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Dreadball Evolution
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Author: Tubes [ 23 Jul 2013 01:58 pm ]
Post subject: Dreadball Evolution

Just a quick note that Jake Thornton is designing Season 3 of DB. However, more importantly he is reviewing feedback from the community. This feedback has primarily involved Judwans awesome performance and the ‘throw-in’/ball launch turnover issue.

In his latest blog post he eludes, within the comments section, to:

“These particular changes swap one set of tactical options (in the case of launching the ball) for a different set, but in doing so also removes an unintended and annoying game feature”

“There are 2 main issues about the launch. One is pushing your opponent into a position where they are likely to fail to catch the ball thus ending their Rush. This can cycle so that they lose many Rushes in a row.
The second is the flip side where you place a Striker in a position to catch the ball on launch, they pass it off for a strike which then relaunches and you do it all again. Easy win.
Neither is interesting to play and both are too easy to do if you are set up for it. So I’m making them both impossible.”

“…Judwan were speed 4+… This is one of the changes I have made.”

So hopefully some more balanced/dynamic/involved/fun tweeks inbound.


Author: BrizzleRob [ 21 Aug 2013 03:38 pm ]
Post subject: Re: Dreadball Evolution

Reportedly a rule change to ball launch has been made…

Quote:
1) You can no longer attempt to catch a ball from the launch
2) Anyone standing in the path of the ball is liable to be hit if the ball reaches them
3) If you are hit, it is resolved in the same way as if you try to throw the ball at an opposing players head to hurt them, IE launcher throw (skill dice test) vs a dodge (speed dice test)
4) The launcher is treated as having skill 4
5) The number of dice rolled by the launcher depends on the position of the player. If the player is right next to the relevant launch hole, its 6 dice, next hex is 5, then 4, then 3 and then 2. If you are stood against the back wall in one of the spots when the ball can reach from rolling a 6 on the launch, then its 1 dice.
6) If the victim player is facing the away from the incoming ball, they get no dice to roll against the launcher to dodge

Its quite cool as it still means the launch tube has a tactical element to it, but it can no longer cost you your turn, even in worst case scenario.


Author: DOOM [ 22 Aug 2013 01:37 pm ]
Post subject: Re: Dreadball Evolution

That looks like an awesome change! I’ll try it with the guys next time we play.


Author: BrizzleRob [ 31 Aug 2013 08:38 am ]
Post subject: Re: Dreadball Evolution

It is now official, the ball launch sequence has changed. No more snatching the ball from your opponent immediately after scoring, and no losing a rush if you drop the ball as soon as it’s launched into you.

Quirkworthy post with the details, and all important PDF here.


Author: Tubes [ 01 Sep 2013 04:50 pm ]
Post subject: Re: Dreadball Evolution

Yes, a much better thought out rule now. Yet it still retains the tactical importance of facing/position in that ball launch area (whether its of the coach’s choosing, or forced by the opponent!).


Author: DOOM [ 02 Sep 2013 06:57 am ]
Post subject: Re: Dreadball Evolution

Chatted with Asda Chris last night when he came over after his shift. He’s planning to get all his remaining teams painted up and then we plan to try out the new ball launch rules and get a league or cup going!

My Metros are progressing a little. Should have them in playing condition within this week, then I might risk sharing a picture for ye people…


Author: BrizzleRob [ 03 Sep 2013 07:57 pm ]
Post subject: Re: Dreadball Evolution

I sense Jake is getting a little annoyed with the ball launching topic! The rule change has changed yet again…details here.


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