Yesterday I played my 2nd game of Deathball, using only 3 models per team, and the rules from the topics of Deathball - House Rules and Deathball - Saurians and Wood Elves. In the end, we decided to end the match after 18 turns. The game is split into parts, according to the momentum and control over it of each team. Let’s start the report!
The wood Elves deployed first, setting up 2 linemen near to the ball and the catcher behind them. The saurians place a saurian close to the middle, with a gecko and chameleon in the rear. The team tacticians seemed to be doing their best, since 6 coach points were obtained. However, the random event of changing weather was selected, halving the movement of all the players and expecting a hard melee in the mud.
Part 1 – Elf Attack
The linemen took the center of the playfield and shot the ball to their catcher, to move it away from the saurians.
Then, the linemen formed a screen to let the catcher a secure path towards the saurian goal. Nevertheless, the saurian moved between them and blocked the catcher, who was pushed into the bushes, lost the ball and becomes stunned.
The elves got back on track: the catcher took the ball and the linemen continued making him way. Finally, the catcher managed to be within 6’’ of the saurian goal, though there was a chameleon and gecko complicating the shoot. The catcher tried his luck and failed the shoot, despite using a coach point.
Part 2 – Chaotic Plays
With all the elves within the saurian field half, the gecko near to the ball took it and began sprinting in the mud towards the elf goal.
The female elf lineman stole the ball from him and shot at the goal. The wood elves missed again, in spite of his high skill stat, and the ball was moved really close to the goal, but not enough to score.
Part 3 – Where the magic appeared
The chameleon, sick of the elf menace, decided to shoot the ball at the wood elf goal to reduce the risk as much as possible. With a lower skill value, 2 control zones in front of the target, 18’’ to the goal, and no coach points, he needed to score a 6 in a single roll. And he did it, scoring a goal. The saurians began his celebration, but the arrogant elves complaint about the inability and trap of the goal, and got a review from the referee: on a 4+, it was saurian goal, but it wasn’t.
Once again, the gecko started the race towards the ball, now followed by his saurian teammate and the elf catcher, while the elf linemen blocked the chameleon to thank him for the goal mischief.
Finally, the elf catcher couldn’t reach the ball before the gecko thanks to the saurian; the gecko took the ball from the mud floor and moved up to the goal to avoid missing. The gecko scored and jumped with joy in the rain. The chameleon gave the gecko a thumb up dazed from the floor, due to his stun caused by the elf reprisal, receiving the MVP award of the game in the end; the saurians won.
In this game, the elves took the initiative and had more opportunities to win the match, but they had bad luck in the critical moments. In the end, a visionary chameleon was extremely lucky and won the match with an anthological shoot (or rough clearance, according to the elves). Both teams were surprisingly resilient, since any model was knocked out, despite their negative modifier when hit; maybe we had too much fortune, or maybe we didn’t exploit the mechanic of blocking already stunned models.
The core rules of Deathball are awesome: they allow the classical plays of block and push from fantasy football, through a tight melee, but they are also easy, quick and fun. Special mention for the rule of changing weather, which seems simple at first, but it transmitted us the feeling of a close game in the mire: few and deciding goal chances, with the models barely moving through puddles.