DreadBall: Robots Team Tactics

Being a Mantic Pathfinder and a Mantic DreadBall Fanatic, I often get asked about how to play with several DreadBall teams. What tactics they should play, which are their strongest points or just their flaws. What MVP's should we really go with, and how will the team grow in a league? Trying to educate people in a group, I thought I'd write my opinion down for all the teams. Starting off Season2 are the Robots!
Chromium Chargers are moving on the pitch

The Robots

Every tinkerer dreams about controlling a team of super strong robots. What about some powerful companies that don't like to get their hands dirty? All of those together led to the creation and optimalisation of robots to serve as a DreadBall Team.
If you decide to spend 100mc on spare parts, this buys you one coaching die and one DreadBall Card on top of an Robot Jack team!

Mov Str Spd Skl Arm SLu Cst Notes
Guard 5 3+ 5+ 4+ 4+ x0 - Quick Change Artist
Jack 6 4+ 4+ 4+ 4+ x6 14mc Quick Change Artist
Striker 5 5+ 3+ 4+ 5+ x0 - Quick Change Artist

Wait what? I just said we only get Jacks, but we have statlines for all roles? What gives? Oh yea.. "Quick Change Artist"..

Quick Change artist

Being an unique Robots ability, "Quick Change Artist" allows your player to use the "Transform" action. If it succesfully completed this action, it becomes this new role for the remainder of the game. Remember: every game you DO start as a Jack anew.
The "Transform" action is a 3-dice 4+ test. When you get 1 succes, you can change roles by 1 step (Jack <-> Guard/Keeper or Striker), when you get more than one, you're free to choose your role. In order to be able to change to Keeper, your player does need to have that Skill, but more about that later.
Some of the different models available in your workshop

Revving and gearing up the field.

The robots are the most versatile team you can ever play, because they are just that. Thanks to their "Quick Change Artist" skill they can take on any role needed. But because of that, you must realise that you'll lose that number of actions as well. This means you'll spend one action per player you'll want to transform.
You'll be wanting to transform some of your players to Guard in order to create a sturdy line of defenders. Once those are warmed up, you can use your Jacks to play the ball around. Having 6 movement and a decent statline it often doesn't weigh up to transform then to Striker.
Transforming can be used while holding the ball if you want to increase your chance on scoring (and have the action to spend), or even when lying down! When you, as Coach know exactly when to change your players that can win you a match. Especially when you can abuse the weaknesses of the other teams by transforming!
Marauders on the pitch
Placement is kind of an issue when playing with the Robots. Either you'll want to get into the game using your Jacks, or you'll want to start defensive in order to Transform into the team you want and then go in to the attack.
Mostly it will be a bit of both worlds. You'll have to stay on your feet and into the game in order to optimise your chances on winning. Even a few dedicated models in specific roles can make the match go into a landslide very easily so don't hesitate to test it out!
Let's assimilate some Sirens!

Changing parts during a League

Robots are a managerial hell for Coaches. Trying to keep figuring out what role each player is in can be done using different models (if you have them), or simply color-coding them using rubber bands or bottle-rings. On top of that, during a league they earn XP (quite quickly) and get upgrades!
You can actually choose whatever role you'd like to do your upgrade roll for, and depending on your playstyle the choice is yours. Just beware that those upgrades are always applied as if he was a Jack. Meaning he gets his bonusses of Skill, Strength, .. only in Jack forms. Extra learned Skills are applied to any Role that is allowed to use them. This means those Robots get better very fast in their Jack form, lowering the need to even transform them.
When it comes to investing, it might be interesting to look into buying an extra card or two first. Having to spend an action to transform, the bonus actions you receive from the cards will help to alleviate the loss. Try not to buy new players and take your chances on the experimental Cryorevision. As with Skill upgrades the possible Freezer burns only affect your player in Jack form. Be wary that if he loses his "Quick Change Artist", you have a permanent Jack :)
Another inspiring work by © Wondercat

Booting up the MVP protocol

There are actually two Robot MVP's available, one being Team specific. DBR7-"Firewall" is a Robot MVP that plays for everyone. He can be an asset as a Keeper bringing a 3+ Strength and a 4+ Skill to the floor.
Thought most will go for Wyn Greth'ski, the Robot Striker with 3+ Skill, "Duck & Weave" and "Alert". He will not only remove the need for you to transform another player he'll be able to move easier through the opponent's defenses. Being a Mantic Exclusive model, you will have to either save up your Mantic Points, or win him on an event in order to field him.
Although those MVP's are Robot specific, the Robots teams allows you a free choice of MVP, letting you choose an MVP that fills the gap in your playing style, or simply lowering your need to transform your players.
Anything for the "Wyn"

Overall

The robots offer you a team made up how you want them to be. Starting out with average stats and the option to change into any specific Role, they offer you a new game any time you yield them on the pitch as a Coach.
Do be warned that they take some attention. You'll have to keep it clear what roles they are in, and use the correct stats. Because of this the Robots aren't the best team for beginners.
More than meets the eye by Nathan Christopher


If you agree or disagree with any of my opinions about this team or my blog, don't hesitate to leave a comment. Or share this article if you like it, and spread the love!

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