Thursday 24 September 2015

onepagerules deathball!

Okay so I have a problem, a problem alot of us wargamers have...too many games! I like onepagerules because they are simple yet balanced, tactical and fun (being free doesn't hurt). The non onepagerules games that I play are: Gruntz15mm, LegendsOfTheOldWest and Dreadball. I recently sold all my dreadball stuff as I have mice and mystics on its way in the post and plan to play tail feathers (another plaid hat games product set in the mice and mystics realm). I felt the need to have a fantasy game in the traditional vibe (orcs,elves and dwarves) in that rotation to scratch that particular sculpting and visual gaming itch. The pics of the elf interspersed in this kind-of-review are my first attempt at NMM which was a good first attempt but clearly is not very good relative to what it should look like. He has no name yet but I simply call him MVP as he always seems to score and gets the ball in the right place every time, so I had to paint him first.


Having thoroughly enjoyed onepagerules killteam for several months now I had total faith in the dude and decided to download deathball  https://onepagerules.wordpress.com/portfolio/deathball/
This game is so much fun! like the other games from this guy it is literally a pdf of 1 single page and yet completely balanced, tatical (way more tatical than any GW game lol). So this game is played on a 2 foot by 3 foot table which is the exact measurements of my desk. I used an old bed sheet and marker pen to draw out the pitch which is basically a footy pitch with a line drawn down the middle, a small circle through the middle of that and a goal either end (upright sort of quidditch hoop, can't believe I just wrote 'quidditch'). The cool thing about this game is that there are no squares or hexes or hex bases just a designated area and players move in inches. Players have a control zone of an inch which also obstructs throws for shooting or passing aswell as players moving past them.




The key thing that makes this game fun in my mind is the activation: Players take turns having a chance to activate all of their minis, rolling 1, 2 or 3 dice. If they roll their activation stat say 4+ on any of the dice they choose to roll they receive an action. You may be asking "why not always roll 3 dice?" well the reason is because as soon as you roll 2 fails you turn is over and activation goes to your opponent. This makes the game interesting as 1 die rolled is the safe bet, a conservative approach would be to roll 1 die for all your minis untill your final mini who you roll 3 for as if he rolls 2 fails for instance it doesn't matter as the mini that fails twice still gets to carry out any successes so as long as this many dice are rolled for your 5th dude it has no downside. Say if you were down 2-0 however (first to 3 goals wins) it might be worth risking rolling for 2 activations instead of 1 for a few of your players and maybe 3 for your players with a 3+ activation stat. The game has a nice mix of player types and you can take any combination of them for your 5 man team. Balance is not an issue as all teams are the same statistically so the aesthetics are purely that but you could always take more heavies and blockers say if you were playing with orc figures and dodgers and runners if you were using elf minis.

The Goblin was my opponents MVP during our first game of deathball, my elf here scored 3 goals and this goblin scored 1, he should have scored about 5 though but kept fumbling the ball but for a scoring type of class he seemed very cack-handed yet good at punching elves in the face (I guess it was the way I modelled him !) The game makes use of terrain of varying types and a member on the forums has put forth experimental league play rules. The main rulebook itself is in a beta stage so lots of players and input will make this game even better.

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