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DreadBall: The Futuristic Sports Game» Forums » General

Subject: Are the teams balanced? rss

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Bryan K
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I'm just wondering from some people who have played the game, do the teams balance out pretty well? I'm thinking about getting into this game but can't seem to find much team information out. Thanks!
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David Miller
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I was wondering the same thing. O wait you're in my league. You should play the worst team then.
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Damien
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Players are certainly not equal. Each team has its advantages and there has been some errata on abilities, there seems to be a close eye kept on how teams perform. my very political answer.
 
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Kolby Reddish
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Its a good question, and its always tough to assure that abilities are going to be balanced if they're going to be different. The thing with Dreadball i.That some teams are definitely more beginner friendly, while others require some more precise experience and tactics. Any of the season three teams i would say are designed for more experienced players. The season one and two teams are more accessible. There are a lot of factors that go into what makes a team balanced. Not only can players be better at different things but the teams can have extra coaching die, cards, players, or even coaches to start off. If you are just looking at getting into the game I'd recommend you play the humans first as they are kind of standard. After you play a few times just looking at the starting team rosters for other teams will tell you at least a little what makes them different.

This is a great game. We need a bigger crowd in the US that play.
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Rob Uccello
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Kolby got the biggest disclaimer: some teams are easier to play than others. I think if you were looking at just the first 4 teams (Humans, Greenskins, Forge Fathers and Veer-Myn) the Forge Fathers would look horribly unbalanced (towards unplayable). When the second season teams came out (Robots, Judwan, Z'zor and Women), the Judwan team was clearly too good, so they got a small change (Speed 3 became Speed 4) and they are supposed to be fair now. Now that the third season is out, we have the Asterians, the Teratons, the Zees and the Nameless - three of which look like they have the potential to be overpowered (not the Zees). What amuses me is that three of them (not the Teratons) should make the Forge Fathers much more well-balanced. It's a really nice set of interlocking mechanisms that make this game shine, and so far I feel like the balance has been very good.

That said, Kolby was right in suggesting starting with the humans from the first season, they are a great all-around mix and give a new player a perfect baseline from which that player can see what options they like.
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Michael Off The Shelf Board Game Reviews
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Except for the pre-nerf Judwan all the teams seem fairly equal as long as you concentrate on the teams strength. Don't try a running game as Orx, a bruiser game as Vermynn etc. There can be some imbalance with the star players though. Some star players really gel with some teams versus others. A player that can capitalize on that will have an advantage on the field.

If you play leagues don't hesitate to outbid teams that benefit most from certain star players even if it's just to bench them (I think this is intentionally in the rules for this very reason).

Learn your team very well, learn its strengths, learn its weaknesses, and finally abuse your opponents weaknesses.

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Kolby Reddish
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While lots of people though the Forge Fathers were impossible to win with, I just want to say they are pre season 3 my favorite team. I've won against both human and Judwan teams by landslides. Even the pre nerf Judwan weren't really that bad if you changed your play style a lot. (I think that post nerf Judwan are much better for the game though because every team had to play a very strong defensive game against Judwan to even have a chance. Now the game is much more fun in that you can actually play your team as intended - not just simply anti-Judwan if you play against them.)

I just use these examples from playing to show that really skill plays a much larger role that what team you are playing or playing against. For some teams the amount of skill you need to be successful with them only comes from practice. For example, the low movement of the Dwarves means that with every action I have to be really thinking ahead, because dashing simply isn't an option in most cases - and that movement of 4 really can be a hinderance if you don't plan for it.

Your question does make me wonder if we should have a quick write up about every team, highlighting some potential strategies for them to help beginners get going and also to help people choose a team. If there were interest, I'd be happy to write something up.

Also, the facebook group, Dreadball Fanatics has lots of good information.
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Bryan K
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reddish22 wrote:


Your question does make me wonder if we should have a quick write up about every team, highlighting some potential strategies for them to help beginners get going and also to help people choose a team. If there were interest, I'd be happy to write something up.

Also, the facebook group, Dreadball Fanatics has lots of good information.


Yes! I can't find a good write about about the teams anywhere. Just basic info would be nice, i like to figure out strategy on my own, but Beside look I don't know how to pick a team. I was thinking of using the chimps but only cause they looked like Spartans!
 
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Jeremy Laverty
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The Dreadball Academy Wiki is very helpful (and could use more contributers)
http://dreadballacademy.wikispaces.com/
 
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Kolby Reddish
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ZombieDad2 wrote:
reddish22 wrote:


Your question does make me wonder if we should have a quick write up about every team, highlighting some potential strategies for them to help beginners get going and also to help people choose a team. If there were interest, I'd be happy to write something up.

Also, the facebook group, Dreadball Fanatics has lots of good information.


Yes! I can't find a good write about about the teams anywhere. Just basic info would be nice, i like to figure out strategy on my own, but Beside look I don't know how to pick a team. I was thinking of using the chimps but only cause they looked like Spartans!


I posted it as a strategy article so other people could find it more easily - here
 
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Lee Wygant
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Well someone compiled a data logging program to record games across the world

http://db.chezalex.net/index.php

If you click at the top you can see a review of all games recorded.

So far (as pointed out above) only one team has been changed (Judwan) when the numbers indicated they may have been overpowered.

On initial release there were complaints about almost ALL of the season 3 teams were OP, but if you look at the stats it looks like the only one nobody has figured out a strategy for is the Nameless team.

But take into account that is from a mere 24 games played. I am the progress of the Nameless is being tracked and if it stays this way, you will see a change in their stats.

In forum discussions it has been agreed that 50% +/-10% would probably be considered "balanced but not equal" with some teams being "easier" to win with (but not ALWAYS winning) and 40% being "hard" teams that would take a skilled coach to win with consistently (but not ALWAYS losing).

Most teams are indeed between 40%-60% and the strongest team from the get-go is the Corporation at 63.9% vs the hardest team, the Forge Fathers at 39.6% From an ideal of +/-10%, this is only a +/-12.5% spread.

Some teams are harder to beat with other teams, as the further team breakdowns indicate, but keep in mind the NUMBER of games played before you worry too much about the numbers. 3 games played with 2 wins will show a +66.66% win rate

And lastly, a teams character changes after the first few games of league play. A smart Marauder coach will get a 4th Guard ASAP even if it means not replacing a dead jack. It won't take long for those guards to start getting pretty impressive as they continue to deal 3+ wds.

Humans are more likely to get their Strikers Squished and have to shell out for replacements or resurrections if the strikers have developed skills.

I cannot praise this game enough on the strategies available during the game, and the tactical choices on spending money for a coach, or a cheerleader, or to resurrect a dead player (cheaply or expensively), or to buy an extra card or maybe a coaching die.



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Lex Major
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shadowdom999 wrote:
Well someone compiled a data logging program to record games across the world

http://db.chezalex.net/index.php

Hey. I'm that someone Please feel free to record your games in there, it makes a lot of people happy!

To sum up a long thread on Mantic boards, it really seems that as of Season 3, 3 teams are showing somewhat clear signs of being off-balance:
- Corporation and Nameless are doing a bit too good.
- Orx and Goblins are having a hard time.

Judwans got back to "balanced territory", and Forge Fathers are doing better overall.

Cheers!
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Kolby Reddish
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I really think the only reason the Orx show signs of struggle is because in the box set you get both a team of Corp and Orx, and the Corp is by far easier to play.
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Damien
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javascrybe wrote:
shadowdom999 wrote:
Well someone compiled a data logging program to record games across the world

http://db.chezalex.net/index.php

Hey. I'm that someone ;) Please feel free to record your games in there, it makes a lot of people happy! :D

To sum up a long thread on Mantic boards, it really seems that as of Season 3, 3 teams are showing somewhat clear signs of being off-balance:
- Corporation and Nameless are doing a bit too good.
- Orx and Goblins are having a hard time.

Judwans got back to "balanced territory", and Forge Fathers are doing better overall.

Cheers!


I had a feeling about the nameless, the corpies though is interesting. Any thoughts as to why?
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Lee Wygant
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My thought is the balance of strikers and guards without any offsetting negative characteristics.

In the box game the orcs have to get a kill or two in the first half of the game to win in the second.

Just my thoughts

Sincerely,

That Lee Guy



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Adrian Roberts
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My group has played quite a bit of Dreadball, including completing an 8 team league with a 9 game schedule and continuing players (experience carrying over). This was after about a 4-6 month period of regular play (1-2 games/week) just to get ready for a league. Our conclusion was that the game is not that well-balanced. In one-off games, it's a little better, but over the course of a campaign, the hitting teams take a game loss or two early, but choke out the scoring teams fairly easily. Veer-Myn are a joke until they get a skill 4 striker (who then had a life expectancy of 1-2 games as everyone smashed and fouled him to death). Robots were ridiculous, going from elite guard to elite striker at will. Orx were great in campaign, as they take very few casualties and generally beat up the other teams so bad that they never recover. Forge Fathers are the same, except their scoring is such a joke that they struggle in perpetuity as there is no way to ever make their striker worth having.

We are in the process of house-ruling a LOT of game, maybe even re-pointing some of the models, because so much of it is imbalanced. We still find it fun, but there is some stuff that is just ridiculous. Don't get me started on the coaches and how underpriced they are...
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