Vanguard League Season Two – Part 2

Well, the latter half of my league frittered away a bit. I got in a game against Dan and managed to win by a landslide pretty quickly, so we pulled out some Season Four teams and had a follow-on for fun game. My last game was scheduled against Oli, but due to impending babies we had to call it off. That left me a fairly solid third place out of six.

I ended up winning the “Hot Shot” for most four-pointers, and the most violent was Oli with a grand total of two kills. Not a very angry bunch, are we. Merrick managed to come fourth despite missing three of his games (two of which were giveaways to his opponents, rather than the draw we took in the first round).

Stuart took the league with his Void Sirens – five wins, no losses, top for cheers and score difference. Incredible!

Running a league is hard – I was told that the hardest part is getting people to play their games. I did my best, but Division One ended up not playing a single game. Division Two (which I was in) managed most of our games – I think four out of the fifteen failed (two were mine, whoops).

I wouldn’t mind giving it a go later in the year. I might relax some of the MVP rules to make it a bit easier to get them, and maybe rejuggle the Division system. It worked great for Liam last season, but it didn’t really work out this time around and I feel like being promoted to the division that doesn’t play games is hardly a reward for our division’s star!

I had fun playing the Z’zor but it would have been nice to get some more games in. I think if we did it again, I might relax the fixtures a little more – two week timeslot to play a game, against anybody, but keep the round-robin style. Maybe even four weeks to play two games to allow for some slippage without holding everyone up. It’s something to consider for later in the year anyway, I have enough to get on with without trying to launch another league so soon.

Vanguard League Season Two – part 1

With our normal organiser getting too busy, the second season was delayed slightly – and then taken up by a new organiser. Me!

I always said that if no-one else organised leagues or tournaments in Bristol, I would have to do it myself. So here I am.

I kept the two divisions from the first season – there were a number of drop-outs, and a bunch of new players, which roughly evened out. Division One was a player short, so each round someone has to sit out and do nothing but it’s all equal and they’ll get the same number of games.

For this league, I’m going to be taking the Z’zor. I find that I usually get better at playing a team if I take them in a league, so my aim is to work out how these bashy teams work (while sticking with my familiar “Skill 5+” style).

Game One – Merrick

We started with the best of intentions – we both turned up on time. To different venues. We weren’t able to reschedule, so I put it down as 0-pts each. Technically, we did both turn up and nobody won the game.

Game Two – Adrian’s Rats

This game went fairly well – I scored a few 3-pointers but so did the Rats. Fortunately, they dropped more strike attempts than I did so I squeezed out a 3 point lead (could have been 4, but for a last minute score by the Veer-myn).

The highlight for me was one Z’zor Striker scoring an achievement by throwing a 9-hex pass to another Z’zor Striker, and having it be caught. It took both coaching dice, but he made it! It only got a single cheer pip, but that’s not too bad.

After the game, one of my Strikers got Grizzled on the Extra Coaching table (which makes him extremely hard to hurt) and the Guard got Quick Recovery on the S2 advance table, on the off-chance that he actually gets hurt. I chose the S1 Extra Coaching table since 4 of the 6 options are attractive to a Z’zor Striker – Can’t Feel A Thing essentially means “choose” in addition to the normal “choose” option, Lucky is universally useful and a Skill improvement is definitely welcome for 5+ players. So it stands to reason that he should gain Grizzled instead. At least I can be sure that he won’t get damaged when I come up against the two Marauder teams near the end of the league…

Game Three – Stuart’s S2 Corporation

This game was nail-biting – by turn 6 I was 5 points down, but my Guard was moving up the pitch knocking out anyone standing in the three-point zone. Unfortunately, no player went out for more than two turns and my defence was almost empty, making it easy for Stuart to score three points most turns. From that halfway point, I got lucky and scored a four-pointer for each three-pointer scored against me until I actually had a point in my favour. Unfortunately, in rush 12 he scored 3 to bring the score to two in his favour, I missed my four-point shot in rush 13 but to balance, he missed his three-point shot in rush 14.

So the game ended as a loss, but I made it as tough as I could (and I’m amazed that Z’zor Strikers can score four-pointers…) We tried out the Achievements rules again, and since I was mostly beating up human Jacks I got a lot of “triple-Slam” results. Unfortunately, most of these (and my fan checks in general) ended up being events. With an extra Coaching Dice, maybe I’d have won…

After the game, my second Striker gained a Skill advancement (again, on the S1 Extra Coaching table). And I’m aware of the counter-intuitiveness of complaining about not having enough Coaching Dice and then spending one to roll on an advancement table. Don’t judge me.

Zoatally Z’zorsome

Military psychologists have been experimenting for a number of years to find a way to condition Corporation soldiers for the challenge of fighting the Z’zor on distant planets. Many humans find it disconcerting, possibly due to the way they move, the noises they make, or the way they tap into the tiny, primal ape brain deep inside that holds an inexplicable fear of all insects, even those only two inches long. It could also be down to the totally valid fear of an insect seven-feet tall that could punch a hole through a car or slice a cow in two with their powerful pincers.

The Zoat corporation, a varied entity with a small foothold in many commercial industries both military and domestic, was one of the first to attempt to capture and breed Z’zor specimens for practice but still they found it difficult to break that psychological barrier. After a couple of years however, an interesting effect was noticed – the researchers and colonels overseeing the experiments had completely lost their fear of the Z’zor despite never having faced them. The fearlessness remained when the roles were reversed, and they were armed and sent against the captured specimens in a live-fire exercise. It seemed that constantly watching Z’zor in holo-vids, on screens and in slow-motion action replays nurtured a familiarity with the creatures, and familiarity breeds contempt.

A few short months later, and Zoat’s military training with the Z’zor had been cancelled. Instead, Zoat became the preeminent supplier of Z’zor DreadBall teams, making use of it’s military studies to secure funding from mercenary units and Corporation planetary expedition forces looking to employ a new generation of fearless human warriors ready to face the Z’zor in battle. This initiative has been so successful, the Zoat corporation now counts bioengineered Z’zor DreadBall teams as it’s most profitable venture. Second place is a product that appeared about the same time – the crunchy breakfast cereal with a unique taste, Zzorios.

First, a poem:

Mould lines on the Z’zor.
I hate them the most.
More than anything.

Hopefully that sums up how I feel about them!

As for paint schemes, I wasn’t sure whether to go with an old-school Space Hulk Genestealer scheme (deep blues and pinky purples), a more “chitinous” type of bone colour (which I’ve seen done well on the DreadBall Fanatics page on Facebook) or a sort of “Aliens” inspired black armour plates with a coloured highlight – either green, yellow or purple – in streaks and blobs, in a kind of organic insectoid patterning. I have settled on the bone colour for now, with the internal bits in bone and the armour plates in a dark, streaky purple. In the end, I didn’t trust my freehand enough for the patterning, and I prefer the contrast of the bone and purple rather than blue and purple/pink.

The bone was done with Zandri Dust, washed with a very old Flesh Wash then more Zandri Dust and a highlight of Bleached Bone. I think I overdid the Bleached Bone on a couple of the players. The carapace was Naggaroth Night, highlighted up through Liche Purple and Genestealer Purple in an imprecise, streaky sort of style. It didn’t come out as streaky as I thought it would, but I really really like the final effect. It was so simple, and just instantly added depth to the armour plates.

The eyes were done with red for a bit of contrast, the same way many people paint gemstones. My precise method was Crimson Gore, Mephiston Red, Blood Red, then a Bloodletter Glaze over the whole thing. I can only just tell the difference myself, but I do believe that there’s a very slight graduation through the eye, from bottom to top.

I decided to leave the numbers off of the models for now – I can’t think of any smart way to do it that would look natural enough for the rest of the model. If anyone can give me a good idea, maybe I’ll revisit them when I paint up my spare models.

I’ve taken them to one tournament so far (the 2013 Bristol Regional Tournament), and didn’t do greatly there – but I enjoyed playing a bashy team and I’m about to start using them in the next Vanguard league… watch this space!

Bristol Regional Tournament 2013

The Bristol Regional Tournament! Held at Vanguard Wargaming, like the Bristol Blitz before it, and the first tournament I’ve been to without Jen. Oli came along and borrowed my Corporation team as his own Void Sirens weren’t painted yet.

I took a lot of umm-ing and ahh-ing about what team exactly I should take. My initial thought was for Veer-myn as they had done me so well before, but on the other hand I’d been told at that tournament it was not fun to play against. I decided to go with the Z’zor – because I had only played one game with them before, because they almost derailed me at the Welsh Regional, and because I don’t do well with bashy teams and this would be an opportunity to get some practice. In addition, people are put off by their Skill 5+ Strikers, but that’s what I am used to with the Veer-myn anyway.

I suffered from the Kickstarter mispack problem, so I had too many guards and not enough jacks. In the special provision given to tournaments, you can take the team like that and choose either a card and a 2mc penalty or a coaching dice and a 2mc bonus. Given that I would always want a card to give me the option to buy one in the game, I went for the card option. With the remaining 18mc, I chose extra ranks on both of my Strikers and a Defensive Coach (to try and keep them safe).

It was a fun event – five games squeezed into a single day, and 14 players overall. A bit more hectic than the previous Bristol tournament, but with only six players then it could be a little more relaxed with timings.

The only thing slightly marring the event were the new rules – in the week before the tournament, the ball launch rules changed twice and most people had no chance to play with them. On top of that, the widely rumoured change to Judwan to drop them down to Speed 4+ was used, removing their tournament penalty. These changes weren’t in the rules pack, and I was wondering if there was anything else going to change before the day. However, the new launch rules were printed out for everybody and weren’t too difficult to follow – although I think once people get used to them their play might change a bit. In spite of the last minute changes though, it was a very well-run event and everything happened as it should – the games went so smoothly, we actually finished a little early. Three cheers for Liam!

Game 1 – Broadside Bandits (Kev’s Marauders), Away

Start as you mean to go on! Kev hadn’t played at all since the Vanguard Season One League back in March – and that game was against me. He hasn’t lost anything though, as he beat me by a landslide – even when I got 3pts early on! My Strikers had Jump and Roll – neither of which came into play. A couple of times he managed to push me onto the ball launch path, and got me bashed by the new launch rules. Luckily, Z’zor don’t get knocked out too easily.

Game 2 – The Lunar Darksiders (Cai’s S2 Corp), Away

This time, I got exactly the skills that I wanted – Safe Pair of Hands and Skill increase. They worked quite well, although I always seemed to be throwing with the Safe Pair of Hands and catching with the other one. I managed to kill a human Striker, and get a 6pt win out of it.

Game 3 – Saltford Spankers (Oli’s S2 Corp), Away

I enjoy playing against Oli, because I think we are quite close in skill level. This time, my upgrades were Roll and Skill Increase – again, Roll never came into it and the Skill Increase was heavily relied upon. In this game, I failed many dashes and evades, and even got knocked down a bit. Oli used his Running Interference quite well to break my scoring runs. I lost many actions trying to stand up players that had no intention of standing at all – Oli even took a picture to show how many players were lying down at a time (from both teams). I used the last turn to score a single point and bring my beating down to a 4pt loss.

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Game 4 – The Clone-A-Cell Crushers (Adam’s Marauders), Away

Adam was a skilled opponent, and by this point I thought that I should focus more on smashing. This was successful! I got two kills! I lost by a landslide, and I don’t think I scored any points at all. Adam also managed to kill one of my Strikers. Once again, the skills I got were Roll and Backflip and were unused. Adam was very lucky with his dice – he managed to score about seven injuries on the Z’zor Striker, and to dodge five successes from a Z’zor slamming his Orx in the back on a single dice.

Game 5 – Orcs Orks Orx (Dave’s Marauders), Away

I played Dave back in the Vanguard Season One league earlier this year, and he brought his yellow-armoured Orx again. He suffered some very bad luck – I managed to push one of his Guards onto the ball launch and got him hit, and he also failed a ball pickup with his Jack on the DB1 hex. When I scored in the next rush, his goblin got killed by the ball re-launch.

Both of my Strikers had A Safe Pair of Hands, and I managed to win by 5pts, in part thanks to his goblins constantly missing their 1-dice attempts at 4pt shots. In the final rush, seeing that I couldn’t win a landslide and wanting to get a bit further in body count, I spent all my actions Stomping and Slamming, and had no ref checks against me, but didn’t even send anyone off.

Conclusions

The full results are on Liam’s website – I got 11th place out of 14 players and Oli came 6th. Sebastian Gerhart came top (winning an awesome, awesome trophy), and CJ (who I played in the Vanguard Season Two league) got the metal spoon – because a wooden spoon is not futuristic enough for DreadBall. Sebastian has put a few blog posts about his experiences there on his blog too – trophy and match reports.

It was a fun day – and I think either I didn’t focus enough on murder, or my dice were against me. It’s quite possible that both were true – I had some awful rolls, and missed a hell of a lot of 3pt strikes through the day.

I was surprised at how few teams were represented – I think there were equal numbers of Corporation teams, many Marauder teams, one Judwan and one Z’zor team. I wasn’t surprised that Forge Fathers and Robots were left out, but I was surprised that there were no Veer-myn. Maybe I’m the only one not put off by Skill 5+ after all.

There is another tournament in Bristol being considered for January next year. Hopefully everyone else had a good enough time to come along to that one, and we can get some babysitters so that Jen can come along too. Next big DreadBall event on the calendar is the National in Essex in November!

Firestorm Games – Welsh Regional Heat

Plotting and Planning

This is going to be the last of my tournaments for the ‘Spring of DreadBall’ in 2013 – there may be something going on towards the end of the year, but it’s time to chill out for the summer and try some other teams out.

I think for Firestorm, I’m going to try something different. I’ve had acceptable results with the Marauders, but they suffer in that their Jacks are unable to get the full utility that a Striker can – both in losing dice and losing mobility. They have a maximum of one hex movement on a throw, and that one hex loses them a dice. A Striker on any other team can move up to four hexes (bare minimum, most teams are five or more) and that reduces their dice to that of a stationary Jack. The goblin Jack’s chances of slamming are significantly lower than of dodging, so I have been using them mostly as surrogate Strikers.

Looking at their disadvantages and considering the meta-game (Judwan and Corporation heavily in attendance in tournaments so far), I think it might be worth trying the Veer-myn. They have the same speed and distance of a Judwan, same bonuses (being Strikers) and both their Guards and Strikers can dodge well while defending the three-point strike zone. They have capable guards able to disrupt a defensive formation and open the opportunities for a 4-point strike.

I can’t work out the best combination of advances for them – extra ranks on the Strikers would be a good thing, to try and counteract their Skill of 5 (raise it to 4, get A Safe Pair of Hands, etc.) but they could also benefit heavily from coaching dice. I don’t think that cards or coaches are really too necessary, since they are accomplished dodgers (don’t need a defensive coach) and really fast (less need for the extra actions of an offensive coach or a card action). Maybe following Oli‘s pattern of four ranks on Strikers to make a copycat Judwan team, since at least one of them should get a Skill upgrade and one of them get A Safe Pair of Hands. With three players standing behind to guard the three-point strike zone, I think it might even pay to have two Strikers with two advances each – this almost guarantees that they will each get Skill 4+, and combine their upfront offense with a single Guard. Leaving three Strikers to defend the strike zone means there’ll be one Guard up front and one in reserve, so combining a Striker’s threat hex with a Sucker Punch slam won’t be as risky since if it works, I am forcing opposing Guards (the most dangerous on a non-Judwan team against this tactic) to dodge on 2 dice against a 5-dice slam. If the fouling Guard is sent off, the reserve Guard can come on and play it slightly safer for a turn or two.

Having played a couple of practice games with that setup, I think it is a winnable tactic. The three blockers at the back are not going to keep it closed forever – consistent, sustained Misdirect actions will move one of the blockers. In one practice game, it was open for a single turn and let two three-pointers through! On the other side of the board, my Guard was not performing well but I put that down to bad dice rolling. I think I need to react better to my opponent’s play style – if they are sitting on the DB1 hex, I need to keep the Guard there to put a threat hex on that spot. If they are blocking the strike zone bonus hexes, I need to get one of them open and try and get the Guard back to the DB1 hex. And if the Guard is trying to smash something that can dodge well, I need to use my forwards to threaten the target.

The Day

It was slightly disappointing, only four players turned up – Jen and myself, and Liam and Tom from the Bristol Blitz tournament at Vanguard. We were told that the top four players qualified for the nationals in Essex later this year, so congratulations to everyone just for turning up! There was plenty still to play for though…

Game 1 – Liam’s Z’zor

I was terrified – I’d never played Z’zor before, and Liam is a really strong player. I set up exactly to plan. Liam’s dice hate him though, and his players failed to score (despite trying) – I knew that Z’zor Strikers had poor skill, but I didn’t realise they had average speed (I thought they were slow). I managed to get a landslide win in about rush 11 or 12.

Game 2 – Tom’s Corporation

I hadn’t played Tom at the Bristol Blitz. but I knew that he had learned a lot from that game and to be on my guard. My skill increases were very useful, and I managed to (for the second time) get my three-pointer on the first rush. On the second, I got another one and (without realising it) had left a Veer-myn on the second ball launch hex on the off-chance of catching a launched ball on his turn. I did, and thought “oh, my best chances are for a single point, and every little helps”. I scored the point, looked up and Tom was offering me his hand. I checked the board and realised that was a landslide win in the fifth rush! I was feeling pretty chuffed with myself as we headed outside for a nice barbecue and long lunch.

Game 3 – Jen’s Corporation

Jen and I play each other all the time. On the one hand, I know everything that she will do but on the other,  she knows everything I will do. And I explained my strategy in detail to her last week to try and get ideas on how people might beat it.

Once more, I got the first-turn three-pointer but Jen scored two points in her first rush – the first time I had been scored against. By rush eight, however, I got back the landslide win.

Game 4 – Liam’s Z’zor rematch

Liam had been learning how to use the Z’zor over the course of the tournament – he had beaten Jen in the second game, making great use of the powerful Z’zor Guard to keep the majority of her team on the injury shelf during the game. He took the same aggressive tactic against Tom in the third game, and me in the final game. My two powerful Strikers were put out quickly, and my Guard was killed in the first few turns. Thankfully he wasn’t any good at scoring again (the Striker’s low skill being a particular pain), and after losing one of my Striker’s to total death (and a lot of lucky Evade rolls around a Z’zor Guard with 360 vision) I pulled another landslide win in the last few rushes.

The Aftermath

Four landslide victories and only four players – I won!

Tom came second (one landslide win, one win, one loss and one landslide loss), Liam came third (two wins, two landslide losses and Jen unfortunately came last again (two losses, two landslide losses). There’s additional report on the tournament from Pathfinder Pete who kept it all running and organised, with pictures of us all and a picture of me holding a picture of the pitch I will receive! All of our teams were photographed for the blogs – and I was ashamed that my Veer-myn weren’t finished yet. Some parts are clearly in need of some work. I’m feeling suitably guilt-tripped into getting at least one team finished this year, and I think the Veer-myn have earned the right to be it!

I was trying to work out the scores after the third game and I thought I had almost won, depending on who won Liam and Tom’s game. And I won! I get a free ticket to the nationals (as opposed to simply qualifying, it probably only saves £15) and a metal pitch with the event name and my name engraved on it. That’s going to be amazing, I was completely over the moon. There was a scaled down picture of the pitch that wasn’t terrifically clear, and be assured I will be swamping this blog with pictures as soon as it arrives.

So what’s next? Bristol Vanguard have a league starting soon and are planning another event in August, and I’ve obviously got the Nationals to look forward to November. If I’d only qualified I might have considered whether or not to go, but since I won a free ticket I’m really excited to actually go along and see how I do against more talented players than myself. Jen isn’t interested in this one – it’s a bit far to go and we’d then have to get babysitters for a whole weekend which makes things more complicated. Once the new pitch arrives, I might set up a private event too to show off and celebrate –  I don’t know when yet, it’ll be nice to scale back and hit the painting/hobby side for a while. I’’l have to ramp up my practice before November though, I know that the competition will be tough!