Doombar League – Games One to Three

After the Vanguard Wargaming store closed permanently, the Bristol Vanguard club found a new home at the Old Duke pub in the centre. The parking is slightly harder but the public transport is much easier.

Also, it was time for a third league! This one is more organised than previous ones – the pairings are fixed, there is a two week time limit to get the game in, and while friendlies are allowed they won’t gain XP or cash. There are twelve teams split into two divisions, with a promotion/relegation mechanic at the end of a number of rounds. It’s also possible to permanently hire MVPs, although I’m not sure that I’ll ever get the money to be able to afford Riller (the only one worth taking for the Zees).

I took the Zees again to this one – I think in a league setting, with a bit of development, they can really shine. They’re obviously not as easy to play as some other teams but the victories are much, much sweeter.

Round One – vs Sam’s Nameless

Things started alright, in the first few turns I managed to avoid injury or sending off, and even scored a three-pointer! The tables quickly turned though and by the fifth rush I only had three players on the pitch. This is very, very bad. The score was only one point down for me, but with so few monkeys around it didn’t look good. It was at this point that I started to remember to roll for Monkey Business dice…

I brought the score back up to three points but the slow trickle of players back from the injury bench wasn’t going well. On top of that, Sam’s luck was coming back and he began to kill players – three had gone off the field by the end of the game. He took the score three points into his favour, and there was nothing I could do on the last turn to even mitigate that slightly.

So, Sentient Being of the Match went to a Nameless Sticky Guard and three Zee clones were recycled. I’ve decided to only replace one of them and buy an Offensive Coach – maybe that can help get me the scores when it looks good and call Defensive plays if it doesn’t. I’ll have to replace those missing Zees at some point – I’m only one credit away from getting another Zee which would bring me back to nine on the roster, and hopefully in my next game I can get at least back to the starting ten.

Game Two vs Stu (Pale Marys, S2 Corporation)

Having gone back to the clone farm to pick up a new recruit and hiring an assistant coach (offensive), the team went on to the next fixture – the Pale Marys, on top of the first division after round one.

Being an underdog, I got a Nameless guard (sticky) as a free agent to help out. The danger with free agents in a Zee team is that they might be sent off, but I was lucky this time around. A sticky guard is a really great addition to a Zee team, especially one that is down a couple of players.

The game went OK (no-one died, on either side) and my strong-Zee picked up more experience as my only score of the game but I still lost by 4 points. The sticky guard really shook things up and I think it used it to best effect. I didn’t Slam much, but he as able to hold players in place and prevent the human guard from causing too much damage.

The final turn, I had the choice of a 3 point score to lose by one (on two dice), or a four point score to get a draw (on one dice). I figured a draw was infinitely better than a loss, and a loss by one isn’t much better than a loss by four. Having thought about it since, maybe the minor loss would have been better for the league tie breakers, but any chance at a win should have been taken (even though I still had the unfinished problem with scoring again in Sudden Death…) because that’s Dreadball!

With my underdog ‘winnings’, I replaced another of my clones to put me back at 9 players. I’d like to buy some cards, but at the speed the Zees go out of the game I need plenty of spares.

Game Three vs Tom (Woolwich Armourers, S1 Corporation)

Going into the third game, I was bottom of the league thanks to my ‘risk it all’ attitude in the last game. I picked up an Asterian Guard as a Free Agent, which could be useful.

The game was very close, Tom was very good at keeping players off of the pitch and rolling good ref checks. The Asterian guard used their Dirty Tricks twice (thanks to a card) while a Vigilant Ref was in play but only managed to send one player off.

I managed to get the ball to the far end a few times, but Tom had great use of Running Interference cards to block me whenever I looked close to scoring. On the other hand, he failed an appalling number of pick-ups, catches and throws. Incredibly good luck with his good plays, and incredibly bad luck on the game-winning ones.

Picking up tons more cash thanks to the underdog bonus (17mc!) I now have a choice between buying cards or players. I do find that with only nine players I am finding it hard to keep more than six on the pitch at a time, but I also need the additional cards to give me more options in the turn. In the end, I decided on a bit of both – one card and one Jack.

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