Dreadball – Playing Xtreme!

extreme-logo-preliminary-3-isolated

Dreadball Xtreme is the brand new game, currently active on Kickstarter, from Mantic Games. If you’ve been living under a rock for the last couple of weeks you may not have heard anything about it, and I suggest you head over to the Kickstarter page immediately! For the rest of us there has been a plethora of new information, images, videos and hearsay covering the internet on this new underground sport as each stretch goal is smashed out of the park. One of the most recent of these updates was the introduction of the beta rules, as well as a way to create a simple pitch and some nasty surprise cards to go with it(Which you can find here). I was Xtremely excited (sorry couldn’t resist) about these as it gave me an opportunity to see what this was like and if it meant my blind pledge at the very start of the campaign would pay off. Yes, is the simple answer, oh god yes. If I could afford to pledge more, I most certainly would be. This is everything I love about Dreadball with some more death and mayhem thrown in :D, which I’ll tell you about now…

Xtreme1The first thing you’ll notice is the pitch is surprisingly cluttered with various objects (those are not Bolt Action dice, they are pillars. Use your imagination folks :P). The tall ones are solid objects, probably holding up the roof and don’t get moved, destroyed or blown up throughout the game. The little ones however are packed full of explosives. Move adjacent to them and you’re likely to have your limbs taken home by the crowd as souvenirs. Unfortunately, as you can see in the image, there is no way to get to the opponent or your their strike zones without risking a little dismemberment! For the beta rules finding out what happens with each crate is no more than a dice roll, but it seems in the full game the crates will have a removable lid to let you know if you need a body bag or not. It’s a nice little touch :).

Xtreme2The mechanics of the game work much the same as regular DB but with a few subtle and not so subtle changes to make things more interesting (By interesting I mean violent. Horribly, horribly violent). As usual Guards can slam but can’t handle the ball, Jacks can do both and Strikers handle the ball but are unable to slam. Dice mechanics tend to work the same, with all tests starting on 3 dice with + or – depending on situation. The rushes work much the same with 14 total, alternating between players with the same rules for turnovers and the like, and a score track seesawing between each player. The main notable differences me and my opponent found are:

  • You only get 4 action tokens per rush, instead of 5
  • The ball launch is completely different. With it dropping onto one of the numbered hexes you can see and scattering from there
  • Sucker punches can be done anytime, there’s no ref after all, and Stomps are now included in the slam rules. So a full run up before a Guard elbow drops the player struggling on the floor 🙂
  • There is no sin bin/recovery area. You get injured you stay on the pitch and can’t get up until you pass recovery rolls. Or die
  • Fan checks are handled very differently. You roll a dice for each cheer you’ve obtained, for each 4+ you roll you get to choose a special move or nasty surprise card or a coaching dice
  • Nasty surprise cards. These give the opportunity for a offensive or defensive ability to be used once. Most of the defensive letting you stop an opponents offensive, and most of the offensive making it so much easier to take someones head clean off 🙂
  • Sponsors. So far they can either give you a coaching dice for use in your rush, or can nobble an opponent making them lose a dice from all rolls. There will be the third option of betting, but that’s not included yet. Colour me intrigued though.
  • Armour saves now do not include any bonuses (so no extra dice for your Guards)and vary widely between players (no regulation armour here)
  • You don’t have to try and catch the ball if it scatters onto one of your players. So you can avoid the turnover if you fail, but you will give your opponent a fan check
  • Subs. Jacks can move onto the pitch any time. Guards and Strikers have to be moved on as your first action of the rush. But the entry point is now anywhere along your edge of the board
  • Cards. With two available you can still buy them in your rush, but a maximum of 2 of either is set for everybody
  • Sudden death. Means what it says on the tin now. Strikers are removed from the board, and the first team to kill or injure the opposing players win!
  • Pitch layout. There is talk of there being 6 different layouts in the first book, which means a lot more variety to games
  • Scoring. You can dunk if your adjacent to the strike hex. No dice required for 1 point. 2 points from anywhere else, and 3 points from the opposite end

It’s a lot to take on board at first but it really did make for an entertaining game. There did seem to be more of an emphasis on killing than anything else, as evidenced by the dead pile halfway through the game…

Xtreme3There were even a couple of players bleeding out on the pitch…

Xtreme4The ones with the D8s (a good way to keep track of injuries for now) are injured.

We only played with the Convict Scum for this game, as we felt it was better to use the same to get used to that set of rules, rather than add in another set of new stuff :). They have a nice mix of players, with a good mix of abilities. And explosive collars!

These can be set off once per rush but at the cost of 3mc. My opponent gave it a go, trying to bomb two of my players. Luckily for me they dodged the shrapnel and bodyparts, but I can see these being really useful. An injured player surrounded by enemies for instance, he can take one for the team :).

The Guards are great with a 3+ strength and threatening. Jacks are average to be honest, with the strikers being about the same, just with some bonus dice to help ’em out in most situations. And the final player is the Yndij reaver, who with duck & weave and 360 vision makes a pretty damn good striker. All in all a very well rounded team.

Overall I found it to be a damn entertaining game and I might even go so far as to say I enjoyed it more than normal DB. I like the gritty fight to the death feel it has, and the violence, oh the violence. With 7 deaths total in the game and a couple of injured players still lying on the pitch, you an look forward to some really bloody matches. With it not even being the full rules yet I can see even more being added and some things tweaked to make it even better. Only have to wait until November to get the full product 😦 and that’s with pledging on the Kickstarter, it may be even longer for the retail release. So if your keen I would recommend pledging now(this also helps unlock more toys for me :D) or if your not sure get your own printout of the board and cards and give it a go 🙂

And finally if you want to read some more on Xtreme, here’s some links to some great articles from Jake Thornton’s blog:

Dreadball – Galactic Tour Series: Azure Forest Unboxing

Galactic Tour Series: Azure Forest

Galactic Tour Series: Azure Forest

I’ve now received the latest and first expansion for Dreadball and wanted to share my thoughts on everything that comes in the box and what it adds to your games of Dreadball 🙂

Box

The Box

The expansion all comes presented in one of the Mantic carry boxes (from what I’ve heard and seen, Black for pre-orders and White from retailers) including foam and a Mantic point. Nothing fancy here, although it is a nice way to carry the extras around 🙂

Rulebook

The Rulebook

As you can see from the image the rulebook comes in a smaller format than any of the previous books but this doesn’t seem to come with the lack of content you would expect. From what I can tell it is the same formatting and size of text as you would find in any of the other books, just shrunk down to fit. The content included is about half actual Azure content including rules for the new cards, weather effects, new cheerleader content, Blessings of the Jungle and rules for A’teo Adysi. The second half is a more precise and in depth look at tournaments; how to run, organise and get the best out of them. These are also now the official Mantic tournament rules. This section also includes the rules and background for the 3 Kickstarter backer MVPs, The Veteran, Thunder Chris and Drake.

The Azure half: The Azure section is preceded by a good level of fluff regarding the planet it’s all set on, the indigenous population and how Dreadball came to be played there. As I’ve felt for a while the Warpath universe is distinctly lacking in fluff, little snippets like these are pure gold and really help to enrich and realise the world of Dreadball.

The weather rules add an extra dimension when playing an Azure Forest game, with 6 effects listed on an extra card for easy reference. They are rolled for at the start of the game with the possibility of them being changed throughout in the form of Event cards. Ranging from the bad; Being able to only play 1 action per player, to the good; Receiving a fan check for every slam performed, they had an interesting twist to proceedings.

The new cheerleader content is great, maybe a little too much so. The standard cheerleader rules from Season 2, whilst an interesting mechanic, never really seemed worth the cost involved. I would always rather buy extra coaching dice or cards over the lovely ladies :). Azure makes a huge difference to that. There are now two new options for how to use them, above whats already in Season 2. The ability to receive a fan check for any action performed is great when you really need that coaching dice, and removing 2 dice from one of your opponents rolls is one of the best abilities in the game. Imagine the possibilties; your opponent needs to evade with the ball on 2 dice, distract them with a cheerleader and they auto-fail(unless coaching dice get involved), when they going for that critical throw watch as they fumble. It’ll be great to see a bit more of these lasses out in league play. Although it is a bit disappointing that the new rules are only for Azure games or leagues.

Blessings of the Jungle add a bit of spice to things and help even up the odds a bit. These are added to your roster after you play a game and can only be used in the next game you play. As I say it leans towards balancing things up so it’s mainly the loser of any game that gets to take full advantage. These are designed to enhance a single action taken by any of your players whether that be ignoring all threat zones during a rush, or being able to slam with a 2+ strength stat. I really think this adds another fun element to games, without overpowering anything. It’s also that extra tactical element of deciding the best opportunity to drink your Gummiberry juice(anyone who gets that reference receives a pat on the back :)).

The Tournament half: Whilst enforcing and clarifying tournament rules, this section doesn’t add all that much. Whilst nice I would have preferred more Azure content and this to be a download from Mantic(which no doubt it will be at some point). The main difference I did notice is the ability to buy a roll on one of the free-agents table for 10mc, a great way to try and get a fancy player for your team. Strikers for a Guard/Jack team being my interest. A question I have in regard to this however is do you roll once at the start of the tournament, and that’s what you get for the day, or do you roll once at the start of each game like the skill upgrade? Would love to hear your thoughts on this?

Extra Cards

Extra Cards

The expansion comes with 15 new cards. The weather effect reference card and 14 for play. As you can see from the image this is 6 Events, 5 Instant Events and 3 specials. The specials add an extra dice to specific tests ie strength, skill, and speed, much in the same way some of the cards from Deadzone do. This is great in my opinion and I would like to see more of this in future expansions. The 6 new events are all a lot of fun and lead to some great variation in gameplay. Falling Fauna was hugely important to me in the games I played, no ref checks when your up against Asterians. Yes please! The Instant Events are primarily there for weather change, but also one for devastating effect. Quake is amazing against slow teams, requiring a successful speed check from every player on the field or they crash to the floor. I did have a small query on Instant cards,  as it doesn’t specify whether they replace the current event or not. The only previous example of one of these cards is the Ball Shatters, which states it is discarded immediately after play and leaves the last event in play, so this is how my opponent and I played these ones. Again, I would love to hear your thoughts on this?

The Miniatures

A’teo Adysi

A’teo Adysi: What a great mini! For a one piece sculpt I am very impressed. There’s a great amount of detail across the miniature from the feathers on his knees to what can only be described as a bamboo glove, this guy will be a lot of fun to paint.

Trophy

The Trophy: At almost double the size of the other trophy I have, this is an impressive if fairly useless miniature. Another one piece sculpt, which with minimal cleaning is pretty much ready to go. I think it adds an interesting and characterful piece to paint but ultimately doesn’t really have a use or add anything to the gameplay of Azure Forest.

In Conclusion: I think this is a win for Mantic and they are onto a great yet simple way to expand not only the Dreadball game but also the universe in which it exists. This is a must for any Dreadhead out there, and as with all Mantic products the price they are asking for it gives you an absolute bargain. If I haven’t been clear, go and buy it. Now!

I look forward to seeing a lot more come from the Galactic Tour Series

Ordering from Mantic Games

This is the first time I have purchased anything directly from Mantic as I usually go to my local retailer, primarily due to 20% off and no postage, so I’d like to let you know how I got on.

Unfortunately I am not happy :(. I pre-ordered the product on the 8th January, as I was really excited by the prospect and wanted to get it as soon as possible. With the shipping date slated as the 27th Jan I kept an eye out for my dispatch notice….which I didn’t get until the 1st Feb and I eventually received the product on the 6th. This delay has already been explained by Mantic and apologies have been given, and I am reasonably satisfied by this as to the delay in it arriving. However this was never really the problem I had….

My local store received their allocation of Azure packs and had them for sale on the 31st Jan, meaning retailers orders were being sent out before pre-order customers. I think its a reasonable assumption that placing a pre-order should guarantee you to be within the first batch of orders sent out, as is stated on Mantics delivery page: ‘Any pre-orders will either be depatched as soon as we receive the products in our warehouse or on the shipping date as described on the product page’. This has devalued pre-ordering from Mantic for me. Why do it if it will arrive in the store at a discounted price before I can expect to receive it? Why give a statement on pre-orders if it isn’t true? Are retailers more important to Mantic because that’s where the money is?

That last question, whilst a little on the nose, is the most profound for me. My impression of Mantic has always been as one of the ‘good guys’. They consistently support and communicate with the fan base, and profit, whilst important (it is a company after all, they need to make money), has always seemed secondary to the needs of the fans. This dramatically changes that impression for the worse.

EDIT: Please check the comments below for a response on this issue 🙂

Dreadball – The Incom Interceptors

logo

My fourth Dreadball team is now complete and ready for action :D! Take a look…

The Incom Interceptors

The Incom Interceptors

And here’s some extra photos to show off the minis in more detail…

Jacks

Jacks

Guards

Guards

Keeper

Keeper

Prone Markers

Prone Markers

Dozer aka 'Porkins'

Dozer aka ‘Porkins’

Head Coach Dodonna

Head Coach Dodonna

Cheerleaders

Cheerleaders

I also made up a pitch (mainly just switching some stuff around on the Coliseum) to make their home ground, Echo Station…

Echo Station

Echo Station

And finally a wee attempt at some fluff for these chaps…

Fluff

Hope you like ’em and would love to hear your thoughts 🙂

Dreadball – Teratons Almost Done!

Only a few more bits and pieces to do and my Teraton team(not the extras :() will be finished :D. I’ve added the bases with their threat markings and done some work on some subtle shading to the armour….

Jacks

Jacks

Guards

Guards

Keeper

Keeper

Prone

Prone

Dozer

Dozer

All that’s left now is a little bit of clean up on the white to get rid of any stray splodges, and to get some numbers on them. Numbering I’m still pondering over, as I’m not sure if digital displays is the way to go for two reasons. First it’s what I’ve done for all of the teams so would be nice to try something different, and second, I’m not sure if it would fit with the chipped/damaged/old armour feel I’ve got going with these guys. I want these to link into my Rebs force for Deadzone (an extra way for them to gain some income :)), and that means a lack of anything too fancy.

I’ve also now settled on a team name, the Incom Interceptors. As the local pathfinder pointed out the colours match up an awful lot to a certain rebel spacecraft :D. With the name comes a logo…

Team Logo

Team Logo

Now it’s off to get these fully finished…

Dreadball – Teratons Progress!

I’ve been focusing on getting the Teratons done, as there’s a league coming up soon here in Edinburgh, and I would always rather be playing with a painted team. This weekend was dedicated to getting the red finished and adding a few of the details; eyes, teeth and gloves. Here’s what I’ve got so far…

Jacks

Jacks

Guards

Guards

Keeper

Keeper

Prone

Prone

Dozer

Dozer

Next up I’ll be adding a wee bit of definition to the armour, in the form of some subtle shading. At the moment I feel it just looks a bit too unfinished :/.

I’m also workking on some extras for these guys, the first of which is a coach, which I’ve found so far are an invaluable addition to most teams, but especially those without strikers. I’m using the Veteran model that I got as a prize from a tournement last year, and I have to say it’s one of my favorite models from Mantic’s range. I just love him…

Coach

Coach

He’s obviously still a major WIP and I wanted to try something I’ve never done before on him, black flesh.

I also wanted to invest in some Cheerleaders for these guys. The rules for them in season 2 always seemed a bit ho-hum to me so I didn’t see the value in taking them but always thought the models were great. With the Azure pack that’s just come out (hurry up and ship it to me Mantic!), there is supposed to be a great improvement to these ladies and therefore a greater reason for forking out for them :D.

Cheerleaders

Cheerleaders

Dreadball – Commission Extras!

As part of the Marauder commission the client was also looking to have the Refbot and 2 balls painted. The Refbot ended up very similar to my own one, which in itself is very similar to the official scheme…

Ref & Balls

Ref & Balls

The balls I decided to do as one as close to the official scheme as possible, but have the other one as a team ball. I think this will work really well when combined with their own pitch to give a cohesive look to the whole thing 😀

Dreadball – Marauder Commission Finished!

The final touches have been added to the Marauders and the bases completed, so here are the completed Badmoon Bombers…

The Badmoon Bombers Front

The Badmoon Bombers Front

The Badmoon Bombers Back

The Badmoon Bombers Back

Also as part of the commission the client was looking for a reworking of the Silver Centurions pitch, and here’s the current progress on that…

Pitch-Draft

Badmoon Bombers Pitch

I’ve just got to get some images of the Ref and the 2 Balls to go with this lot and that should be the commission done and dusted (unless the client is wanting any alterations :)). That also means I’m free for any other commissions people may be after, so get in touch at deathwatchstudios@gmail.com 😀

Dreadball – Marauder Commission Almost Done!

With the numbers added and straps done the Marauders are almost done :D! All they need now is the bases sorted (Hazard stripes for those) and something done with the small strip on the Guards shoulder guards. Although at the moment I’m still unsure as to what I want to do on those, whilst I ponder take a look…

Guards

Guards

Jacks

Jacks

Keeper

Keeper

Prone Markers

Prone Markers

As you can see I went for red digital number plates on these guys, and I’m pleased with how they turned out. On the prones I thought it would be cool to have them displaying a digital error message to get across they’ve been hit so hard even the electronics in their suit are malfunctioning 🙂

Dreadball – Teraton Team Progress!

I’ve managed to get a few bits and bobs done on my Teratons in between my current commission, as I have a league coming up soon and would very much like to have them fully painted for it. So here they are with some extra colour….

Guards

Guards

Jacks

Jacks

Prone Markers

Prone Markers

Keeper

Keeper

Dozer

Dozer

I’ll be continuing to highlight up the red when I get the opportunity until it’s at the level I want it and from there it’s just a few details here and there until they will be done 😀

Dreadball – Marauder Commission Continues!

Here’s the current progress on the Marauder team commission I have on the go at the moment…

Guards

Guards

Jacks

Jacks

Keeper

Keeper

I’ll be working on the numbers and straps over the next couple of days, with not much to do following that other than the bases and threat hexes 😀