


 
   
Made in gb
Using Object Source Lighting







I'm getting into BB over here and DB does look like speedball ( played that game to death on my amiga) But what really turns me off its the most important thing IMO in all these games... the miniatures.

They look nice... but only 3 poses? Not cool. I mean you are having more and more minis for each team stretch goal but they are always the same.

That acrylic board is amazing.

   
Made in gb
Pious Warrior Priest




UK

^ Not only 3 poses.

Corporation and Marauder teams have 5 poses currently, the $60k stretch goal added 2 new sculpts to each team.

Forgefathers and Veer-myn will have a few swappable push-fit heads or arms depending on the the model type, so there will be some basic variety there as well.

The idea is basic zero-assembly-required, (literally, not even any use of clippers or push-fitting) for the minis in the core game, and some very slight assembly (with the bonus variety which that brings) for the other add-on teams.

This message was edited 1 time. Last update was at 2012/09/02 10:21:36


 
   
Made in gb
Using Object Source Lighting







 scarletsquig wrote:
^ Not only 3 poses.

Corporation and Marauders have 5 poses currently.

Forgefathers and veer-myn will have a few swappable push-fit heads or arms depending on the the model type, so there will be some basic variety there as well.


Multipart? Oh thats nice to hear, didnt know that... Now I need to find another flaw in this so that I dont invest 150

   
Made in au
Unstoppable Bloodthirster of Khorne





Melbourne .au

 scarletsquig wrote:
Yeah, that was an extremely poor bit of wording on that update there - should have pitched them as a non-essential premium upgrade to the game rather than saying "essential", because they really, really aren't, you can simply put a dot of paint on the models base to indicate the front facing if you want, and the models will stand up just fine without them. They're not essential by any measure of the word, they're just a snazzy extra like the plastic counters or pitch... by putting on the marketing speak too loudly, they've accidentally gone and screwed things up by stating that "you can't play the game without these bases, and you need to pay extra to get them".
....
"No bases" always comes up as one of the major complaints about Mantic's board games, alongside the low quality of the cardboard, thin boxes, and black and white rules (all things which DreadBall, as a premium game is fixing!), so I'd have thought that this would be one thing they'd be looking to address properly rather than offering to sell the bases separately.


You're right on both counts here. Well, kinda. The figures should come with bases of some kind given the price point of the game and indeed, even the separate teams. Round ones would have been fine, and then, as you said, put a dot or mark on the base, and away you go. (As I've done in the past for many other games).



Alternatively, they could be an upgrade to the basic game and team sets, all of Mantic's other kits include bases, and a 25mm base sprue was made specifically for just 2 plastic kits (Orc Ax and GreatAx).. DreadBall has 4 different plastic kits and several characters already, along with a premium price point, so it really should be doable.


Absolutely right. I mean, the fact is that the bases cost next to nothing if we were to buy extras from their website, so it makes little sense that they're not throwing them in. I'm not butthurt here (Potentially) needing to buy a few $2 sprues, it's more of a "WTF?" situation



I think Mantic low-balled the stretch goal here, it would have been better to have a $45-50k stretch for the things, to properly outright pay for the tooling costs and get them made as a universal addition to all sets (or, at least all sets sold through the kickstarter) rather than doing a small $15k stretch goal for them which probably won't even fund their tooling costs, never mind the production.


Again, I'm going to partially disagree with you here. $15k stretch goal gets you a $2 sprue of 24 bases. Maybe it'll be a $3 sprue? BFG! (not Big Friendly Giant). Not exactly an exciting stretch goal, if you see my meaning. It's an $80 game with $25 add-on teams, and despite the fact that we've gone over that a few times, they really do need to include that sort of thing in the box. Otherwise why even bother to tool them? Do they expect to sell thousands of sprues of them via the website? Again -

Much of the rest of your post is good, though I don't see people getting excited about adding some more sprues of bases along with the female team or whatever. IMO they should just suck it up, Mea Culpa, and change it so that every Kickstarter figure gets a base. While you or I might not be scared of adding an extra $6 for 2 more sprues of bases, even for me it degrades a small amount of consumer goodwill, and who knows - it might cost them a lot more $$ in pledges being pulled by others if they don't...




Automatically Appended Next Post:
 scarletsquig wrote:

The idea is basic zero-assembly-required, (literally, not even any use of clippers or push-fitting) for the minis in the core game, and some very slight assembly (with the bonus variety which that brings) for the other add-on teams.


Hopefully the Corp minis' heads come off easily. Far better things to top them with than those not-Space Marine helmets out there...

This message was edited 1 time. Last update was at 2012/09/02 12:26:16


   
Made in gb
Regular Dakkanaut




Bristol

They're not essential by any measure of the word, they're just a snazzy extra like the plastic counters or pitch... by putting on the marketing speak too loudly, they've accidentally gone and screwed things up by stating that "you can't play the game without these bases, and you need to pay extra to get them".


only if you take it out of context, i mean the emphasis is on accurately determining the facing, doesn't say you can't play without them >.<

Anyway, looks like it's been edited to "really useful".. gee, cuz I want something useful.

This message was edited 2 times. Last update was at 2012/09/02 14:51:16


 
   
Made in gb
Pious Warrior Priest




UK

^ Was just going by what I read on the KS comments page and trying to figure out why people were seeing them as a requirement when they aren't.

The devil is in the details, even subtle word changes can vastly change people's opinion of something - it's just a perception thing, telling someone that they want it is a lot different from telling them that they need it.. the former is encouraging, the latter can be seen as a negative.

Multipart? Oh thats nice to hear, didnt know that... Now I need to find another flaw in this so that I dont invest 150

Let me know when you do and I'll try my best to knock it down.

This message was edited 1 time. Last update was at 2012/09/02 15:14:28


 
   
Made in si
Foxy Wildborne







Can someone enlighten me as to the point of the acrylic playing field?

The default board looks boring as heck, but slapping a featureless black slab of plastic on it is not my idea of a fix.

This message was edited 1 time. Last update was at 2012/09/02 16:01:59


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 lord_blackfang wrote:
Can someone enlighten me as to the point of the acrylic playing field?

The default board looks boring as heck, but slapping a featureless black slab of plastic on it is not my idea of a fix.


I didn't realize the acrylic board went on top, but it makes sense, in hindsight. I guess the point is to have the field raised up, while the bench, penalty box and other stuff sits lower to differentiate between field and out of bounds areas. Doesn't seem needed at all, but can make it look a bit snazzier. I only got the $25 field myself-a raised area that I can paint myself and make it look however I want. Lava world, here I come!!

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Been Around the Block




I'm tempted by the etched MDF board... the possibility of painting it to look like anything is very tempting. It would be even cooler if it was etched on both sides, though, because then it could be a 2-in-1 dealie.

The acrylic board sounds cool, but I can't convince myself that it's worth that much money. I'd be to worried about it getting scratched or broken if I tried to transport it. Much easier to prime, paint & varnish an MDF pitch.
   
Made in us
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New Bedford, MA USA

excerpts taken from http://boardgamegeek.com/thread/846814/anything-more-on-the-rules-before-i-pledge

Has the most in depth answers about game play I've seen to date. One of the developers is doing an on going Q&A over on BoardgameGeek about DreadBall.

Spoiler:


Hey guys,

James here - I'm a relative newcomer to the world of games design, but I worked on DreadBall as supporting developer alongside Jake Thornton, so I know a thing or two about the game! The guys at the Mantic bunker have asked me to get over here to see if there's anything I can answer.

So what do you want to know? I'm not going to post up each and every rule, and I don't think I can sum it all up in a single post, but I'll happily respond to any questions you've got.

From what's been said so far:

Rob: You're right about the time it takes - most games have ended up between 45 and 75 minutes, with the occasional bloodbath going on a bit longer! See, the game works on a "differential scoring" system - it starts at 0, and moves towards the scoring team whenever a Strike happens. So, for instance, if the score is one point in my favour, and you score three, the the score will be two points in your favour. Get it? After 14 turns, if the score is 0, Sudden Death starts, and things get interesting. The gates slam shut (so no Reserves can enter play), and the first team to score a point - or the last team standing - is declared the winner!

Jay: We've gone all-out to make this an interesting game in its own right - hopefully the rules and the background will stand out as fresh even in places where they might seem familiar. A lot of playtesters have commented on the speed and flow of the game (the word "hyperkinetic" kept coming up) and the depth of the tactics. Being a good player takes strategic thought and forward thinking, but luck plays a part (as ever!) and risky strategies can pay off massively. I've not seen a dull game yet, and I've played it a lot!


Hope that's a bit of a help - keep the questions coming!

-----

The cards are multi-use - they each contain four different pieces of information:

- They've got an in-game effect
- They've got a list of numbers that's used for random player selection
- They generate a random number for Ref movement
- They've got a "Cheer" rating, used in Fan Checks.

In-game effects are the main part of each card. These are Actions or Events. Actions cards can be used to supplement your five action tokens for a turn, letting your team do that little bit more, or pull off a complex play even when the dice don't behave themselves. Event cards are generally remains-in-play effects, lasting until another Event is played or drawn. They change the game in small ways - maybe the ball bounces more randomly, maybe one of the players was partying too much last night, or maybe the Ref is feeling particularly short-sighted.

You can spend an action in-game to buy a card and keep it in your hand, ready to be played later, meaning you can lose an action in the short term to gain something useful in the long term. Most teams also start with a number of cards in-hand.

Sometimes, cards are drawn randomly - for example, when the Ref has to move, when a random player needs to be selected, or when a Fan Check is made due to a player scoring a high number of points or landing a real bone-crunching hit. When this happens, and the random card is an Event, it comes into play immediately - this can cause sudden, subtle changes in the flow of the game at key moments.


You also asked about ball movement. The ball is carried by players, but it can be lost fairly easily, so it's best to keep a ball carrier away from enemy players. The ball can be thrown, but the throw distance isn't massive, so tactical movement is encouraged. The game features a core "facing" mechanic (i.e. the way your models are facing matters!), and this comes into play with passing - it's a heck of a lot easier to pass to a player who's looking in the right direction...

Of course, if the ball's dropped, it starts rolling around the pitch. Deviation / random direction of travel is determined with a dice roll - the hex system is very handy for this - and loose balls travel a number of hexes equal to a dice roll. This can take it quite a long way, and if it hits a wall, it bounces off.

Another key mechanic that comes up is the "free action" system. When a player does particularly well at certain skill tests, he gets to take a free action - for example, when catching, a test that scores two or more successes lets the catching player immediately take a Run or Throw action. If the catching player is a Striker, he can do both. These free actions can link up as much as you like, forming a potentially unbroken chain of actions. However, if you lose the ball - either unintentionally (by falling over!) or intentionally (by throwing and missing) - your turn is over. It's not uncommon to see a skilled player take advantage of these free actions and, by taking several risks and pushing his luck, score a high-point Strike in the first turn of the game. Scoring is a lot more common than it is in some other sports games, with most games involving a tug-of-war between the two teams as Strikes are scored.

Speaking of Strikes - did I mention that a Strike doesn't stop play? Nothing does, in fact. Once the game starts, it's one long drive until the winner is declared. Whenever a Strike is successfully made, the scoring player's turn ends, and his opponent's turn starts with the ball being fired table-football-style from one end of the centre line.


Phew! I think I've answered that one. Hope it's some food for thought, and it's whet your appetite for some futuristic sports action!

----

Hi Rob!

Yep - one long drive, 14 "Rushes", seven per side - unless Sudden Death happens, as I mentioned earlier, in which case it can go on a bit longer. And yes, you assumed correctly; your Rush ends when you run out of actions, run out of players (you get a maximum of 2 actions per player per turn under normal circumstances), or you lose the ball. Those are pretty much the only situations under which your turn ends.

Deaths happen in almost every game; however, with the advanced medical technology held by the DGB (The DreadBall Governing Body, a.k.a "Digby"), it's not as much of an inconvenience as you might expect! If a player is killed in the arena, the team's coach has the option of paying a fairly hefty medical bill to have him revived, or recycling his vitals through approved DonorVend sites, making a bit of money back in the process.

As for skills, players gain experience during games by doing the sort of thing the fans love - scoring lots of points, really hurting enemy players, or just being generally useful. When players level up, they can gain a random skill or stat advance from a list depending on their player type. Players advance fairly quickly at the start of a season, but this levels out as they become more grizzled.

Hope that's a decent enough answer!

Right, I'm off to the pub. (It's thirsty work, this games design lark.) Keep the questions coming in, folks - I'll get back to you as soon as I can!

James

---

The cards are all in one common deck - nothing team-specific as yet. However, that's a very cool idea, and we might have a look at trying to bring it in at a later date. You never know!

Player movement comes in two types - Running (standard movement) and Sprinting (faster, but less flexible). As I mentioned before, facings are used in the game. When a player takes a Run action, he can move a number of hexes up to his Move rating, changing facing as he likes for no cost. A Sprint action doubles your Move rating, but you can only move into the hex directly in front of you; if you want to turn, each facing change costs 1 point of movement. This means that a Sprinting player can go flat-out quite a long way, but can't do much fancy footwork - also, it's harder to pick up a ball if you're Sprinting.

Speaking of facings, each player has a "threat zone". This is the hex directly in front of it, and the hexes either side of that one that are adjacent to the player. (That might sound confusing, but there are lovely shiny diagrams in the rulebook that make more sense!) If you're moving in an opponent's threat zone, you'll get tackled and end up on the floor unless you can succeed at an Evade check; the more Evade checks you take in a single action, the harder they are to succeed at.

As for Seasons, there's nothing fixed for different ones yet a "Season" is just another name for "League", or "Campaign", or "series of linked games". It just sounds extra sportsy

---

Sorry to hear you don't like the scoring system. However, you can easily keep track of how many Strikes each player in your team scores, and how many points each is worth - I did this during playtesting, when we were trying to work out how often Strikes were happening, which teams were the best at scoring lots of points, whether people were scoring multiple low-cost Strikes or saving up for big ones, et cetera. If people are interested, I might have a chat with the guys in the bunker and see if we can't get some kind of "League stat tracker" up on the site somewhere. (Or added to a KS bundle, maybe?)

As for your other questions, I can answer 1 and 2 in the same paragraph, I reckon!

The game's a lot less footbally than some other games out there. As such, scoring's a bit more abstract, with three different places to score. Those coloured zones (red or white, by default) are the Strike Zones, with the solid red or white hex as the Strike Hex (the target). In the game world, when a player carrying the ball puts foot into a Strike Zone, the Strike Target becomes valid, and if he can throw the ball on-target, he scores! In more advanced arenas, this could mean a holographic target shimmers into existence, or a teleportal activates; in smaller leagues, Refs might have to watch footwork carefully and disallow Strikes made by players not standing in a Strike zone. In game terms, this means that once you're in the Strike Zone, you can make a Strike attempt by throwing the ball. The Strike Zone furthest from the enemy start zone is worth three points, while the other two are worth one each. Strikes made while standing in the furthest hex from the Strike Hex are worth an additional point.

Hope that makes some sense!

The other areas of note on the board are the yellow hexes (the Gates, where reserves can come on from the subs bench whenever there's an opportunity) and the chequered hex (where the Ref starts).

As for Speedball 2 effects on the ball... not yet. "Yet" being the very operative word. We've got plans for expansions, which (you never know) might even come a bit sooner if stretch goals get hit. (To be honest, I don't know much more than you guys - I should mention that before people get too excited!)

You're very welcome, though. Thanks for taking the time to think up some questions, and I hope the answers I've given have been up to scratch!

----

During playtesting, we actually used square bases - it just seemed more sensible! We were holding out hope for hex bases to be included in the game, because naturally they'd make the game easier to play, but I think (and I hope it's okay for me to say this) they proved to be a bit out of budget. That said, that's what's this Kickstarter's all about - so you never know your luck, we might just get our dream after all!

Either way, though, we generally found that there weren't any facing issues in testing - the game moves so quickly that you can generally remember which way everyone's facing, even if the board gets knocked. In most cases at least! (My legendary clumsiness notwithstanding...)

---

Thanks for the compliments, Tristan - we made a huge effort to make the game original and interesting, so I'm really happy that it comes across as different from games that have gone before!

The Corporation team is the most generic all-rounder, although it does fare slightly better when going for passing / Striking plays that it tries brute force - especially when playing against the heavier teams! The starting composition is three Strikers, two Guards and three Jacks. The best tactics I've seen involving Corporation teams feature lots of free actions, chaining up passes between Strikers to move the ball past the defence and into a position to make a three or four point Strike.

Marauders, on the other hand, are just plain brutal! Orx are the hardest hitters in the game. They've got a statline that's all about dishing out violence, and as Guards they get bonuses to dice tests for Slams and Armour Checks. Goblins, on the other hand, are fairly good at dodging, and average at picking up the ball, but not great at hitting opposing players! It's a team of two halves (staring line up is 3 Orc Guards and 5 Goblin Jacks) and you need to play it as such. Success generally means taking opposing Strikers (and other threatening players) out of play as early and as frequently as possible, giving the Goblins a chance to score Strikes where they can.

Forgefathers might seem a bit like a short, bearded Corporation team at first - they're the only other team (so far!) to have all three playing positions. However, the way they use them is quite different! Forgefather teams aren't very fast, but they make up for that by being characteristically fierce and uncompromising! Their Jacks can hit almost as hard as an Orc, and their Guards are terrifying brutes who simply refuse to be knocked down. The presence of Strikers on the team makes a passing play viable, which some playtesters were surprised (and delighted!) by. Starting line-up is three Guards, two Strikers and three Jacks. The team adapts well to different tactics, but is particularly good at making its way up the arena, bowling enemy players aside, and letting a Striker make a high-scoring Strike.

Veermyn are, in my mind, the oddball team. They're the one that's got amazing potential, but is most challenging for a new player to use. They've also got the strangest line-up. See, Veermyn don't make natural DreadBall players - so they have to compensate! As a result, every player who isn't massive enough to be a Guard is trained as a Striker. This, when added to their natural speed and agility, makes the team a frightening prospect in the hands of a skilled coach, even if their lack of immediate flexibility makes them a challenge straight off the bat. They can dash around defenders like they're not there, they can Sprint from one end of the arena to the other in the space of a turn, and it's near impossible to knock them down and make sure they stay down. Unfortunately, their achilles heel is their low level of ball skill - you can't guarantee they'll always pick it up, let alone be able to score! The starting lineup is 2 Guards and 6 Strikers. Tactically, it's best to aim for multiple low-point Strikes - you're after quality, not quantity! Also, use spare Strikers to help your Guards when it comes to Slamming enemy players - as you've only got two players who can dish out damage, you want to make sure they've got the best chance possible of doing something!


You also asked about profiles - yes, each race has its own profile, meaning they all feel different, with their own strengths and weaknesses. Each player is ranked in Movement (how far they can move, funnily enough!), Strength (how good they are at hitting people), Speed (reflexes, agility, etc.), Skill (with the ball), and Armour (i.e. how much of it they're wearing!). Armour is dependent on player class rather than race, with Strikers getting the least protection and Guards getting the most.

To really understand the profile, though, you'll want to know about how dice are used in the game... ooh, that's an exciting one. And simply because of that, I'm going to leave you all hanging while I have a late breakfast!
---

Lee - as the game's set in the Warpath universe, which already has a following and a fanbase, we'd have been crazy not to have started out with teams that are recognisable from that system. However, that game focuses on races that have large military forces - with DreadBall we've got a chance to look at things that might otherwise fall between the cracks! Also, as you've noticed, not all Corporation teams have to be the same. Watch this space (and the Kickstarter page!) for more info!

---

Right! Where were we? Oh, yes - dice. Lovely little things, aren't they?

Understandably, dice play a massive part in DreadBall. All dice in the game are six sided, although they do come in a few different colours... more on that later. The main way they're used (aside from the odd bit of randomisation, such as when a ball gets dropped) is for stat-based tests, which you take whenever you need to do something useful with one of your players.

The core mechanic for a dice test is as follows (with the example of a floored Corporation Jack taking a Stand Up action).

- Create your dice pool. This is normally 3 dice, but certain things - the presence of enemy players breathing down your neck, the distance you're trying to throw the ball, whether your player has had special training in the type of thing he's trying to do - can modify that number. In our example, there are no modifiers.
- Check the number you need to score for a die to be counted as a success. This is determined by the stat that you're testing against. For example, a Stand Up test is based on your Speed stat. A Corporation Jack has Speed 4+, so each dice that scores a 4+ is a success.
- Check your target number of successes. For a Stand Up test, this is 1.
- Roll the dice! Each successful die is counted. Each die that scores a 6 counts as a success and lets you immediately roll another die and add it to the check - this is cumulative, and keeps happening as long as you roll sixes.
- If you equal or beat the target number, you succeed! In most cases, if you double the target number, you get a bonus. For example, with a Stand Up check, one success lets you stand up, but two or more successes let you stand up and immediately take a free action (with the exception that you can't Sprint).

That's the basic mechanic for dice. Then you have opposed tests, where you're looking to beat the number of successes your opponent rolls, and cumulative tests, in which the target number increases each time you take the test during an action.

This bleeds into your next question, about how you hit people, pick up the ball, etc. All of these are Actions that you can take. You get 5 Action tokens per turn that you can spend on your team; each one lets you take an action:
You hit people with a Slam action, which might lead to an armour check and subsequent injury, putting the target out of play for 1-3 Rushes, or maybe even killing him!
You throw the ball with a Throw action - if you're throwing to a team mate, their starting dice pool to Catch the ball is equal to the number of successes you rolled on the throw. (If they double their Catch, they get a free Run or Throw action - Strikers get to Run as part of a Throw action, so they can get some serious free action chains going!
You pick up the ball with a Pick Up free action, which you get whenever you move into a hex containing the ball (as long as you're not a Guard). If you succeed, you pick it up; if you double, you get a free Run or Throw action, just like when you catch the ball.


There you go!

I hope this is starting to build a picture in people's minds of what sort of game this is. It's fast-paced, with one core mechanic that you can learn really easily. There's very little need to look things up in the rulebook, even by the end of your first game - the repetition of the mechanic throughout means you should pick everything up nice and quickly. We went all-out on making the rules intuitive and clear, and from what we saw during playtesting, it more or less worked! Even after one or two games, people were starting to discuss deep tactics and really think about upping their gameplay. Is it obvious that I'm pretty proud of this game?

----

As it stands, as far as I'm aware, there's no plan to release Veermyn Jacks - it's a characteristic of the team that they don't get them, and something that makes them stand out. In fact, the option of having Jacks would massively overpower the team, as it would greatly add to their flexibility. Similarly, don't expect to see any Orx who aren't guards, or Goblins who aren't Jacks - with one notable, moustache-twirling exception - for the same reason.

----

The player positions are massively integral to the game, so shame on me for not going into detail sooner!

Strikers and Guards are opposite ends of the DreadBall spectrum. Strikers get bonus dice for tests involving handling the ball and being agile, but they have weak armour and don't have the ability to make attack actions (or reactions). They also get the bonus ability that whenever they take a Throw action, they get a free Run action (normally, a Throw action lets you make a one-hex move before throwing).

Guards are just the opposite - they have bonus dice on armour checks and Slams (your main offensive action), and they get a free Run action as part of a Slam (again, a Slam normally involves only one hex of movement). However, as Guard armour doesn't feature a DreadBall Glove (the attachment that lets players handle the ball without getting their arm ripped off!), they don't have the ability to pick up or handle the ball in any way.

Jacks - short for "Jack of all trades" - are the middle ground. They have access to all actions (including Throws, so yes, they can score too!) but they don't get any particular bonuses. Ask any Jack, and he'll tell you that he's the most useful person in the arena, and also the most underrated! Jacks are cherished for their flexibility and the fact that they can step up to any task - with a bit of luck, there's nothing they can't do!

There's also a secret fourth player position - the Keeper! Starting teams don't get Keepers, as it's an experienced-based upgrade for a Guard. Keepers get even heavier armour (a Keeper's armour stat is 3+ rather than 4+, and he still gets a bonus dice as he's a Guard) and a DreadBall glove - meaning he has a limited ability to handle the ball! He can't make a normal Throw action, but he can Punt it by placing it anywhere in the arena and scattering it twice. This means Keepers make great defensive players - they can batter incoming ball carriers, grab the ball, then fling it up the pitch. Okay, a Punt ends your rush (because you lost the ball), but it's better than having it sitting right next to one of your Strike zones!

----

There are 14 skills (called abilities in DB) in the initial set. This might not sound like a lot, but remember that each of the 3 player roles (Striker, Jack, Guard - explained earlier by James) can already do different things, so the abilities build on three varying starting points. In addition, because each player type starts from a different place and does something different in play, the extra abilities vary in utility from role to role (and race to race).

Some abilities are limited by player role. In DreadBall nothing is limited by race, always by role. So, if a human Striker can do something then a Veer-myn can try his paw at the same thing. Of course, as they have different racial stats then their chances of success will probably be different too. Having said that, not all races have access to all roles, so in that way there is a racial limitation. I haven't checked to see whether that means that a specific ability is unavailable to a given team.

Coaching staff upgrades are slated for Season 2.

The equivalent to Team Re-rolls in DB is Coaching Dice, which have a broadly similar effect. However, in DB you can earn them during the match as well as spending those you start with.

A player turn in DB is called a Rush. Rushes don't end when you fail unless you drop the ball, so you can go in, fluff something completely and then still carry on, as long as you didn't drop the ball. Of course, you can end your own turn voluntarily if you choose and you could have so few models left standing that you ran out of people to act with before you ran out of actions, but these are both very rare events and are included mainly for completeness. In most Rushes a Coach will get to use all of his team actions.

Well the Orc Guards are pretty big fellows! Much bigger than them and you're into multi-hex creatures as the models won't fit, which we have discussed but which have no rules yet. Multi-hex models always cause a real headache in design terms as they break so many of the existing rules, so whilst they may well come along in a future expansion they won't be available on release.

No, we don't have injuries. Although it can be characterful, it is something that many people don't like in BB (though others think it's great). DreadBall was intended to be slightly more streamlined than BB and this was one of the details I deliberately left out - no point in replicating something that people moan about, is there? Of course, you can get dead, which does affect you quite severely in future games

---

I think you've hit the nail on the head there! A lot of games follow similar themes. Controlling areas on a map. Rolling dice to determine how far you move. Managing a hand of cards. Exploring dungeons and killing zombies. They're just tropes that are inherent to the medium, and the same thing extends beyond the realm of board games.

"Fantasy* Ball ports Board Game" is just another trope that's becoming more popular. Obviously, Blood Bowl has always been one of the more well-known ones, but that doesn't make every other sports game a Blood Bowl clone any more than the classic PC game Half Life was a Doom clone. That was something that a lot of video game journalists said at the time, drawing similarities because the two games featured a lone protagonist killing alien monsters from a first-person perspective, with weapons that increased in power as the game went on. Of course, it turned out that Half Life was just a stand-out game that marked the widening of a genre, to the point where several games have since become known as Half Life clones.

I'm not saying there's anything wrong with drawing superficial comparisons; DB and BB both feature a board on which two teams of players try to move a ball from A to B to score points. Dice are used to determine the outcome of actions in-game. But look beyond that, and you'll see that there aren't many similarities at all! Hopefully that's become fairly apparent from what you guys have seen in this thread and on the kickstarter page.

All of this is a rambly way of saying that, of course, there are going to be people who say that DreadBall looks like Blood Bowl. They'll say they already play BB, so why should they switch to anything else? That argument's no more sensible than saying "Well, I've seen Die Hard, so what's the point in watching any other action movies?"

Of course I'm biased, and of course I'm interested in this game doing well, but I trust my own sense of humility enough to know that when I talk about this game, it's not empty encouragement I'm spouting. I honestly do love this game, and I'm proud to be a part of the creative force behind it! I'd recommend any naysayers to at least give it a chance before being too negative.

---

There are various fouls in the game, and your opponent has to call them. However, just because the Coach has spotted them doesn't mean the ref has.

There are actually two referees in the arena - one is a floating "Eye in the Sky" that hovers over the pitch and can potentially see anything. This is not a model.

The Referee you get a model for is the on-pitch ref. She moves about the pitch, controlled by both players in turn.

When a foul is called by a Coach, you roll to see whether the perpetrator has been spotted by the ref(s) and if so how long they are sent off for. You always roll one dice for the "Eye", but you only roll a dice for the on-pitch referee if she is close enough to the perp when he makes the foul.

So, moving the ref is tactical. You can use them to get in your opponent's way by blocking a hex, to get out of the way of your own players as they commit fouls, or move them up to try and spot likely fouls by your opponent.

Moving a ref is a free action in addition to your Team Actions.

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This message was edited 1 time. Last update was at 2012/09/03 00:17:27


   
Made in ca
Posts with Authority




I'm from the future. The future of space

The only thing keeping a friend of mine from going Striker on this is a video showing the play of an entire rush and maybe the opponent's following rush.

Balance in pick up games? Two people, each with their own goals for the game, design half a board game on their own without knowing the layout of the board and hope it all works out. Good luck with that. The faster you can find like minded individuals who want the same things from the game as you, the better. 
   
Made in au
Unstoppable Bloodthirster of Khorne





Melbourne .au

 lord_blackfang wrote:
Can someone enlighten me as to the point of the acrylic playing field?

The default board looks boring as heck, but slapping a featureless black slab of plastic on it is not my idea of a fix.


I really don't see why they wouldn't have gone for a Speedball-esque brushed-steel look on the basic board. Would have looked great!

   
Made in us
Legendary Master of the Chapter





SoCal

I am loving the fluff on the Dreadball website. Scarlet Squig, does the rule book have a lot of the same kind of in-universe flavor text and background?

   
Made in gb
Pious Warrior Priest




UK

^ It is loaded with flavour text.

On a par with the KoW rulebook, only extremely tongue-in-cheek.

Each MVP gets a full page of background, each team gets 2 pages, including stuff like explanations. A lot of the stuff on the website comes straight out of the rulebook, whereas some of it (like the cyber mustache advert) is new.

There's some cool little boxes of flavour text to explain various things... I especially liked the part on the Veer-myn page that rationalised why veer-myn and other alien teams are allowed to play despite being technically at war with the corporation.. it broadens up the universe by showing that not all members of all races are "at war" all the time.

They've done a good job of fitting the teams into the canon and making it clear that it is definitely not a 40k-style universe... e.g. some forgefathers hate the corp, others trade with them, a few live amongst them.

It's not a clear case of "kill the alien on sight", although on the other hand, I do wish they'd stop with this "You're never more than a few feet away from a Veer-Myn anywhere in the Universe" nonsense, and just keep them as an an actually shadowy and mysterious race that lurks underground/ on spaceships that almost no-one has seen (outside of dreadball matches, of course!). I think I'd be less than amused and wanting to club the things if there was one sitting on my toilet and another raiding my fridge right now.

This message was edited 4 times. Last update was at 2012/09/03 09:02:20


 
   
Made in nz
Slaanesh Veteran Marine with Tentacles





scarletsquig wrote:I think Mantic low-balled the stretch goal here, it would have been better to have a $45-50k stretch for the things, to properly outright pay for the tooling costs and get them made as a universal addition to all sets (or, at least all sets sold through the kickstarter) rather than doing a small $15k stretch goal for them which probably won't even fund their tooling costs, never mind the production.
This is what $100k of tooling looks like. 22 bases do not require $45-$50k. What are they machining the mould from, congealed unicorn tears?

The comments on the KS page aren't helping either, trying to explain the economics of plastic tooling to an audience that lacks knowledge of, or interest in, the topic is not going to go anywhere. When a backer says "why are we only getting enough bases for half the models?" the question is rhetorical, they don't want a lecture on plastic tooling economics, they're saying "give us enough bases for all the models please" as politely as they can.
The economics of injection moulding are that the costs are in the tooling. (As I know you're aware, so why the act? You're a terrific promoter; it saddens me to see you...cheapen yourself for the sake of spin.) Mantic has no intention of only producing half the bases. You know it. I know it. Santa Claus knows it. It's a faaaaaake streeeeeeeetch gooooooaaaaaaaal. That's not a bad thing per se - it does keep momentum up - but let's not kid ourselves here.

scipio.au wrote:I really don't see why they wouldn't have gone for a Speedball-esque brushed-steel look on the basic board. Would have looked great!
I would imagine they'll be plenty of fan-made boards to print and laminate by the time the game ships, Speedball included.
   
Made in gb
Regular Dakkanaut




Bristol

Nearly through the 140. can't wait because i want to get Number 88
   
Made in im
Regular Dakkanaut





I think once we breach the 140 we get the ability to add Hex bases to our pledge for a few $ a pop.

Myself I'm wanting to put all models on a hex base to suit the board & I imagine a fair few others are the same.

Should help boost us to the Number 88 target when that happens.
   
Made in gb
Willing Inquisitorial Excruciator





Classified

That is almost certainly true, though I am faintly disappointed, particularly given that the cost to Mantic lies in the bases' tooling, not their production, that the stretch goal isn't "a free plastic hex base of every miniature". I shan't really mind paying a few quid extra, but frankly they ought to be included as a default.



Red Hunters: 2000 points Grey Knights: 2000 points Black Legion: 600 points and counting 
   
Made in ca
Posts with Authority




I'm from the future. The future of space

Given how much their previous board games get knocked in reviews for figures falling over, bases for the miniatures should have been a no brainer from the beginning.

Balance in pick up games? Two people, each with their own goals for the game, design half a board game on their own without knowing the layout of the board and hope it all works out. Good luck with that. The faster you can find like minded individuals who want the same things from the game as you, the better. 
   
 
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