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Everything posted by Tallaseksut

  1. S22 - Division 4C - MD7 - Summary We suffered another loss by the hands of some knights. Play analysis: Nothing really. What went well: No deaths that night and Tomato Trip (Nurgle Warrior) grabbed the MVP! What could be done better: The usual concentration stuff. Developement: - Approved Apple (Rotter) joined the team.
  2. Key moments - second half: 1.) We did not get more players back so we had to fight a seven against eleven war. We stunned a peasant again and formed a cage. 2.) They hit and fouled our lying nurgle warrior, our "AV7" broke and it was a knock out. Six nice nurgle players stayed on the field. 3.) We moved a bit forward. They hit the beast and fouled again. At least the referee sent that player off. 4.) At this point we had to run. We stunned a wrestle, guard player and ran with the ball. However, the helper runner was based by a tackle, diving tackle player which I missed. The re-rolled dodge was a success but the second extra step failed. The warrior was lying because he intended to blitz as a last action. Unfortunately we ran out of luck at this point, the failed extra step was an armor break and a knock out. Five nurgle players stayed on the field... 5.) They based our carrier and the third try could hit the beast (two disturbing presence for you humans ). At the end of the turn they blitzed our carrier and the re-rolled hit connected. Another armor break but it was just a stun so at this point it was clear we would not score. 6.) We stunned one of their blockers and protected the side with a rotter. They picked up the ball on their twelveth turn and finished it next to our lying pestigor. Another two disturbing presence and the beast stayed still this time 7.) As a last resort we pushed their carrier with a re-rolled one dice block next to the side of the field. Next turn they could run. They pushed out our last rotter and fouled the beast to knock out so three nurgle players stayed on the field. The only two questions which remained: - How many nurgle players would stay on the pitch? - Would anyone die tonight? 8.) With four extra steps we based their carrier with two players. 9.) Next turn they freed their carrier and surrounded our players. The second goal was inevitible. They scored on their last turn but our three heroes survived
  3. S22 - Division 4C - MD7 On our seventh match we encountered the bretonnian team in our division. We could induce a wizard but nothing more. We started the match without a substitute but my opponent did not have a piling on player just two mighty blow ones. Knights of Errands (Bretonnian): 1.) Strengths: With four guards and lots of block like skills (eight versus our five) and some dauntless they can decrease their strength disadvantage. Moreover, they had five blodge players which would be hard to hit. They built an AG4 wrestle player as well. They brought 3 substitutes to counter their AV7 stat. 2.) Weakness: If we could diminish their numbers (AV7, fend peasants) that could help but we had to remove some of the key players (MA7 and MA8 ones) to decrease their chance of winning. Key moments - first half: 1.) They started to attack it was okay. I put two pestigors to the LoS to protect my dirty player. They fouled my lying, block pestigor. It was an armor break and an injury. The regeneration failed and 10 nurgle players remained till the end of the game After that they knocked out a block nurgle warrior. Nine nice nurgle players stayed on the pitch for now 2.) We had to stop them from fouling another so we tried to move with the beast. Really stupid did not help in that. At least we got a stun on a peasant but after their two removals it was not much help. 3.) They pushed us back a bit but we survived their next wave of attacks. We needed the beast to hold their three man line near the middle of the pitch. However he refused to play this day, another really stupid We pushed one of our rotter closer to the carrier and with a re-rolled two extra step play we based their carrier with our sacker pestigor. 4.) To return the favor they knocked out our dirty player rotter. Eight nurgle players stayed on the field. 5.) After another extra step we could blitz their block, dodge carrier and the hit connected. 6.) They could escape from our grasps with a 32% play (35/36 no turnover hit; 8/9 dodge; 15/36 no tentacle and 8/9 pick up with the team re-roll) and stunned a pestigor on the way. 7.) We used our last re-roll to dodge away with a pestigor and help the beast moving. After that with a push we could wrestle away the ball from the carrier's hands. 8.) Next turn they stunned our last rotter and the nurgle warrior near the beast and picked up the ball again. They finished their turn with a double dodge fail which resulted in a stun. It was time to use our wizard. Unfortunatley, we could earn just a stun on the carrier. At the end of our turn we made a big mistake and tried to hit one of their fend players with the beast without any help. 50% really stupid strucked (Conclusion: Miscalculated defense)... If we had had a helper there the move still would had been bad because of the fend skill. 9.) Instead of having a beast which they had to strike their team could freely move at the middle of the pitch. They quickly fouled my wrestle pestigor, he got a knock out and 7 nice nurgle players stayed on the field. After that they pushed away my ball protector pestigor and picked up the ball again. 10.) We tried to catch their carrier with a beast blitz. It did not go well and we gathered our third 1/6 really stupid. We surrounded their carrier, probably not in the best way but they still had two turns left. 11.) They could break through with a carrier blitz, stunned our back pestigor and ran with the ball to the corner. At the end of the half they fouled our stunned pestigor and injured him. The regeneration failed again. At this moment it was clear they would score. 12.) At least we could knock out their AG4 player. They scored on their last turn 1 - 0 to the bretonnians. 13.) One pestigor out of 3 knocked out player came back. We could have three free hits on their peasants but the crowd stunned the beast and we rolled a double skull on the first block attempt.
  4. S22 - Division 4C - MD6 - Summary We gathered our second win with the help of our opponent. Play analysis: - Key moments - first half 9. The biggest question was that should I stall a round or more instead of scoring. We examine two outcomes (or at least two possible strategies). We will start at this point and assume that the two hits, one with the nurgle warrior and one with the blitzing pestigor happened, and even my rotter stood up. a.) Stall one more round and decrease the khemri team's chance of scoring. We know from the later turns in the game that even one turn delay could have helped us. To protect my ST5 nurgle warrior I have to step with my block pestigor next to their blitzer after the hit between the two lying skeletons (see below). My ST4 rookie nurgle warrior could have protected the lying AG3 thro-ra and the ST4, block warrior could have gone back to the rumble. This way my opponent could: - hit my rotter with 8/9 push success and 5/9 down success (armor break: 10/36) >> 6,43% KO or worse (thanks Samba) - hit my rotter again with 8/9 push and 5/9 down succes (armor break with mighty blow: 15/36) >> 9,645% KO or worse - hit my pestigor with 8/9 push success and 5/9 down success (armor break: 15/36) >> 22,059% KO or worse (including piling on and the team re-roll) - hit my other pestigor with 8/9 push success and 5/9 down success (armor break: 15/36) >> 9,645% KO or worse - hit my nurgle warrior with 2/3 push success and 1/3 down success (armor break: 1/6) >> 9,645% KO or worse >> 3,858% KO or worse (thanks Samba) So they have 31% to at least KO one player from my rotter, pestigor, nurgle warrior trio and 22% to at least KO the other pestigor. Conclusion: Mixed but after the two removal on their fourth turn the risk was real. b.) Stall till the end of the half. Stalling till the end of the half would mean they miss 3 hits at the LoS and we miss a possible knock out regeneration phase. Based on the numbers in point a.) stalling longer is not a real option. - Key moments - first half 15. We have two relevant blitz options. a.) Blitz next to the carrier with the block pestigor. Probably this is the better. If the two extra steps work they had to: - at least push away my block pestigor two times (8/9 and 8/9) - take an extra step (5/6) to have an assist from the right direction against my other block pestigor near the side-line (if the blitzed skeleton is downed) - at least push away the other block pestigor (8/9) - and take an extra step with the carrier (5/6) If not then: - at least push away my block pestigor two times (8/9 and 8/9) - at least push away the other block pestigor (8/9) - and take an extra step with the carrier (5/6) b.) Blitz with my downed nurgle warrior. Okay, this will be short. It is not better. I do not have more options just less. Conclusion: I should have taken the other path with more risks. What went well: Injuries. The regenaration skill worked there and it was evil but at least we got 22 SPP from the game and that is very rare. First game where I got over twenty with this team. What could be done better: The usual concentration stuff. I tend to make mistakes. Developement: - Yummy Yoghurt Taste (Pestigor) learned to wrestle. - Some Passion Fruit (Rotter) [Lvl 2; Block] suffered a -1 ST injury and left the team.
  5. Key moments - second half: 1.) We started the second half like this (10 versus 11). The plan was to foul a tomb guardian on the LoS so maybe we could decrease their strength advantage because the beast was out for the game. We could not knock down a high strength player so we pulled back our front players. 2.) They started to surround us and left a player deep down in their field. We moved forward the ball and with a both down knocked out a thro-ra (10 versus 10). Unfortunately they stunned our front pestigor so he could not do any interesting things. They fouled a nurgle warrior but that just not worked. We stunned their piling on player and went a bit closer to their half. 3.) They based our carrier and formed a curved line around our team. It was not looking good. Because of the higher strength we had to cut through their defense next turn. The problem was that their fouled my lying pestigor and he was knocked out. At least the referee sent out the fouler (9 versus 9 now). The side was protected with only a thro-ra. A mere push and we could go forward. The push was a success and to complete our run we had to use our re-roll for the turn (second move). That was bad because we had top play safe for now. There was a little problem with our attack. We finished the turn near the side-line instead of in front of our defender pestigor. This was bad because the standing thro-ra could dodge away (8/9 wtih re-roll) and push our pestigor out (Conclusion: Miscalculated attack). 4.) However, my opponent started to roll dice at the other side of the field after moving with the blitz-ra who could assist the push. First block 1/36 fail and it failed. No more re-rolls for the khemri this turn After the re-roll was a success (1/36 fail again), they rolled another block dice (1/9 fail). It was okay but the third block dice (1/9 fail) failed again. Turnover. So instead of trying a 8/9 dodge and an 2/3 push they risked an (35/36, 8/9, 8/9) action chain (77%) so they had 23% to lose a re-roll and in reality they not just lost that but gained a turnover as well (Conclusion: Bad ordering). 5.) I knew we will win. We ran forward and protected the carrier with an extra step. Based their piling on player with an extra step as well. In the end we hit and pushed some skeletons for fun. At this point to gain a 1 dice hit they needed a push, three extra steps and even a dodge with the blitz-ra. They failed the first extra step twice, another early turnover. 6.) On my fourteenth turn I knocked out their piling on player so the pitch became a safer place and based the thro-ra who could red dice blitz my carrier with two extra steps. We just had to survive three more khemri turns. They could push a nurgle warrior to the side so after some player arrangement he dodged away. Armor break, knock out but that was better than an injury and they could not foul him this drive. My other players stayed down because they could just foul once in a turn. 7.) We scored on our last turn 2 - 1 for the nice nurgle players! (They had one last turn to cause more injuries but fortunately that just not happened)
  6. S22 - Division 4C - MD6 On our sixth match we faced a khemri team. Both of us aimed for our second win and tried to show that we are better than what our statistic showed. Papyrus Makers (Khemri): 1.) Strengths: Considering the four tomb guardian players with one guard we faced a stronger team but with not insanely strong. Their three key players were the block, tackle, mighty blow, piling on blitzer, the block, tackle, mighty blow blitzer and the +1 AG, block etc. thro-ra. We had to watch for the two dirty player skeletons as well. They even had 3 substitutes to counter their AV7 stat and expulsions. 2.) Weakness: AV7 but they had three substitutes. We had more players with MA6, four instead of two, but that was not a big advantage. Key moments - first half: 1.) We played the first half in sweltering heat. That was not good. I gave them the opportunity to attack. Maybe that was not good either. We could blitz them at the start. This meant only one thing. We attacked the piling on player on the LoS. 2.) However something stupid happened. You never should do it (Conclusion: Miscalculeted defense). We placed one of our nurgle warrior in a way that they could blitz and push him out of the pitch. Not a good start (10 versus 11). 3.) However they came close enough to our team. After moving my players in position we could use the beast to hug their two blitzers and attack one of them with a warrior. Here I made another little mistake. Without the follow up I needed two extra steps instead of one to step next to their catcher. At first it was not the plan but after it revealed itself we just did that. In the end we based a skeleton on the other side as well. 4.) They tried to free their carrier with a skeleton but the foul appearance helped. After that they chose just to hit my nurgle warrior with the carrier without blitz. That was risky. They committed three skeletons to get a two dice hit on my right side nurgle warrior so the carrier was a bit defenseless. 5.) After standing up with a rotter and the beast we planned our next push. We could injure the AV6 dirty player but he regenerated (10 versus 10 for the half). It was not good. We stunned the other skeleton next to the carrier. It was getting better. We stunned another skeleton on our right side after some movements but that meant nothing. With our last, one dice hit we injured the block, tackle, mighty blow blitzer and the khemri team lost it fo the game (10 versus 9 for the half)! 6.) They got into a hard situation. Instead of running (the carrier has AG3) they started to clear their surroundings (Conclusion: Bad ordering). Their first two dice block failed (1/9) so they had to use their re-roll for the turn. They could injure one rotter (9 versus 9 now) but failed the dodge (1/3). 7.) On our third turn we injured their +1MA thro-ra, we needed at least a push to get next to the beast, but he regenerated (9 versus 8 for the half) We picked up the ball after a re-roll and ran to safety. 8.) On their fourth turn with a one dice block they injured the beast and the best beast failed the regeneration They even knocked out my block, sure hands pestigor with a foul (7 versus 8 it was). 9.) This moment we arrived to a real question. Next turn my opponent could hit may back pestigor with two dice and a mighty blow. Could probably blitz my ST5 nurgle warrior with the mighty blow, piling on blitzer (both players had block skill) and probably foul my nurgle warrior or my wrestle rotter. So my plan was to remove two skeletons (a tackle one and the piling on blitzer) and stall. The blocks worked but there was no armor break. I decided to score and feared what would happen after it because of the sweltering heat (Conclusion: Mixed). 10.) With the beast injured we lost two nurgle warriors for this drive (the ST5, block as well). At least my knocked out player came back. They also lost a tomb guardian but they had three other. I did not expect to perform too well in this situation if they could pick up the ball. They had four turns to score (9 nice nurgle players versus 11 khemri ones). The weather changed to nice. Thanks 11.) They injured my wrestle rotter at the start (8 versus 11). This was bad. They fouled my pestigor but we survived without an armor break. 12.) We blitzed one of their dirty player an injured him (8 versus 10 for now). Third regeneration We could sneak through their lines with a pestigor. I did not expect that. 13.) They stunned two of our players and got through the half-line. We blocked two of their players and left a pestigor behind. 14.) They moved in scoring range. 15.) We will check this for sure later but what you should know that after blitzing, and thinking a lot before that, I forgot that to step next to their carrier I had to dodge (1/6 success) with my warrior. Turnover (Conclusion: Miscalculated defense) 16.) My only hope was that they would commit too many risky moves before trying to score. They blitzed with a tomb guardian and knocked out my block pestigor. After a re-rolled extra step they scored 1-1. 17.) My knocked out pestigor came back in an instant (thanks bloodweiser babes however our beer is better). So we got a turn to cause some injuries at the LoS. We injured a skeleton there (an stunned an other) but they had enough substitutes. We started our attack drive with 1-1. It was interesting.
  7. S22 - Division 4C - MD5 - Summary The match ended with our second loss. After the first half it was quite inevitable and we needed a miracle defensive play to even gather a draw. That day it did not happen but maybe next time Play analysis: - Key moments - second half 8. I thought about analysing the situations before the touchdowns (from the perspective of elves). The only mistake I found was before their second touchdown. This is the crucial step there. The lineman next to my ST5 nurgle warrior should be just one tile away (this would mean one extra step) because this placement lets me push him with two dice and attack their carrier with a two dice blitz. Maybe the finishing move in defense would had been the last elf but the tentacles prohibited that. So after the two dice block. We could attack. Conclusion: Miscalculation 5/6 is better than 15/36. What went well: The MVP went to a nurgle warrior and we gathered our second block warrior! What could be done better: We should report the dirty git points in time. Developement: - Blueberry Buddies (Nurgle Warrior) learned to block. - Tomato Trip (Nurgle Warrior) joined the team. - Strawberry Smash (Nurgle Warrior) died.
  8. Key moments - second half: 1.) Two nurgle players came back from knock out so we started the second half nine against ten. The only problem was that they were attacking. They knocked out a rotter on the LoS with the piling on skill. Eight versus ten it was. This meant their most important blitzer stayed in fouling range. 2.) We fouled him but just a stun 3.) The elves did elf things in their backyard (second successful pass and catch in this half). We could tentacle two of them in the middfield. 4.) We stunned one and I tried to foul their blitzer again. We could remove him from the pitch (apothecary removed the injury but he joined the substitutes)! Eight nice nurgle players was against nine evil elves! I tried to hit another elf with my beast but the best beast became really stupid and failed the loner re-roll... 5.) After another pass they moved the ball to our left side near the half-line. With a failed dodge they knocked out themselves (8 vs 8). 6.) We tried to hold them off. 7.) Defended on the other side as well. 8.) Unfortunately they could put up a defensive screen with a dodge (5/6) and two extra steps play (5/6 and 5/6) (Conclusion: Miscalculated defense). 9.) We could blitz their carrier after a push with a nurgle warrior. The blitz was a success but the scatter was not that good. In the end we tried to protect the ball with another pestigor but the 8/9 dodge failed again as in the first half. 10.) They pushed away our ball protector pestigor with a re-roll, picked up the ball and scored. It was kind of expected. 2-0 for the elves. 11.) We got back a rotter and they had their substitute blitzer back so for our last three turns it was nine versus nine. 12.) They stunned our beast so moving forward became very hard. We tried to move to the right side with an extra step but our nurgle warrior tripped twice. 13.) In the end we failed another two dice block but it meant quite nothing the score stayed 2-0 for the elves and we tried to forgot the game as soon as possible.
  9. S22 - Division 4C - MD5 The fifth match this season was against @Gimlik's high elf team again. We planned to take a revenge on last season's defeat but that did not go well. Silver Lords of Altmer (High Elf): 1.) Strengths: This was a high elf team so we can put here the higher average movement and the 4 agility throughout the roster. They developed two good blitzers, a block, mighty blow, piling on one and a block, mighty blow, tackle one. They had two blodge like linemen (wrestle, dodge) and could induce a wizard and a bloodweiser babe because of the injuries suffered through the season. 2.) Weakness: They started with 3 loner players and had 3 other elves without block or dodge. This also meant they had no bench. The plan was the usual here. Remove as many players as possible so we could counter the AG4 stat. Key moments - first half: 1.) We had to attack first. This was not ideal considering our opponent's inducements. At least we got a touchback after a stun (those evil elves from the crowd threw rocks at us). First turn we could foul a loner lineman. Injury but also an expulsion for our innocent rotter. 10 versus 10 remained on the field. 2.) We started our biblical war on the midfield. After both teams lost a re-roll due to a double skull the war seemed neverending. We knew that their wizard was itching and ready to strike. After the re-roll I really did not want to risk to move another tile with my carrier because it would cost us an extra step. 3.) The wizard was too precise. They injured our block, sure hands pestigor and stunned the beast and the carrier. Moreover they knocked out my pestigor next to the ball with a one dice hit. They removed 2 players in one turn and stunned two for the next turn. It was bad. They missed the pick up though but with three players near the ball it was very unprobable that they would not pick it up next turn. 4.) We tried to confuse them. We had three moveable players to complete our holy quest. 5.) They knocked out our nurgle warrior who protected the ball and picked it up. Fortunately, they missed a re-rolled dodge to cover the carrier's back. They lost their last re-roll on their fourth turn. So far eight of our hits (including dodge fail) could not cause even a stun while their ten hits (including the fireball) caused three stuns, two knock outs and an injury (just one mighty blow helped the injury dice so far). This was bad and seven nice nurgle players tried to stop ten evil elves. We could knock down their carrier with a blitz but we found ourselves in a terrifying situation. Moving backward would mean they could blitz our carrier without any help so we tried to move forward to connect our team where more elves was waiting for us. We could not move the nurgle warrior next to the carrier because it would had cost another extra step and we used this turn's re-roll for the first one. 6.) They knocked down our carrier and picked up the ball. We needed a 8/9 dodge to hit their carrier again. However we failed it 7.) On their sixth turn they had enough players near my touchdown line to protect their carrier. The cherry on top was another pestigor knock out. This time my dodge pestigor left the field. Another failed dodge on their side but the armor break was missing again. 8.) I could had went next to their carrier with two extra steps but I chose the safer play. If I could had knocked down one of their dodge, wrestle player next to my pestigor I could move freely next to their carrier. We failed the knock down but another "good" thing happened this half. Fifth nurgle warrior death in 14 games. This time we failed the regeneration. Good by Strawberry Smash 9.) They moved the ball to the corner. Against five nurgle player it was quite easy. They failed another dodge but still no armor break. 10.) They used their piling on skill the first time and injured my last pestigor on the field while we finished the half without causing an armor break. At least a wannabe famous elf scored against us.
  10. S22 - Division 4C - MD4 - Summary The match ended in a draw. The cage ordering mistake was hard on our team next time we will be more cautious. Apart from that after the first half I was satisfied with the result and it was okayish based on the team's strengths. Play analysis: - Key moments - first half 9. The biggest question in my gameplay is the decision on the seventh turn. I was very uncomfortable with the going sideways plan so I went to the middle. Actual play: Other possibility: In the actual play my opponent did a hit (8/9), put the ogre in our way (5/6) and blitzed (35/36 non-turnover and 20/36 hit). In the theoritical play they have to make a 1 dice hit to blitz the carrier. However, to block our path it is enough to free the ogre with two 2 dice hit (8/9 to push downward the rotter next to the ogre and 5/6, 35/36 to blitz the pestigor away with the ogre). After that they can attack my front nurgle warrior with a 2 dice block (35/36). This way they form a "2-man" line near the side and have one player basing our pestigor. Conclusion: Probably my plan was a bit better but it is hard to decide. What went well: No injuries despite the piling on player. What could be done better: Sometimes I tend to get too brave with the ordering. We should fix that. Developement: - Lemon Cure (Rotter) learned to wrestle.
  11. Key moments - second half: 1.) My block pestigor came back to the field (beast and dodge pestigor stayed knocked out) while their block, tackle, mighty blow, frenzy, dodge blitzer came back. This was not that good. However, the second half started 11 nurgle players against 9 human ones. I had hoped if I could have removed some players then the match still could be won. After they sent two players deep in our field my only option was to hit them while holding my defensive line. Expecially because one player was the evil piling on one. First round we double stunned the piling on player, not good. 2.) They stunned our half-line pestigor and tried to save their catcher from the dodge trap. Armor break for him, because of the failed dodge, but just another stun. Still not good. We had to reposition some player to our left side because they brought the ball there. Before finishing our last moves we fouled the lying blitzer without stun. The AV5 did not break. They moved to our other side, we repositioned ourselves and fouled the lying catcher. AV6 broke but just another stun and an expulsion... At this point they breached our defense. I had two options, an 50% dodge to attack the carrier, or a clear attack on the lonely protector and step next to the carrier. I chose the second. Meanwhile we gathered another stun (fifth this half)... 3.) They scored on their 13th turn. 0 - 1 to the human team. 4.) Nobody came back from the knocked out players so the last drive started 10 nice nurgle players against 9 human ones. Both teams gained a turn after the kick-off. At least, I was happy about it Moreover we knocked out their piling on player with our blitz! We made a little calculation mistake here because the pestigor stayed in a 2 extra step range for the side catcher. Fortunatley, the extra step failed. So after some repositioning and moving we fouled the catcher. The armor held again. 5.) We moved forward near the sideline. Another downed human, another foul without success. 6.) They tried to from a screen but the last player missed a dodge so we had to break through this formation. After putting some players in place I realized that we had to score this turn. We scored with two extra steps 1 - 1 7.) The knocked out players came back. They had one turn to score but they did not want to do that so we had a draw.
  12. S22 - Division 4C - MD4 The fourth match this season was against a human team. They could induce one bloodweiser babe because we filled up our ranks to 13 players. The Cardiff Titans (Human): 1.) Strengths: They had 5 block, dodge players, two guards, had a fully developed killer (block, mighty blow, tackle, piling on) and another hard hitter with frenzy (block, tackle, dodge, mighty blow, frenzy). Their movement is way better than ours (two 8 movement catchers and four 7 movement blitzers). All in all I expected frustrating turns and different kind of hardships. 2.) Weakness: They could not roll strength up so they would rely on the guard players and they lacked a bench (only 11 players in the roster) so removing them could turn the tide to our advantage like last week against the elves. Key moments - first half: 1.) We had to start and attack. This was not that good considering the bloodweiser babe. We could grab the ball near the half-line. The only problem was they survived 4 hits (three AV8 and one AV6). 2.) They boneheaded the blitz and put players in front of our lines so next turn we moved forward. At least our fifth hit caused an injury (the sixth caused a stun but that does not matter here). We prepared for a surf on our right side (that's a player with niggling injury and blodge). 3.) At the end of their second turn they started their bad dodge play (they failed the first 1/2 dodge and after that the third 2/3 dodge). Our third turn was quick, a double one re-rolled into a double two...turnover. 4.) They returned the favor with a double one on the ogre (that ogre has block) and the loner re-roll failed. We got a chance to break through. The hit stunned their rightmost player (after eight AV8 and one AV6). We needed only one extra step (with a re-roll) to finish the cage before moving in. We just failed that... (Conclusion: Bad ordering). 5.) With a guard and a re-rolled armor break they knocked out our dodge pestigor 6.) At least we knocked out another human player (10 nurgle players against 9 human ones) and had a plan to clear the ball's surroundings. We put the ball to a safeish place. 7.) They knocked out another pestigor in an instance and stunned our front nurgle warrior after 3 dodges We moved forward and tried to get in scoring range. 8.) They stunned the beast with their next hit and the re-rolled armour break knocked him out. 4 hits with 3 removals in 3 turns... To make things even harder they pulled of an extra step (5/6), two dodge play (1/2, 2/3 with auto re-roll) to form a screen on the side-line. 9.) We knocked out another human player and went left. We will check later if this was the good decision. 10.) They blocked our path towards the touchdown line and even stunned our carrier (they used their last re-roll for the hit...). It was clear that we had to pull a pass play because the only standing pestigor had to make one extra step to score at the start of the turn. However we failed the pass... On their last turn they failed an extra step and stunned a player but it still did not matter. The score was 0 - 0 and it was their turn to attack.
  13. S22 - Division 4C - MD3 - Summary We grabbed our first victory this season on match day 3. I expected my team to be in the mid of this division at the end. Now we are closer to our goal. Play analysis: - Key moments - first half 4. This moment isn't illustrated in details because the possible outcomes are vast. This was the starting setup for their second turn. What is important here that the beast is down and only one rotter interferes with the elf line (two other elves has protectors on my side of the field but they can be moved back easily with a dodge). Hitting the rotter, this is the dirty player one, is okay (instead of 3 35/36 dodge), the only problem with it that after the hit at least one key player stays next to the beast. However it created a dodge, 1 dice, 2 dice, 2 dice crowd surf which did not happen because the wardancer first 1 dice hit was a simple block and wasn't re-rolled. So this part is quite reasonable. They finished their turn like this. I think my only concern is that after the failed surf attempt the wardancer still had 2 movements (and two extra steps) so sending him deep was not a good idea (the hit happened 1 tile away from his current position). He got a decoy score threat there and they knocked down my wrestle rotter but that was all the protection. A follow up would have helped from the elf who knocked down my wrestle rotter, blocking his path towards the dancer. In the end, we got the opportunity to blitz and foul one of their key players on our third turn. Conclusion: Going too deep unprotected. - Key moments - first half 6. The second foul attempt had a toll on their team because the beast could stand up in our second turn. In details, they turn 2 action chain required 4 players next to the beast (Key moments - first half 4th event), one block, one blitz block helper, one foul helper and that elf who made the foul (roles defined by their main action so the block and block helper helped in the foul as well). So somehow they had to move four players away from the beast in their 3rd turn. They had to move their guard player in block range, use a 1 dice block (another elf stayed on this side of the field) to hit a rotter, move an elf next to the beast (3rd elf), hit the beast (4th elf) just to ran away with two players (one is the wardancer who is blitzing below). An 1/2, 2/3, 5/6 dodge finished their screen (we could not hurt their wardancer easily) but they sacraficed their front player this way (by sacraficing I mean moving him backwards). In the end the we could foul one of their key players in our 3rd turn. Conclusion: In their first few turns I think they overcommitted players to remove the beast. At first, it looked okay but after loosing their first wardancer it was risky to sacrafice their MA9, sprint, sidestep, guard catcher as well. He survived but the 2 armor rolls (hit and foul in our 3rd turn) could had been catastrophic. What went well: The wizard was a great help combined with our wrestle rotter. Unfortunatly, I lost the rotter in the first half but that is how niggling works. At least, he did not get the MVP. What could be done better: It was okay this time. Developement: - Usual Random Hops (Pestigor) learned to block. - Papaya Pick (Rotter) joined the team. - Extra Coffee Flavour (Rotter) [Lvl 2; Wrestle; Niggling injury] died.
  14. Key moments - second half: 1.) Nobody woke up from his concussion so 9 nurgle players stood against 7 elves with only one important catcher. We attacked so it was crucial to score and to score as late as possible. 2.) They kicked the ball on our right side and we had an opportunity for a catch there (high kick). It was good, our dodge pestigor caught the ball. We knocked out an elf in our first round (however we needed a re-roll for that) so six remained on the field. 3.) The tree almost rooted again but was saved by a re-roll The "they screen we move" game had started. 4.) We fouled the tree and got a stun out of it. Better than nothing. 5.) They made their first cage dive, two red dice attack with the catcher. It failed. The beast hugged the catcher and we got away as far as we could from the tree. We lost a re-roll in the process, just one remained. 6.) The tree rooted and even failed the stand up (five moveable wood elf player was on the pitch) This way they wasted the blitrz and even their catcher stayed where he was (nice tentacles). 7.) Next turn we used our last re-roll to free one side of the cage. It was getting tense and interesting! However, we could not free all sides of the cage because we would had to risk a one dice block at the end. The important thing was we stunned an elf and 4 of their players (including the tree and the stunned one) was down. Next turn the tree stood up but was still rooted. They put an elf next to our carrier. Unfortunately our block player was on the other side. We had to trust in an 8/9 to free the ball. We managed to switch sides. 8.) They blitzed one of our pestigors and they re-rolled the skulls into a both down. This was a lucky one. Turnover for them at the start! 9.) The plan was to go next to the catcher with the beast. Ooops...really stupid We surrounded them as much as we could and even tried a dodge again which failed but did not matter that much. 10.) Their last resort was to put the usual catcher next to our carrier. They managed to accomplish that (1/2; 5/6 dodge). 11.) Without a re-roll we had to dodge or do a blockless hit. We chose the latter because we could arrange a three dice one. We missed the armor break on the catcher once again. On our 15th turn (they would have 2 more) it was clear we had to score so we did just that. 2 - 0 for the nurgles! 12.) The frenzy wardancer came back so they had two MA9 pieces on the field, one with sidestep and sprint. I did not thought they would try two one-turner but that just what happened here. Nice try @Iltanir, nice try They managed to put the catcher in scoring range (with 3 extra steps) but the catch failed. Now they had one turn to score and even that was in danger. We hugged the catcher with the beast, blitzed the wardancer and stunned him even secured the ball as much as we could with one extra step. The score stayed at 2 - 0 for our side this time!
  15. S22 - Division 4C - MD3 On our third match we encountered a wood elf team. They started with a loner player and we had 140k inducement money because we missed our block, sure hands pestigor. That was a bit hard considering their strip ball wardancer. The Garden of Even (Wood Elf): 1.) Strengths: They had 3 well developed player (the 2 wardancers and a catcher) and a forth block, dodge catcher. This meant 4 blodge players, one MA9, AG5 tackle, frenzy wardancer, another tackle, strip ball, sidestep wardancer and a MA9, sprint, sidestep, guard catcher. 2.) Weakness: The other players were almost without skill. They could present a kick and dodge player but that's it. The plan was simple. They lacked substitutes (one loner player as I mentioned before) so we had to remove their 3 key players and some other. Key moments - first half: 1.) We induced a wizard and gave them the oppurtinity to attack. At the start of the match we could surprise them and move before the first round. Two of their essential players was on the line of scrimmage we hugged on with the beast whilst based the other with a wrestle rotter (in fact that basing was their starting decesion). 2.) They thought a lot what to do but in the end attacked our beast (and burned a re-roll because of the foul appearance). By the way, the tree unleashed its roots for the drive At the end they fouled the beast and did not have enough time to move the second wardancer. 3.) After surviving the foul we got an opportunity to stand up with the beast next to their three essential players. However we continued where we left off last time. Really stupid again... At the end we injured and elf and put up a decent defense formation. So 10 elf remained for the rest of the game and we had our second 4 SPP nurgle warrior! 4.) Another foul on the beast was inevitible but we survived it again. More importantly one wardancer stayed there and the other went deeper into our field (Conclusion: Going too deep unprotected). They could manage to knock down my wrestle player next to him but that was still enough for a blitz. 5.) The beast stood up! So one wardancer hopefully catched and we just had to deal with the other. The hit was clear. Unfortunately the armor break was followed by a stun however the foul worked. The MA9, AG5, frenzy wardancer was out for the drive. 9 elf players stayed on the field against 10 nurgle players (the referee sent off our nice fouler player ). 6.) They knocked down the beast and switched sides. But there was a price for it. They had to call their guard player for reaching a 2d block against the beast. Thus, he was left in close range combat. Unfortunately, they pulled off an 1/2, 2/3, 5/6 dodge play (okay, an auto re-roll was included at the start) which blocked our path to wrestle down the wardancer. This way we could not hurt their two remaining key players in the same turn. We knocked down their left catcher but the armor break was just not there. After rearranging our defense we fouled him but still could not break his armor (Conclusion: Overcommitting players on one side). 7.) Next turn they tried to open a path for themselves with the remaining wardancer. He made the dodges but the foul appearance helped us out. They moved the ball backwards to safety and continued the attack on our nurgle warrior in the middle. The second hit knocked him out (9 versus 9 now) It was essential because without the hit the wardancer would had remained next to the warrior. 8.) At this point we had to accomplish some goals. - Hit the wardancer. - Foul the wardancer. - Get closer to the carrier. The problem was that without the warrior at our back we needed an assist from a rotter and not the dirty player one. It meant an extra step and we lost the re-roll for the turn. We attacked the dancer and failed to knock him down with our block nurgle warrior. We repositioned ourselves and sneaked forward with our dodge pestigor just to fail that dodge twice 9.) They moved to our right side and finished their turn (again with evil dodges) at the half-line. Dear readers, you can't check the picture but what is important there that they placed their 2 catchers and even the wardancer under one fireball range. It was time to call the heavy artillery. The result was astonishing. The wardancer and the carrier was knocked out and their third important player was knocked down. Seven of them stayed on the field. After a re-rolled dodge we picked up the ball and ran forward. 10.) They put their catcher next to our carrier and failed a re-rolled dodge for a turnover. The main problem we faced on our turn was that the catcher picked up sidestep in the past. So we needed to block his path and hit him or dodge out of his range. We just did not have enough well placed player to be obstacles. However, we managed to clear a path for our wrestle rotter and the 3 dice block worked, catcher was on the ground with him. 11.) They attacked our carrier with two red dice after two extra steps (one was re-rolled). Sometimes being an elf just sucks 12.) After another well timed really stupid from the beast we based their only player in scoring range and guarded their catcher as well. We did not want to score this turn because they had a remaining one turner on the field and another who was knocked out (but could come back after the touchdown). 13.) They last turn was simple. The catcher went next to our carrier and they planned a revenge on our wrestle rotter with niggling injury. I think that went well No more extra coffee for you in this "life"... 14.) With a re-roll in hand we tried to hit the carrier but failed to knock him down. After that we dodged away and scored. 1 - 0 for the nurgles!
  16. S22 - Division 4C - MD2 - Summary Second match of the season and it was a little bit disappointing, mostly because of the beast but was okay considering the injured players. Sorry @crowdog09for not talking too much during the game but I tend t think a lot even under my opponent's turn. Play analysis: - Key moments - first half between 3. and 4. Firstly, we will check the break through from the chaos dwarves. I would vote fot a safer cage for the first break through, so something like this: Instead of: In both cases my back line defender pestigor can push with two red dice but in the safer solution he is based by a dwarf that means a tackle skill which counters the dodge on the pestigor. I would write on the plus side as well that I can't move the beast next to the carrier. On the negative side I can put the basing on the sideline because that is carried out by a hobgoblin without guard and enables the two dice push for me on the dwarf next to the beast. However, it still puts the side pestigor in danger (standing up at the side of the pitch) and does not have that big advantage (moving the beast next to the carrier after the push). Probably with the safe solution I would had tried to blitz on the upper right side of the cage (from my viewpoint) with the lying pestigor. Conclusion: Risky break through which enabled the beast to act and cause trouble which in reality failed. - Key moments - first half 5. In this situation my concerns are not that straighforward or we could say that the solution is versatile and isn't that clear. You can see in the match log that my main problem was the push of the pestigor next to the carrier. So the first three steps are very good. If the dwarves decided to push out my side pestigor then this is the way. After that I think pushing upwards (4th, 5th and 7th steps if needed) can put the carrier in a more comfortable situation. The 7th hit is even carried out by the claw dwarf (I know it was an injury in real life as well but the probabilities differ). After the 7th step the dwarves still can hit my last standing pestigor at the half-line and have 2 free hobgoblins to move. (Side note: the pestigor arrow colors does not match the usual usage. It should be whitish because the real push happened towards the other way.) Conclusion: Risky defense that could put the carrier in danger. What went well: The casualty toll was okay (just one miss next game injury). What could be done better: Improve the re-roll usage a bit. Developement: - Finish with Blackcurrant (Nurgle Warrior) learned to block.
  17. Key moments - second half: We started the second half with one player disadvantage (10 versus 11) because one knocked out player came back from each team. The weather changed to sweltering heat so I was sure if anybody would score that would be in the last minutes of the game. 1.) They kicked the ball near the midfield so I surrounded it. But oh dear, we rolled a really stupid at the line of scrimmage (Double Skull counter: 2; Skull counter: 3). 2.) They stunned a nurgle warrior with the claw player and put up a good defense. I tried to position my beast next to 2 or 4 ST3 pieces (can't remember what was the exact plan) but I think you can guess what happened. Another really stupid in the pool (Double Skull counter: 2; Skull counter: 4). So the next step was to create a little space on the sides for our attack. What should I say? It was horrendous. Let's meet our friend, the quad skull (Double Skull counter: 4; Skull counter: 4). 3.) After two really disappointing turns (for the nurgles of course) they came closer to suffocate us. They blitzed with the claw player but we survived it yet again. Meanwhile they stunned our front, lying nurgle warrior with a foul. Because of the foul, they concentrated 6 players on one side so there was a narrow path to break through. I pushed the wrong dwarf for the break through, but in reality I could not make it because our carrier was too far away from their defense line. So we moved a bit closer. 4.) The only problem was that they hit us hard and 4 out od 5 hits connected. It would had been crucial that the beast stands up but this night was not about success (Double Skull counter: 4; Skull counter: 5)... I knocked out their claw player but they healed him right at the point (apothecary lost). We made two extra steps for the run but could not spare a player for protection (or more precisely I did not risk the 2 dodge, 2 going for it play with the pestigor next to the bull centaur). 5.) They pulled off the 1 dice hit to free a dwarf and they could rush on us with a going for it. It was important because our carrier was a skilled dodger. The hit was clear and later they even picked up the ball. 6.) However, we could reclaim it with a dodge, blitz combination and a pick up. The only problem was that the blitz was carried out by a hit pestigor so I had to choose between staying on the side (and pushed out next turn with a blitz) or moving next to a block, tackle dwarf with my last movement. I choose the dwarf After this we burned a re-roll because of a double skull but hey, at least after it we could push away a random dwarf (Double Skull counter: 5; Skull counter: 5). At this point it was clear that I should move more players near my carrier to help him. We just needed two 2/3 dodge from two pestigors. We managed to do that! 7.) They knocked down my pestigor right away, did not even needed the blitz for that and based my two helper pestigors with the two bull centaurs (one of them needed a blitz for it). It seems I should have put my back nurgle warrior (see above) on the free centaur instead of protecting our back (Conclusion: Miscalculated defense). 8.) At this point I tried to dodge away from one centaur to help my lying pestigor with a blitz on the dwarf. Lost my last re-roll and failed the dodge as well. 9.) They failed the pick up but it was a scatter, two scatters by the way, and it was bad. 10.) My last remorse (because I failed to move with my free rotter last turn) was to dodge away with my dodge pestigor (success) and push the bull centaur away with 1 dice for a 2/3 dodge or a follow up run if I could find a hit. We missed 11.) They tried to knock down my pestigor in scoring range but it failed. Thus they needed 3 extra steps to protect the ball with the bull centaur. It was a success. They even pulled off a 2/3 dodge, 2 extra steps play from a hobgoblin (without re-roll) to diminish our chance to score. 12.) We failed the first dodge and I misclicked not to use the dodge skill but as you can see below it would be very hard to pick up the ball with the rotter (1/2, 1/3 dodge; 1/6 pick up probably; pass; intrception and a catch). 13.) In the end they could not score a second (one hobgoblin was in scoring range for a long pass) and fortunately the claw player could just knock out two important players from my team in the last two turns (so no injuries there). The score stayed 1-0 for their side.
  18. S22 - Division 4C - MD2 On our second match we encountered a chaos dwarf team. They lost their block, break tackle bull centaur for this week but gathered 190k inducements because of this. Both teams came with eleven players before the inducements and that was preferable for the higher armor value dwarves. Engineering Chaos (Chaos Dwarf): 1.) Strengths: 9 armor value for 7 players and the six block, tackle dwarves. We still lacked blocks (one block pestigor because the wrestle rotter was injured for the week) and had just a dodge player who would easily be counterable by the tackle players. Apart from the starter advantages they build up two guard and a claw blocker player and put +1 strentgh (and a block) on the remaining centaur so they had a counter for our strong guys as well. 2.) Weakness: The lost bull centaur, their overall strength and speed. I expected a wizard, bloodweiser babe (200k) or a block bull centaur mercanary (200k) inducement. They hired the latter so they had a substitute hobgoblin and could put on the field 11 players with block like skills after the inducement phase. Key moments - first half: 1.) They attacked first but was blitzed at the start. We tried to push their right side. 2.) We survived the first wave of blocks (5 blocks, 4 attacked player and 3 hit) and they presented us with a foul opportunity because the mercanary centaur missed his second extra step. We hit a dwarf and started our neverending fight with the skull rolls. First really stupid roll (Double Skull counter: 0; Skull counter: 1). Because of the really stupid we dropped the plan to foul the lying centaur and tried to call back our front pestigor. The dodge failed two times Our rigth side stayed still but at this point it was not a disaster. 3.) We survived their second turn claw attack as well. After regrouping our back defense we planned an attack through our left side. Did not go well (Double Skull counter: 1; Skull counter: 1). I forced a loner re-roll (Conclusion: Greedy re-roll usage). It was a more demanding turnover but still was not that bad (beast and two pestigors down). 4.) They could break through (Conclusion: Risky break through) but left the carrier in our beast's range. Needed a 1 dice push and a successful really stupid. Oh wait, another fail from the beast tonight (Double Skull counter: 1; Skull counter: 2). I pulled back my players before the 1 dice block but there was a clear path to score for the chorf team. I even knocked out a dwarf. My only mistake was that I thought by standing up with the pestigor near the sideline I would had gotten +1 dice. That was an evil guard dwarf so nothing gained here (and next turn it is an easy push for them). All in all, last re-roll wasted. At last, I pulled back my dodge pestigor to make their march harder. 5.) So they pushed out my pestigor on the sides. The numbers were even. However, they pulled out a very risky play from their sleeves (Conclusion: Risky defense). First, they pushed my blitzer next to their carrier and with their last movement (apart from the carrier) they injured the blitzer (he would miss match day 3 as well ). Even a down would had been good for us there. At this point they retreated to the midfield and after this turn that was the safe choice. 6.) So nine nice nurgle brawler against 10 cruel chaos somethings. I really was not sure whether to attack with the beast or stood up with him next to the claw player so I postponed that decision. I did not blitz with the ST5 nurgle warrior because I'm stupid so I had to blitz with the other one. It meant 1 movement loss (yes the picture is lying and does not count the blitz -1 movement) because I wanted to go rightward. However, this night we played turnover (Double Skull counter: 2; Skull counter: 2). 7.) On the bright side, they stayed at the midfield next turn and we still did not suffer from the claw. As a last resort, I blitzed next to their carrier and the beast was up. They hit us hard, very hard. The crucial moment was an armor break on our back nurgle warrior. If they could not do it we would have had a chance to push away the ST5 bull centaur and move next to their carrier with the beast (still ST5, stand firm with guard). Talking about armor breaks... Welcome to the "Those who cheat death" club Strawberry. 8.) We organized a defense line and even tried to dodge near their carrier. It was meant to fail. At this point they needed just one push and an extra step run to score but they stalled another round. They left us a clear hit on their carrier. We just needed to base the centaur with somebody (dwarf had guard, thus it would be a 1 dice block). With their failed hobgoblin dodge it was not hard to accomplish. 9.) Unfortunately, we could just push away the carrier so we tried to finish our defense line with two extra steps. The first failed. 10.) With a re-roll in hand the remaining extra step for them to score was not that big and they scored. 11.) After the kick they could rearrange their defense line (perfect defense). At least, we knocked out a dwarf with a foul at the end.
  19. Just a quick spoiler from our next episode. Third nurgle warrior will join the club in THAT particular leaderboard
  20. Some days ago I realized that tomb guardians are very skilled with the ball.
  21. S22 - Division 4C - MD1 - Summary First match of the season and we came out of it quite well. Play analysis: - Key moments - first half 4. Firstly, we will check my risky lonely wolf pestigor run from the first half. This is what happened there: Maybe, I should have planned on the success of the 1 dice hits and could position like this. Not real events still in white like colour and this goes for order change as well. The basic difference is that I base those two ogres as well who can blitz my pestigor and I change an 50% dodge to a 33% + 50% dodge. The real gain is that they would had to blitz my beast first or would had taken a break tackle dodge. Math says it is not that of a big gain. The two 2 dice hits with frenzy before the blitz is 88,48% (to run with the piling on player) whilst the break tackle dodge combined with a blitz is 97,22%. Conclusion: Mixed, a bit harder for them to strike but I lose a recalled defender and give them one more block chance on a warrior. - Key moments - first half 10. This moment is about when my opponent picked up the ball. I think the play and the order was well until the 8th move (pick up). After the pick up there was plenty of room to retreat and after that there would had been still a chance to foul my downed player which was the 9th action above (without the retreat). Conclusion: I understand that the carrier give +1 to foul roll (7+ instead of 8+) and protected the frenzy ogre from push out being a target but in my opinion taking the ball to a safer place is a better option, considering there is 3 more turns and I have 6 players on the field. - Key moments - second half 7. This moment is about my cage before the third foul on an ogre. I think the difference between a safe cage and the foul is do I beleive in winning this match (foul to even the numbers) or do I go for a stall game to reach the draw. I tried to win. 8 versus 8 looks better than 8 versus 9 with 5 ogres. Conclusion: Mixed. Maybe next turn there would had been another opportunity but I'm really not sure about that. - Key moments - second half 8. This will be the last and is about the "After that I saw only one option. push an ogre who did not have stand firm with one dice." part. I really struggled in this situation because I would wanted to pick up the ball with the pestigor. After rewatching it more times I realized that my move there is not bad but the ordering is not the best. The ogre have two ball protecting players, one with side step and the ogre do not possess without stand firm. First 3 dice hit is okay with the beast so that stays and the nurgle warrior repositioning is essential for the 1 dice push. So instead of losing a ball protector the blitz with the pestigor is the third action. It is a 3 dice hit and worst case scenario it give us another ball protector next to a gnoblar. The 4th action is tricky. If the gnoblar goes next to the rotter and standing then it is another hit. If not then it is a dodge (we have a re-roll so it is 8/9). The place of the dodge is based on the gnoblar's position but it either to base him better or have another ball protector. The fifth action could be what we tried if we still have a theoretical re-roll and the sixth is a free hit on another gnoblar. Conclusion: Bad ordering. Here I should have understood that protecting the ball is more important than picking it up. Because the latter is quite impossible. What went well: Defense in both drive was okay. However I made there some mistakes as well We survived the biggest strength and removal threat without too painful injuries. However other big threats will come later. What could be done better: - Basicly I had to concentrate so much on other skills that I forgot about the diving tackle player for a while. - In some moments I mixed up the side step skill (example: Key moments - second half 10.). - At least once I should have considered the frenzy better (example: Key moments - second half 3.). Developement: - Earl Grey Dipping (Pestigor) joined the team. - Lemon Cure (Rotter) joined the team. - Fantastically Fun Figs (Pestigor) suffered -1 AV injury and left the team. - Cheesecake Feeling (Rotter) [Lvl 2; Kick] suffered a -1 ST injury and left the team. He was our first player with spp (10/16) who was kicked out. - Extra Coffee Flavour (Rotter) [Lvl 2; Wrestle] suffered a niggling injury. I will decide his faith later because we lack blocks and wrestles for now.
  22. Key moments - second half: 1.) My knocked out players came back while one gnoblar was also pushed back to the field. They lost the +1 MA sprint one and their dirty player for the drive. We lost the wrestle rotter because of the injury. This meant we started the half with 11 versus 11. I used a formation like above because this way we could hit two ogre (just one guard there) at the start and foul it but before the foul we blitzed a gnoblar. 2.) The high kick helped us catch the ball at the start of our first turn. With knocking down both ogre we really could foul one of them. It was an injury and five of them remained on the field. 3.) They failed their gfi blitz (twice) so they could not hit us on their first turn. I reorganized myself on my right side and tried to foul another ogre who failed his run last turn. Meanwhile I based two gnoblars hoping they would fail their dodges. The foul was bad, not even a stun 4.) I surrounded their frenzy player but forgot that he could blitz out himself. That was what he did and my blitzer was pushed out of the field. At least they used a second re-roll for that so two remained for 6 turns. Unfortunately, they even knocked out a nurgle warrior so 9 nurgle player stayed on the field (versus 10 ogre players). 5.) I tried to break through. Injured a gnoblar on the way and knocked down an ogre. I used a re-roll this turn for an extra step so I did not want to risk the dodge with the rotter on my left. 6.) They based us well and injured a pestigor from the cage. Third turn, third removal (8 versus 9 it was) Correction: The dodge was with the break tackle player so it was really okay. 7.) I decided to pull back. We could manage to knock down the ogre threatening our back. Meanwhile I was warned that the basing gnoblar is the diving tackle one. Thanks for the tip! So we had to knock him down as well with two dice. We pulled that off and retreated. I chose to foul the downed ogre instead of building a safe cage (Conclusion: Mixed). The foul was bad again (7+ armor break missed ). 8.) They got a 2 dice hit on my carrier this way and they knocked him down. The scatter was bad. I tried to hit the gnoblar with 3 dice so I could move with the nurgle warrior but the hit did not connect. After that I saw only one option (Conclusion: Bad ordering). Push an ogre who did not have stand firm with one dice. We failed to push him twice (double skull). So they really got a chance to pick up the ball. 9.) They injured another nurgle player (rotter and an ST bust) so 7 nurgle player stayed on the field. At least they failed a re-roll so both teams wasted all of theirs and they could not pick up the ball. 10.) At this time I knew that we will fight courageously for a draw. I stunned a gnoblar at the back and tried to hit another one twice (all with 3 dice). Probably I should not hit twice one of them (got out from the reach of the beast). I could dodge away with my dodge pestigor to have a backup if we had to run. 11.) They scattered the ball away twice and an ogre picked it up without a re-roll 12.) I knocked down an ogre next to the stunned gnoblar so I would have three movable players. I could not knock down their gnoblar next to my pestigor but we hit well another ogre and based their carrier with a warrior. 13.) They had two turns left. However, they failed to blitz my nurgle warrior (bone-head) next to the carrier so they put two gnoblars in scoring range. 14.) I blitzed the rightmost gnoblar and stunned him. I put my pestigor near the sides so they could not run there after a team-mate throw. One gnoblar stayed in range. I based him with a rotter. I tried to hit one gnoblar with the beast to free my pestigor. Here maybe I could hit with the pestigor because a tentacle player would have been nice next to the last scoring threat. In reality, it did not matter because I could not knock the gnoblar down. After this I tried to dodge away from the gnoblar so I base the last one near their carrier and create an obstacle for their run. The first 2/3 dodge failed. 15.) They tried to push away my nurgle warrior. First try failed due to a bone-head but the next one (blitz with the downed block ogre) connected. They could run. However the disturbing presence came handy and we survived the game. First match and it was extremely hard to concentrate on so much different skills but we managed to grab a draw!
  23. S22 - Division 4C - MD1 First match day review. We picked up a wizard and 2 bloodweiser babes (240k inducement money and 10k from the bank). Key moments - first half: 1.) We started with a defense drive like this while they grabbed a fifth re-roll. I have to put a pestigor (0 SPP) on the LoS because the kicker rotter had to be pulled back. After the opponents setup I decided that our team should kick to the middle part near the pitch side. It went quite well. 2.) First turn they used pile on and injured a rotter. Good bye Some Passion Fruit no game for you tonight. 3.) They could not pick up the ball because a gnoblar fell twice in a row. This meant we could have opened their side a bit. However, I choose to attack on the other end where I could hit a gnoblar and an ogre (2 dice hit) as well. The problem was that the ogre had stand firm. This was when I realized how hard really the game would be. 4.) They picked up the ball and retreated. I took some risky hits (two one dice) and pushed some ogre away and ran with a pestigor forward to make the life of the back gnoblars worse. 5.) Probably I should have followed up with the beast (Conclusion: Mixed) because next turn their killer ran to my pestigor and knocked him out. The other way around they only could have done it if they had knocked down my beast. 9 nurgle players remained on the field and I lost my blitzer. Don't worry my dear readers, the pain train continued and the wrestle rotter was injured on their 3rd turn as well. 8 nurgle players had to survive the half. 6.) We was stucked on our right side so we had to reorganize our defense. With the help of two extra steps and a re-rolled block our lines looked good enough. I was quite happy that my opponent did not use stand firm then. It helped to run away from the other ogres. 7.) On their forth turn they knocked out another rotter. We were diminishing like wood elves. However they formed a gnoblar triangle with the ball in the middle of the formation. 8.) It was time to wizard up. Unfortunately, it was just a knock out but a path was created to blitz the carrier. The carrier was down (knock out as well) and with another risky hit (1 dice) we really tried to protect the ball. After our fourth turn we got a slight chance to stood up for the task. 9.) However, we paid the price for our bravery. They could free their frenzy player from Finish with Blackcurrant (nurgle warrior) clutches and frenzied out our dodge pestigor. 6 against 9 after five turns but the clock was ticking. They even could pick up the ball after a re-roll but stayed near our downed player because of a foul play. The foul missed and we got a chance to hit the carrier again. It was a very bad performance so the referee sent the gnoblar down. 6 against 8 looked a bit better. 10.) Before the blitz I should have moved a player to the sides (like @Nurdellsaid). However, it still would had been risky because of the cross opening in our defense. I blitzed first and did not want to re-roll the both down result (no blocks or wrestles on both player). This meant a turnover but the ball was free again. Moreover, it was a knock out for the gnoblar. 6 versus 7 and only one gnoblar remained on the field. 11.) Nuffle smiled on us. Came a bone-head so they had to blitz our defender but a disturbing presence was activated so they lost the re-roll for the turn. They failed the pick up with the last gnoblar and we had a quite good scatter. I tried to hit the last gnoblar (it was just a push) and retrieved the ball with my last pestigor. Here, I should have moved a tile forward with him because their ogre could run next to him with two extra steps. 12.) And that is just what happened after a knock down on my warrior who was next to the ogre... At least we sweated a lot so two ogre block was repelled by our scent (2 disturbing presence) and we even confused one with these actions (1 bone-head). 13.) We succeeded to run away with our last re-roll. They lost their chance to score on their last turn. The result was 0 - 0 and I hoped the two babes would help my knock out players to wake up whilst their players would sleep another half.
  24. Second season starts today for my team so here are the opponents. League: The OCC - T4 Competition: S22 - Division 4C Opponents: - Eagle Force One (Kislev) - The Cardiff Titans (Human) - The Garden of Even (Wood Elf) - Papyrus Makers (Khemri) - Orks are People Too.. (Orc) - Delta Ogrobot wing (Ogre) - Silver Lords of Altmer (High Elf) - Engineering Chaos (Chaos Dwarf) - Knights of Errands (Bretonnian) This will be a hard competition with very vell developed teams. First match day we face the fourth Ogrobot wing. Delta Ogrobot wing (Ogre): 1.) Strengths: Base strength with enough guard and stand firm on the ogres. This will make them very, very annoying. Combined with the built-in mighty blow their ogres are fearsome. They even developed a killer. However, 4 of 6 ogre could be pinned down because of the two break tackle skill. So I think their normal developed ogres are quite good and versatile enough. Our main problem will be that we can't really outrun them. Gnoblars are okay but usually they do not need much skills. We will have to watch for the +1 movement sprint and the diving tackle ones. 2.) Weakness: They lack as much the block skill as us so I consider it a good start. Gnoblars.
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