The first my Dreadball Season 2 articles I take a look at the Pelgar Mystics, the Judwan team featured in the all new Dreadball: Season 2. The Judwans are the space hippies of the Dreadball universe boycotting the usual tactic of kicking in faces and instead try to out play their opponent. Had I read the rules first I may have just opted for another team, rather flying in the face of my usual style of crump things and run through the hole they leave.
That said, never let it be said I’m not up for a challenge.
So, a new Season in the life of Dreadball, does it mean a new standard of models? Well…no. Don’t get me wrong, they’re still cool and there’s some nice detailing but Mantic seem to holding steady on their ’3 model variants and that’s your lot’ line. Which is fine providing you know that going in.
The detail is better and sharper on the Mystics compared to the Marauder team and they do a pretty good job with the heads in terms of detail. Unfortunately mould lines run over all their heads and faces so meticulous filing is in order. But, because of the type of plastic Mantic uses they come away with minimal effort. Which is just as well really.
As a concept it’s nice to see a faction that has its roots in classic science fiction but with Mantic’s own twist.
Equally in game terms they more like the greys from X-Files than from Independence Day. The entire team is made up of Strikers so if you like a punchy gang, forget it. But they are quick – movement 5, with speed and skill rolls of 3+ and 4+ respectively. So all in all a pretty nippy bunch of buggers.
They also get Long Arms and Feint (Misdirect) which means they not only can throw the ball further than everyone else – and having a whole team that can is pretty tough to deal with – but they can pretty much dance around any bugger that tries to stop them. More over they get to turn any would be attackers in another direction which means their threat zones are pointing the other way. And that means the Judwans can run about the place with impunity. And that means scoring.
Although what’s a tad unfair, considering how massively tactically you have to play with the Judwans, is you don’t get bonus points when you score. So you can only score a maximum or 1 or 3 points, depending on the zone. It strikes me as a tad harsh considering how easily they’ll get their faces kicked in so every play will be a close run thing.
But I suppose the cocktail of speed, long throws and feints is quite potent. That said an MVP (or two) will be an essential purchase especially if you’re in a league as the Judwans simply won’t have the durability required when going up against teams more interested in the manging of faces than the scoring of strikes. In fact I’d probably try to take an MVP straight out the gate the points are available as you’re only allowed 6 players in your starting team so the team will be two players light. Which is a steep hill to climb on top of the other restrictions.
The Judwans quite clearly fall into the ‘experienced’ gamer column for Dreadball but that’s fine because they present a genuine tactical challenge that some players will find very rewarding in cracking. Against certain teams, like the Veer-mym that can match their speed they’ll have a tough match. Equally the Forge Fathers for their strength. But what it’ll be is entertaining. Which is kinda what Dreadball is all about.