A Final Change

It’s amazing how excitable people can become over a single roll of the dice.

In response to the many comments about the new ball launch rules I’ve talked to Mantic and they’ve kindly agreed to delay the book slightly to make a final change. The new rule will be as follows.

S3 launching the ball v3

Posted in DreadBall - The Futuristic Sports Game | 30 Comments

Launching Notes

Well that seems to have caused quite a stir!

I’m disappointed that a lot of the comments on yesterday’s post about the new rules for launching the ball are rather negative. Rather than say the same thing to each comment I thought I’d post some of the rationale behind it here, in one go.

Firstly, why make the change?

Well, because you guys said it needed to be done. Sometimes in words, sometimes in actions, the driver was the DreadBall community.

Whilst I was personally quite happy with the original rules, they were increasingly used in one of two problematic ways. Some Coaches were standing a good Striker where they could intercept a newly-launched ball and then by scoring once they could catch the newly-launched ball and score again before their opponent had a chance to do anything. Rinse and repeat a couple of times and you have a landslide. All entirely legal, but not much fun for either player.

The other problem was pushing your opponent into the same position, but making sure it was one of their players who had little chance of catching the ball, thus causing the end of their Rush as soon as a new ball was launched. More un-fun landslide potential.

Now I’ve been told by quite a few Coaches that they simply wouldn’t stand for this sort of nonsense in their group, but you can’t rely on the social dynamics of groups to fix loopholes. After all, both of these manoeuvres were entirely within the rules as they stood.

So I either sat on the rules as they were or did something to improve them. I opted for change.

The core problem as I saw it was one of predictability. You knew the ball would be in a certain place, so putting a model in front of that would basically guarantee the result. So, I made it unpredictable. Of course, people will still push opponents into the line of fire, but it will no longer cause the end of a Rush or a landslide. One injury more or less in a DreadBall match is hardly a major concern.

Then, if the ball is launched with extra force to get to this position of being uncatchable on launch, the subsequent scatter follows naturally. The momentum has to go somewhere.

Now, the naysayers seem to think that this is disasterous. Well all I can say is that it hasn’t seemed so when I’ve played it. Either way, the possibility of a model dropping a catch and ending a Rush from this scatter is rare and also unpredictable (thereby fixing the original problem). In order to drop a catch a player has to be (a) in a position the ball can scatter to, (b) the player has to be facing the right way, (c) they have to be the right kind of player, (d) they have to fail their catch.

So, if we use Line’s percentages as a starting point (http://www.lines42.de/Material/DreadballLaunchProbabilities.pdf) and imagine that our player is in one of the few “worst case” 11% hexes, that’s a mere 1 in 9 chance of the ball getting to them. But it’s rather less than that chance of a dropped catch. He’s still got to be the right kind of player, the ball still has to get to him without stopping at or bouncing off someone else first, the player still has to be facing the right direction and they still have to fail their catch. So decidedly less than 1 in 9 at the end of the day, and that’s a worst case. If you actually try to avoid the problem then you can make it drop into the 1 in 1000s.

So why is this perceived as a problem?

Sensible readers may chose to stop here. The following is a mini-rant that can be happily ignored for the purposes of the new launch rules 😉

 

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So why is this perceived as a problem?

Well, I’d guess that people don’t like change for a start. I’d also say that there is a strange double-think among many gamers that goes on about chance. Some kinds of random are seen as acceptable, and others are an issue. If I fail a dice roll on a 1 in 9 chance then that’s acceptable. I’m not happy, but hey, them’s dice. If the ball scatters onto me from a launch (another dice-driven process) then it’s somehow worse. I have no answer for why that should be, but I’ve seen, read and heard it expressed many times. It also happens when the same dice odds are translated to cards. This seems like another example.

Is that wrong? No, not at all. People can like and dislike what they want, and I’d always encourage people to house rule what they felt would give them a better game among their friends. However, I’d also always encourage gamers to try a game a few times as written before they decide to change it. I’m talking in general here, about all games, not just mine. When I review stuff I always play it repeatedly using the rules as I understand them. Very often I can see what they were trying to do after a couple of games, and that may well not have been obvious on a first reading. Only when I feel that I have a solid grasp of how the game is supposed to work will I then start to mess with it. My Dreadfleet variation was an example. I tried that game several more times than I really felt it warranted, straight out of the box, just to make sure I wasn’t missing anything. Only when I’d played against several different opponents did I try some changes. Partly this is out of respect for the designer because I know from experience how much effort these things take and how much trial, error and consideration one line of rules can represent. However, it’s also a selfish wish not to short change myself. I assume that the designer wanted the best game possible (until proven otherwise). I also assume that they’ve played a lot more than I have and so can see the meta game better. For example, I played Chaos in the Old World the other day. Several aspects seemed a bit random and odd on first explanation, but you hang in there and it all falls into place. I still don’t have a proper grasp of all the rules after a single game and some still seem a little out of balance, but after one play I’ll assume that it’s my lack of understanding rather than a squiffy game and carry on as written when I play it again.

All of which is a bit of a side rant I hadn’t meant to get into. Ignore that if you will – it’s just my approach and you may have another. At the end of the day, it’s your time playing your game and you should do whatever you need to to maximise that enjoyment. Few of us get the amount of gaming time we’d like, so it makes sense to up the quality of that limited time whenever we can with whatever means we have available.

Happy gaming 🙂

Posted in DreadBall - The Futuristic Sports Game, Random Thoughts | 48 Comments

DreadBall – New Rules For Launching The Ball

These rules are coming out in Season 3, but as I said earlier this week I’d post up a set for you to read in advance.

Here they are as a pdf. I’m afraid you’ll have to do without the fancy diagram for the moment. I’m sure you’ll find them straightforward enough. Basically it just says that you can’t catch it till it scatters, and so players that are in the way get hit instead.

S3 launching the ball v2

Posted in DreadBall - The Futuristic Sports Game | 46 Comments

Too Tall

I’ve been thinking about the God of Battles mini-tourney we’re having on the 7th at Foundry, and whether there needs to be any specific rules or restrictions. After some pondering, I think there is only one: no T’lekkan Behemoths.

We’re only playing 24 points and as these models are currently being debated (as to what, if any, errata they might need) I think it’s only fair to leave them out for the moment. They are the only thing that appears to be wrong in terms of balance, and as I want everyone to have fun rather than just get massacred we should leave it out till we are playing bigger games and they’ve been tweaked.

Hope this isn’t too inconvenient for anyone.

Posted in God of Battles | Leave a comment

Quick DZ Note

I’m reverting to Blaze Away not being able to get an Aim bonus. It’s getting too big a set of bonuses and making it too easy to suppress people. Whilst there are a few reasons to like it, overall it’s a better balance as it was originally.

Posted in Deadzone | 21 Comments

A Bigger Mars Attacks!

By now, I’m guessing that most of you will have seen this:

Ack ack ack

This was a first go at a test model for the Martians. I don’t know quite why, but the clear dome looks endlessly cool on a model. At least, it does to me. The only place I can think of in the wargaming world that did this before en masse was Bob Naismith’s old Cobalt Marines, and I only ever saw them in pictures. Looked fun though.

The model has since been tweaked to get to the following 3D render.

Martian pose 1 stl render

The main differences are that the revised version is a bit less delicate. The first one is really lovely, but I’m not sure how much handling it would cope with. The revisions make it a bit more practical for the gaming table and also add more detail, mainly to the face. It’s hard to compare a grey render to a painted model though. Trust me. It’s for the best 😉

As you can see, we’re going for a bit bigger than the 15mm we originally discussed for this project. Well, maybe you can’t see as there are no size comparisons. Either way, you can take my word for it. These aren’t 15mils.

Posted in Mars Attacks! | 36 Comments

Woke Up This Morning…

…with an idea for a Zombie card game in my head. It doesn’t scan well enough to be the opening line of a Blues song, but you know, I try.

That’s another project for the Someday/Maybe file. Actually looks like quite a good idea in principle. Most of the games I (literally) dream up are rubbish and make no more sense than the rest of my dreams. This, for once, actually works 🙂

Posted in Board Gaming, Random Thoughts | 27 Comments

A Slower Thought About Mercs

Some good points came up in the comments about last night’s quick thought. I thought I’d carry on here though as I wanted to make some additions.

Firstly, while we may do a whole mercs army at some stage, for the moment we need to focus on the main factions. That means that mercs aren’t the main event here, they’re the cherry on top.

In a background sense, especially in campaign terms, I don’t see any military unit progressing and being well regarded if their work is all done for them by hired hands. For that reason I’m tending towards being quite restrictive with the amount of help they can give. One brutally simple option would be to say that forces which included mercs cannot advance as a result of that mission. Individuals may skill up, of course, but the force as a whole wouldn’t as they weren’t actually doing the work themselves. Maybe that’s too much though.

Another way would be to say that mercs cannot earn VPs for any mission goal. This is what I mentioned yesterday. The logic holds for any goal as having your work done for you doesn’t differentiate about the work. And would you believe them anyway? “Yes, of course I killed, oh, 5 or 6 Stage 1s. They’re just around that corner. You can’t see them because the building collapsed on their bodies. Can I have my bonus now?”. Yeah, right.

Even if you did believe them, whilst achieving the mission may be great however it is done (from the point of view of the overall command), it isn’t going to earn Brownie points for the unit involved if they rely on hired guns. It might make the merc more famous though. I’m sure they’d love that. However, we’re not playing a game about a single merc (that would be an entirely different game), we’re playing a game about a strike force from one of the main factions. As such you have to look at it differently.

Individual units don’t have the cash to hire mercs. They’re paid by the higher echelons who have the budget for these things, and they’re only hired when they think that their own units can’t hack it on their own. That does not make the units look good at all. No sir.

 

So, while I’m not 100% sure of a final version of the merc rules, I’m thinking along the lines of a maximum of 1 per game per side, and them not being able to claim any mission goals. As a starting point.

Posted in Deadzone | 41 Comments

A Quick Thought About Mercenaries

They probably shouldn’t be able to complete goals for your mission.

(Told you it was quick).

Posted in Deadzone | 20 Comments

DZ Mission Target

Just till I get the full write up posted, try going for 8VPs instead of 7.

Also, a note on objectives.

Imagine the board is divided into 5 zones. Each player has a deployment zone, and there is a central band into which half the items are deployed. This leaves a strip of no-man’s land on each side, between the central band and the deployment zones.

Set up the Objectives with one in the middle area where the items go, and each player setting up one of the remaining objectives in the strip of no-man’s land on the opposing side of the middle band. If you see what I mean.

If a model leaves the table via Infiltrate they cannot return. If they leave via Scour then they can come back onto the cube they left the board from.

 

Posted in Deadzone | 6 Comments