Category Archives: Dreadball

Dreadball Defensive Setups

I want to show some of the setups I use in Dreadball when I’m the away team.  I will cover some the reasons why I would use these setups and why I wouldn’t as well.  I want to also note that the pictures I am using feature the Forge Fathers and the Marauders simply because they are my current most photogenic miniatures.  The defensive plays I am going over aren’t necessarily good for these teams. I just use these models because they look nicer than my other teams at the moment.

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Dreadball Xtreme First Impressions

Instead of getting in my (mostly) weekly game of Dust Battlefield. I had the chance to play a game of Dreadball Xtreme.  As fan of Dreadball and someone who has written a couple of couple who written a couple articles on it already, I figure I might as well give my first impressions of this game.

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Over 5000 Views: Very Much Thank You

As I have just passed 5000 views here at Clash at Zverograd, I want to take the time to thank everyone who comes by visits.  I really do appreciate everyone to takes a gander at my articles.  That goes doubly so for those who take the time to send a reply.  Once again, I would like to send out a special thanks to Alex over at Unit Forward http://www.unitforward.com/  and the updates to CaZ he posts.

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Dreadball: The Locust City Chiefs (the Z’zor team)

The Z’zor are one of the stranger teams in Dreadball with some pretty odd abilities and stats.  Their obvious strength is their survivability with each player having the Can’t Feel a Thing special ability to automatically remove one die of injury when making an Armor roll.  Their Jacks are actually better skilled than their Strikers but as Jacks, of course, they only give three dice on those rolls making the Z’zor interesting in the fact that sometimes their Striker is the better choice and sometimes the Jack is.

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Dreadball: The Greenmoon Smackers (The Marauder Team)

Available as one of the two teams that comes with the base game regardless of it it was the original, Kick Off, or Deluxe is the Marauder team named the Greenmoon Smackers.  Their back story is they were a bunch of pirates that once stole some Dreadball equipment, tri-videos, and other related items on one of their raids.  Dreadball being a violent sport and the Marauders being a violent group of species, they loved the game and began playing it on their own ships and hideout back on Greenmoon.  Despitre being little more than an excuse to beat up on each other, this group of Marauder pirates actually became quite good at the game and was invited to play by the Dreadball Governing Body also known as “Digby.”

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Dreadball: The Midgard Delvers (the Forge Father Team)

Considered one the weakest teams in Dreadball as written currently, the Forge Fathers are the Space Dwarf team, although; I like to think of them as an alien species that has adapted to high gravity planets and moons.  I even think their armored uniforms is partly designed to be much heavier than other teams just to make them feel comfortable playing in what they consider low gravity environments.  This would also explain their slow Move and weak Speed stats.

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My Dreadball Teams

I like to create back stories and additional fluff for the games I play.  Dreadball is no exception.  For my teams (and even the ones I don’t have yet) I have created little back stories about the organization and and even some details on the city and stadium they play home games at.  Some of the information is contrary to fluff described to in the Dreadball rule books, but even the books say that information might not be accurate either.  Because Dreadball is not meant to be serious or at least not completely serious, I wanted to have my teams exist in a setting much like the Borderlands series of video games. Violent, sometimes tragic, but ultimately lighthearted, comical, and most of all badass.

 

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Dreadball Team: Skittersneak Stealers (aka Veer-myn team)

This team of rat men, a species known as the Veer-myn (get it vermin), use their increased reflexes and speed to out scurry their opponents on the Dreadball Court (sorry, Mantic Games Dreadball is played on a court).  This is not to say they can hit hard when they need to.  Their Guards are just as strong and can hit just as hard as any human.  Unfortunately, despite the Veer-myn being great at reaching and setting up great opportunities to score points, they lack good depth perception and have horrible follow through.  Veer-myn coaches always cringe a little when their strikers go to pick up the ball or even score with it.

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A review of Dreadball

At this point, I have only played a few games of Dreadball to include entering a tournament, but I would like to give my thoughts of the game as a whole. These opinions may change as I play more games of Dreadball and better understand its intricacies,  but for now, I want to help those who read Clash at Zverograd and enjoy Dust Warfare, to read my take on why I also enjoy Dreadball.  Just in case you are also looking into getting this game. Or maybe the premise sound neat to you, and you want to know more about it.

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Dreadball: The Futuristic Sports Game

I have recently delved into Mantic Games miniatures sports game called Dreadball. I don’t know if I will make this game a regular feature here at Clash at Zverograd, but I will write this article on the subject and gauge the reception (if any).  Dreadball is sports miniatures game that has some of elements that are familiar to several real sports played today.  I can definitely see some basketball, hockey, and American football elements mixed in along with some more exotic sports that I’m less familiar to. Continue reading

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