Bristol Megalofunotron Tournament Review

This was another local tournament, like the Bristol Blitz last year. It would be nice to bring every different team to a tournament at some point, to get proper use out of all of them, and given that I’ve been using Zees a lot this year (especially in the Cardiff League) it would be a good chance to get those out for a bit.

The tournament has a slightly different format to the traditional tournaments we’ve been to, and instead of just being four plain identical exhibition matches this was more of a surrogate league – each game is an exhibition match with more credits, and the team you use each game is based on the team you had in the previous game. Unlike a league, any rank increases are rolled at the beginning of each game, and deaths are ignored (instant, free resurrection between games).

In addition, it’s a five-game tournament and the final game was an Ultimate multiplayer game.

Game 1 – Andy’s S2 Corporation (4pt win)

Andy was great fun to play against – I got a good six-point lead early on but he refused to let me get the landslide. We made it through to the end of the game, where I got a final point to put me on four and with the three-point strike hex blocked up with two on the bonus lane, it was going to be impossible for the Corporation to score a win. This is one of the games that I expected to be the hardest, since the Zees had the fewest upgrades. The Monkey Business dice didn’t favour me much, but the Offensive coach was very useful.

He did kill a monkey though.

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Game 2 – Rob’s Asterians (7pt landslide loss)

The Asterian Dirty Tricks and Dive-Taking failed to do too much to the monkeys, as expected. Rob played well and blocked the three-point strike hex from me, and with their 3+ Speed there was nothing I could do to open it up. Like the last times I played Asterians (at the Charity Open Day and 2013 Nationals), I was permanently on the back foot trying to slow down what seemed like an inevitable loss. I managed to hold off until turn 12, which is pretty good for a Skill 5+ Jack team against one with Skill 3+ Strikers.

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The best moment of this loss was pointing out that he hadn’t called any fouls all game, and I’d had ten models on the pitch uncontested for almost the entire game. It clearly didn’t help me, but it was rewarding nonetheless. On the flipside, I didn’t notice that he’d had 7 players on the pitch for at least half of the game himself.

Game 3 – Cai’s Teratons (3pt win)

Cai was a sharp player, he knew how to use the Teratons to best effect and made it difficult for me to pick up the ball by applying threat hexes to it. At one point, I played the Ball Shatters card to my own player because he wouldn’t be able to safely Evade out of two threat hexes. When relaunched, the ball landed in the only spot with two threat hexes on it, so it didn’t really help me at all. He called foul almost every one of my actions, but found it difficult to kill off the monkeys quickly enough to stop them scoring.

Game 4 – Josh’s Robots (7pt landslide win)

I wasn’t too sure how I would end up doing against the Robots, and Josh didn’t know about the Zees. I managed to kill a Robot Guard by slamming them in the back (with plenty of threat hex support, obviously) and in my final turn, took a one-dice 4+ chance at a 4pt Strike to get the landslide… and got it.

I don’t think Josh is used to someone fouling against him, and I feel a little bad about fouling, but the Zees require the foul to be able to do anything. Still, he called more fouls than Rob did and got a few monkeys sent off – just not enough.

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Josh had a great, simple paint scheme for his robots – white undercoat with a coloured wash for position. One of the big problems with robots is determining player role, since they are all so similar, but this made it so easy for me to tell what was a Jack, a Striker or a Guard.

Game 5 – ULTIMATE!

The Ultimate game involved Andy, Rob and Josh from my previous games, as well as a Nameless team and an S1 Corporation team (Tom, who I’ve played in previous tournaments) to make a full six players.

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I called Defensive plays for the first couple of turns, but didn’t need the dice and didn’t get much done in those turns. I’m not sure whether it was subsequently calling Offensive plays or just having more Zees on the pitch closer to the action that did the trick but I started scoring again. At one point, I was tied for first place with Tom’s Corporation and Rob’s Asterians but Tom scored an extra couple of points on me to pull himself ahead and push me down to third place when the time ran out and we ended the game.

I think I liked this game more than the others in the day – I even managed to pull a couple of nasty surprises on people (Running Interference cards!) and took a Nameless Hard Guard off for three turns thanks to many threat hexes and a slam in the back (with a few unused Monkey Business dice).

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Conclusion

Overall, Jen and I did pretty well – she won her Ultimate game by a landslide, and we were both tied on tournament points with Tom (who won our Ultimate game). Taking into account strike difference, Tom came in second, I was third and Jen was fourth. I think that’s a brilliant turnout for the Zees. I think it was even better for Jen, who had misunderstood the format and was reducing her tournament bonus each game, instead of adding it on, and effectively was being outranked by her opponents in games two and three. I think – although I’d need the complete results to be sure – that if the Ultimate game hadn’t happened I would have been in second place.

The overall winner was Rob Taylor with his Asterians – I’m definitely going to have to arrange some practice games against them, since they are the team I do the worst against.

The aim of the ‘league-ish’ format was to encourage other teams to come who are perceived as needing a bit more development to be competitive – teams like the Zees, the Robots and Z’zor. I think it definitely helped the Zees to be able to spend more than 20mc since they need an Offensive coach to really push for the big scores but 5+ Skill (and unpredictable coaching dice) is even more crippling for them than it is for the Veer-myn. On the other hand, every other team had the same number of upgrades as I did so it was still a set of four balanced matches.

I like the different format, it kept things interesting and I was really pleased to have done so well with the Zees. I hope that other people will take them in the future, since I have not yet played against them – I think they’d be an interesting challenge. It was also very good to have two full Ultimate games – no dead Strike zones – with all the chaos that entails. I’d like to play another tournament in this format one day, but it’s quite tiring – four hour games and a two-hour Ultimate game to cap it off is a gruelling schedule.

The giveaway for this tournament was a set of custom acrylic tokens with a Bristol Vanguard logo on them (a Banksy bear throwing a dice) – Jen and I picked blue and red to supplement the green Kickstarter ones we already have.

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Cardiff League – Weeks Five to Nine

I was missing playing DreadBall regularly – tournament season appears to be in the Spring, and it’s been difficult to play against people other than Jen for a while. I eventually approached the Cardiff League guys to see if they would allow me to join, given that I could only attend in person every fortnight (at best) and would have to play most of my games remotely via Vassal. They seem to be more organised than the last couple of leagues in Bristol – the first one followed the rules from the book and people failed to challenge or complete their assigned games in the fortnight provided each round, the second was a more open double-round-robin but I had a couple of people stand me up and found it difficult to attend on the busiest club nights, no-one else was able to attend the same nights that I was and many didn’t try to arrange games on the forums (or reply to my calls for the same).

The Cardiff League has a very disciplined organiser sorting out the match-ups for each week, rounding up the results and making sure it all keeps ticking along. I’ve jumped in to replace one of his teams, with the team ranking and league points that they had accrued so far – 2 losses and a draw.

I decided to take my Zee team along for this league, since I think a developed Zee team could be interesting to play with, and I’d like the practice to try and perfect their tactics. Since I was replacing a Zee team, I only got 17 credits to boost my team rating – I bought an offensive coach and saved the rest for later. As I’m starting in week five, I’m hoping to organise some friendly games via Vassal so I can get some experience on the monkeys and make them better for the league games.

Game 1 – Home vs The Cylon Conspiracy (Robots)

The Cylon Conspiracy had a huge lead on me, having a few landslide victories behind them and on top of the league table. Being the underdog that I am, I got a bunch of free agents here. I got an Asterian Guard, a Sticky Nameless Guard, and two more Zees.

I swarmed the pitch and managed to get a few good scores, but couldn’t keep the three-point strike zone defended well enough and ended up six points down when I had to concede the game early and run to catch a train. I made enough cash after the game to buy two cards, and replace a dead Zee. Two of them managed to get experience, but not enough to gain a rank.

Game 2 – Away vs Squad Sonny (Robots)

I was hoping to squeeze this in on the same day as against the Cylon Conspiracy but the schedule was against me. Instead, we arranged this game by Vassal. It’s not as hard as I thought it would be to play via Vassal, and doesn’t get in the way too much.

Squad Sonny had a huge team rating, 250 against my 134. This meant my underdog bonus was more than I could possibly use. I bought Buzzcut for the game, and got a few free agents – Asterian Guard and Jack, and a Teraton Jack. The Teraton spent the whole game on the bench because I’ve not played with them yet, and I’m not sure how best to use their abilities. Buzzcut I used for some muscle, but wanted to keep the scoring to the Zees (as poor as they are) to try and get some experience. This worked well, with my two experienced monkeys scoring early on and getting me a six point lead before half-time.

Unfortunately, good luck doesn’t last and I wasn’t able to score again – Squad Sonny managed to push enough models around to get a four-pointer, and ended up winning by two. However, with the underdog bonus I had enough to max out my cards for the next game, and still have plenty left over to buy something else. I don’t know if I’ll buy more Zees, since there is a limit of fourteen and I would like the space for MVPs if I am the underdog again. I could buy some Cheerleaders to try and capitalise on scoring, so the cards can get me easier scores, the scores can get me fan checks, the fan checks get me the coaching dice that I’ll need to help guarantee the score for next time.

My two happy scorers both got Skill increases after the game, so given how close I was to a win this time (landslide, even!) I could actually get it to work next time!

Game 3 – Home vs Yutani Predators (S1 Corporation)

This was another Vassal game, but a little trickier without voice communication. I worry enough that I might be misunderstood with my voice, let alone in plain and emotionless text. The first half of the game was a frantic score-fest, with my two ‘striker’ Zees running and scoring three-pointers every rush, but having them negated instantly by a three-pointer from the Corporation Strikers. After a couple of fumbles from the humans, and a break in the scoring, I finally managed to pull ahead and started to get a lasting lead, and the game ended as a win five points up to me.

Because of all the scoring, I got man monkey of the match, and another ability on one of my ‘striker’ Zees – who got Misdirect.

After this game, I’d maxed out on cards and had oodles of cash left. Looking at team rankings, I can’t expect to get too many more free agents so I bought a couple more Zees (never a bad thing) and a pair of cheerleaders, just in case.

Game 4 – Away vs the Tannhauser Kaiju (Teratons)

Yet another Vassal game – I will be trying to make it to the store at some point, as I need to get some paints and I think I’ve earned the leave at home. This was my first experience with Teratons, on either side of the pitch and they were formidable. Lots of upgrades (two Keepers) and the Teleport ability is incredibly useful! Why ever Evade again?

First score went to the Teratons, and they kept the pressure up high throughout the game. Even with my new hires, there were times I only had 5 on the pitch and no subs to bring on! While not quite so back-and-forth as the previous game, the tit-for-tat was a spread out a lot more and the score didn’t come near my cheerleader till near the end. My Monkey Business dice only gave me a little luck near the beginning, and I realised that Teleport can’t stop a determined Zee from Stealing the ball from a Teraton – but rolling low will scupper that.

My favourite points of the game were having more than half of my team in the Sin Bin thanks to injuries and fouls, and using a Running Interference card to snatch the ball before a Teraton Jack could pick it up… then doubling and running off with it! That Zee eventually sprinted off to a far corner of the pitch, where a Teraton Keeper attempted to teach him the error of his ways. It worked, but the ball scattered off the wall and straight back into the Keeper, who flubbed the catch, and a weird bounce dropped the ball into the almost undefended three-point Strike zone. That was the rush lost, and my final rush for one of the new Zees to sprint up, grab the ball (doubling with 5+ skill), and score (doubling with 5+ skill) to end the game on a 5 point win.

Monkey of the Match was mine again, same Zee as before (both times, he’d done nothing) and that meant a rank increase. He got Running Interference. Another Zee got a Skill increase, and three more are close to advances.

I’d love to play these Teratons again, it was a real challenge – but after the game they did buy a new Guard, so maybe I’d best save some cash for resurrection bills…

DreadBall Kickstarter Season Three

The DreadBall Kickstarter is nearly over… I’ve received my final parcel, I have a big pile of plastic to clean, assemble and paint and all that is left is the ‘Creating DreadBall’ digital book and the backer MVP rules.

I’ve really enjoyed getting involved in the tournament ‘scene’ – I’ve taken part in four tournaments this year, winning one and doing acceptably in all of them. The National tournament has been postponed, but a second Open Day this year has been planned for the end of November. Oli, Jen and I are going to rock up there en masse and see what we can do. It’ll give me a little more time to practice for the Nationals too.

So far, I’ve played one game of Ultimate (my Veer-myn, Jen’s S1 Corp and Oli’s S2 Corp) – it’s a real blast, you’ve got to focus much more on scoring with the lack of actions but it’s a real shift from the familiar two player game. Having two players gang up to put threat hexes on a model with the ball is an interesting new tactic, as well as nearly having sudden death on us. I intend to break it out for our DreadBall day in January, I think our casual players will pick it up relatively quickly and enjoy it.

I’ve also played a couple of games with the Zees – one win and one loss. I haven’t got a clue how to play them, they are absolutely insane. They can’t score, they can’t slam, and they definitely can’t pass, but they can move around a lot and they can put out a lot of threat hexes. A few times, I managed to get all ten of my players on the pitch at once. The foul rules are neat and don’t feel like the game slows down at all, and the Zees do stand a chance of being sent off. The only thing is that while concentrating so much on fouling myself and trying to find an edge for the unpredictable primates, I didn’t notice that Jen had snuck on a extra player right at the beginning and was Sneaking for most of the game. My summary – no idea how to play them, but loads of fun. Can’t see them being competitive but they should be an awesome team for a laugh, maybe in a game of Ultimate…

After that, I tried a game with the Nameless against Oli’s Corporation. Just for a laugh, we upgraded our teams with 20mc and I chose to bring Dozer in, to see how giants work. It’s the first time I’ve played a game involving MVPs of any kind. The basic plan was to run in with a Sticky Guard, then slam with Dozer. Six dice slam with a 3 dice penalty on the target should have made it pretty lethal, right? Nope. I’ll have to try again to be sure but the luck was definitely not with me that game.

Then there’s the Mars Attacks Kickstarter. I wasn’t planning on backing, and on the morning that I wrote all of this out ready to queue up for the next scheduled update Mantic went and put up the rumoured Martian DreadBall team. I had a whole thing ready about how I think the cross-over is OK in my eyes but I could see myself getting disappointed if they appeared in Warpath if I were a Warpath player. However, Mantic beat me to it and explained that they don’t fit in Warpath or DeadZone, but that Mars Attacks love cross-overs and DreadBall is a suitable target for it. The renders don’t look particularly exciting, and they may never be legal outside of Mantic tournaments, but I like a bit of a laugh and they look pretty cool with the clear dome helmets. Should be a bit of fun to paint. Well done Mantic, you have my money – now give me a Martian team!

With so many models to assemble and paint, I’ve got to be organised about it. I’m planning on building the bare minimum Season Three teams and prone markers for the teams I have finished. Then I’ll be painting the Season One Corporation for Oli to take to the Open Day (with an extra Jack, because he prefers the Season Two team…) and hopefully, if there’s time, paint the prone markers for our three teams.

Next up, I think I’ll finish assembling everything I have. That way if a good weather day appears over the winter to undercoat them, I’ll be able to get out and hit those ready. Otherwise, I’ll be working on painting the Forge Fathers and finishing off the Season One teams highlights. Then I can put Season One to rest – finished. After that, I’ve nearly finished two Season Two teams (I just need to paint the last Z’zor Jack to make them legal) and have started the Judwan and Robots, so they’ll be a good place to go next. Based on my current painting habits (“wait for a tournament, pick an unpainted team, make sure they’re done enough on time”) I’ll probably be in the same place next year!

In the dim and distant future when all teams are painted I’d like to do the Keepers and prone markers next, followed by the Giants, Cheerleaders and MVPs. I’ve never used MVPs so I’m not in a great hurry to get them painted but I know that they’ll have to be eventually! I intend to paint the team-specific MVPs to match their teams, but the less restrictive ones in unique colour schemes. It’s going to cost me a fortune in paint.