The Nameless really do have a name, but for the purposes of this Beta we’ll not fret over that just yet. Let’s focus on the gameplay.
The team has a couple of signature features. The first is very good Strikers. The second is the pairing of the two types of Guard. Used together they can be devastating.
I’ll let you find out the rest for yourself.
Four guards, ouch. Safe pair of hands. Double ouch.
They look like fun to play with. Initial knee-jerk reaction is that I am dreading coming up against them 🙂
Never mind the hands, watch out for the tentacles.
Excellent – I’ll try and get a game in with these guys this week – initial impression is the same as Sho3box – Ouch! Gotcha! is vastly improved now it actually increases the penalty for players it effects and the other 2 types of players seem pretty powerful as well! No cards or dice though, so it’ll be interesting to see how they actually play in practice!
And that’s a new favorite team in the bag for me, such lovely designed models!
Really curious to see how these guys and the Zees will stand up to some rigorous testing. Hope I can find the time to try them out later in the week.
Having played this at the Beta testing I have to say that they are a very interesting team, I was able to go toe to toe with the Terratons, which as you will see is no mean feat, while still playing an passing/running game.
Thanks for these Jake, will try to get some games in! Will be interested in hearing about the design of these new teams….2 types of guard was something I never saw coming!!
I’ll come back to the teams with a more “designers notes” approach later. For the moment I just wanted to put the rules out so you guys can kick them about a bit 🙂
One interesting thing about these guys, although the strikers are actually some of the best in the game (potentially second after Judwan strikers), the starting team has the lowest number of ball handlers of any team so far with only 4 players that can pick up the ball. Previously the Forge Fathers and Marauders held this title with 5 ball handlers…
There’s another one on the way like that…
Intriguing! This is quite interesting for these guys, as they aren’t especially dodgy (sure, they’re strikers, but with only 4+ speed) and could potentially be quite exposed to losing all of their ball handlers during the game (or losing this way in extra time)…
That was a tactic employed against them in one match I saw yesterday. Sounds fair to me. You will probably suffer while you do it though. Their guards are mean, especially working in pairs (of one of each type).
Oh I agree – they certainly seem to have some decent stats and the change to Gotcha! actually makes the damage potential of the ‘Hitty’ Guard higher than that of any other team as far as I can see. Something they’ll have to watch out for though…
Yup.
Wow.
Initial thoughts…
Certainly didn’t see a crustacean Super Striker coming – let alone four of them.
The team layout (4 handlers, 2 hitter and 2 support) on paper looks very capable with some redundancy in each position.
More so than any other team so far, I’m unsure what direction I’d want to take team development. Three positionals who each have outstanding potential at their job makes for a flexible future. Most teams so far have a theme which is dictated by their strongest (or only) player type, but I see a variety of approaches to take with these guys.
Looking forward to putting them on the table for some playtesting
They are certainly interesting in that regard. Which way do you develop a team? I think that a lot will depend on things like which players (if any) get killed, which players get what upgrades, and – very importantly – who is playing what in the rest of your league.
(just posting to follow)
Hey, I think I know who took this picture of the nameless! 😀
This team will be very, very interesting both play- and paint-wise. Really looking forward to them!
Yup, you’re entirely right. If I knew how to link sites to pics I’d do it.
No worries, You’re very welcome to use the pic, it’s great to see it come around abit. 🙂
Thanks Christian. I don’t have any of the models for these teams otherwise I’d take my own like I did with the GIANTS 🙂
“Giants”? 😉
Did I miss a post yet again or are you teasing us a bit (yet again…). 🙂
Things like
https://quirkworthy.com/2013/06/17/dreadball-tentacle-time/
Looks fun.
One random question: Would it change much if all Nameless had 4+ stats throughout (except for Movement), and being differentiated by abilities only? Seems a bit “untidy” – nor do the stats mimic John Doe atm – thought there might be some cool idea behind it I cannot see.
John Doe is essentially the ‘Gotcha!’ Guard with +1 Strength. They’re a pretty diverse group of aliens though, so I wasn’t expecting them to have all the same stats. If the Z’zor all have different stats, its not terrible for these guys to as well.
They are all different species, thus have different stats.
Exactly. The models don’t look like they should have the same stat line to me.
JD is also an MVP. They commonly have non-standard stat lines as they are non-standard 😉
Hi Jake – I have a concern about the super effectiveness of -3 modifiers. Obviously this most impacts Jacks, who will be slammed with automatic fails – I like the fact that the modifiers are capped at -2 because it still gives Jacks a chance.
Now, I am aware that there are already 0 dice rolls already in the game, so I’m more interested in your findings from the play test day than remonstrating with you! Did you keep a tally of player fatalities from each team?
I didn’t keep a tally. However, nobody seemed concerned about that on the day and they were happy to mention all sorts of other issues.
I would have thought the zees would have a -3 rule – they pile in on top of their target using sheer weight of illegal numbers to bring them down.
I think it would be quite a lot of fun to play with an entire team of Strength 5+ jacks that have to sneak extra players on to slam their opponents with any effectiveness…
Keep an eye out for monkeys then…
The Zees pile onto folk in a different way. Instead of locally getting a -3 they are much better at getting multiple -2s. Overall they should get more modifiers than anyone else (nameless included).
*RUMOUR* This may or may not be a ZEE coach -> http://www.hfminis.co.uk/shop?product=gareth~hfa115&category=miniatures~modern-adventurers
Brilliant!
After playing with all four S3 teams, Nameless are probably my favorite out of the bunch. Great guards and the best ball catchers in the game, I can easily see them being one of the top teams.
I think they’re another one that will cause problems for people who haven’t thought about their weaknesses. Nasty when things are going their way though.
Played these tonight against the void sirens, the sirens won a landslide in turn 7 or 9, a couple of mistakes from the nameless team mainly messng up a scattered ball into a jack rather than a striker, team killed a siren striker and 3 turn injured a jack so they can hit and do it well, gotcha works nice, I think the landslide was more from bad/unlucky playing rather than rule balance
I would be interested by what you meant by “messing up a scattered ball into a jack rather than a striker”. If you scattered a ball into the opposing team, that is a good thing for you to hit a jack instead of a striker. If you scattered a ball into the Nameless team, you didn’t hit a jack (they don’t have any)
(Though I do recognize this post is MONTHS old)
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