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Repeated Offenders Team Blog (Match Report Memorial Thread)


Dreamy

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Lol, it is fine and well you follow in the shadow of Juriel reports, but try to at least bother to get it right next time :-)

[...]

You also forgot to mention your bbmanager armour break luck factor was of around 25 ... and block pows/stumble dice result around 45% of all your block dice.

I am sure small details like this these help just a tiny bit motivating us to write up quality reports like this one! ;-) keep it up!

Hard to get it right when the game won't tell me what you were aiming for :clown:

But I shouldn't have made assumptions based upon where the ball bounced to. :wacko:

Everything else is artistic license. :ham:

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  • 2 weeks later...

Cardif gets a wizard, a bribe and an apothecary, then loose the toss so the Offenders receive in what turns out to be sweltering heat. The Offenders set up to press down the left and the kick goes deep in the opposite corner. Offenders poke people around a bit along the line, manage to KO an orc and pick up the ball getting it to the centerfield.

Cardif frenzy ST 4 blitzer smashes into a wrestle-guard ghoul, but blitz at the wrong angle for a surf and have to deposit him along the sidelines, then move in another orc to mark the mummy. Offenders try to chain-push for a surf but forget to turn off grab first.. D'oh.

Still manage a stun on the blitz, and then get to run up the ballcarrier some along the side when Cardif looses a turn trying (and failing) to dodge a black ork as what seemed to be the first action of the turn. This is also when the ST 4 orc gets fouled to a niggle - which is not apothecaried?

Undead press on, holding most of the orcs at bay, but a series of poor blocks leave an opening large enough for the orcs to blitz the ghoul ballcarrier with a tackle blitzer and an assist - but even with a reroll they can't get him down, so they use a wizard on it, getting the ball double-marked and the ghoul misses his turn due to the bug. (No armor break) (They also managed to KO the star mummy here, who never came back - then a skull block freed up the star wight)

The star wight surfs one of the orcs marking the ball, and just keeps an eye on the other. Orcs block a little, but then try to dodge loose a black ork to offer assists, and it is an undead turn once more. Undead try to surf the blitzer, but he goes down - undead pick up the ball with their last reroll, and score in turn 6.

-

Orcs go down one side, keeping catcher back with the ball. Undead hunt catcher too much, orcs break a hole in the screen and pass through to run a player to safety, getting to score easily, even having to stall one turn by the endzone before making it 1-1.

-

Second half undead finally spread out to not allow easy incursions, while the orcs build a ready cage in their midfield. Thrower picks up the ball and tries to pass it into the cage, but scatters the pass and the ball ends up in the open. Undead run up a couple of markers, then send AG 4 wight to pick it up - but he fails the second GFI.. yet the ball scatters to strong-wight that catches it.

Orcs mark the undead near the ball heavily, Undead don't manage to block them all away and the ballcarrier goes down. The ball is poorly controlled for a while, but finally it starts moving over to the opposite side of the pitch. (Orcs KO a zombie away but then also loose their dirty player to a stunned AG wight despite using a bribe.)

Undead move more bodies towards their own backfield, then blitz into the cage and mark the Carfid ballcarrier, who hand off the ball to a blitzer who foots it away. Undead barely (and with great trepidation since they are out of rerolls) manage to put another marker on the ballcarrier while also marking his screen with the strong wight. Orcs take in an assist on the strong wight, but roll a skull when trying to push him away. This is rerolled to take down the wight, freeing an assist.. that blitzes the skeleton without fighting skills marking the ballcarrier. And roll double both down on the unskilled lino that tried to blitz loose the blitzer. And it is the orc that is stunned, allowing the skeleton to offer an assist as a ghoul blitzes the blitzer down.

(Had the orcs used the lineman as assist, they could have blitzed with the ballcarrier and gotten a situation where they would have had one or two reroll-less gfi:s to score - with the plan they used they would only need one gfi - but the block was 1/9 to fail instead of 1/36. On the other hand, their way had a 74% chance of success, as in scoring a TD, while my suggestion is so difficult to figure out I can't be bothered, but probably somewhat less)

The ball is thrown in straight forward and across the pitch. Undead move up a ghoul as receiver (and scoring threat), then manage to use AG wight to pass the ball to him - but he can't catch it. A loose black ork manages to pow the blodge ghoul down, but not stun him, but they have pushed him closer to the endzone (since it was further away from the ball.

And now the real robbery takes place - undead (all out of rerolls) make two go for its to use their unskilled mummy to take down the black ork, then the ghoul does a go for it to stand in the endzone, and finally the AG wight picks up the ball and makes two go for its to get a 3+ pass to the 3+ catch that turns the "74% chance that orcs win" into an "undead managed an 8% play and won"

Hence a robbery. And had I said nothing nobody would even have suspected a thing, since I'm up top in the standings and bowdy's team is trailing badly.

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So, Chakalaka replace their -Mv Block Leader Diving Catch Thro-Ra with a rookie, they get block on their TG and hire on Ramtut for the game, where they start off by loosing the toss.

Offenders decide to kick, the kick goes to the midfield, a rock stuns a Chakalaka skeleton and the game is on. Khemri start by plain killing(no regen) a zombie on the line, knocking down another and stunning a third, then pick up the ball. Undead try to pressure the ball, moving some players in that direction and keeping some along the other flank to prevent too easy switcheroos.

Khemri pull the switcheroo anyway, outrunning the mummies, KO:ing a zombie, and knocking down then fouling out (BH, no regen) the ST 5 wight. Undead make some moves including a 2D against block just to get to mark the ballcarrier with the AG 4 wight, that is promptly blocked out (BH, regen) They then poke people around a bit, including a push on Elisabeth that she allows to happen since it is closer to the ballcarrier. (She's still surrounded and a tantalizing distance away).

But alas, that allows her to be pushed closer as Isabella rises from the ground to blitz a TG, and once next to the ballcarrier Elisabeth succeeds to get the ball loose and the carrier KO:d. A ghoul then manages to run and pick up the ball, to throw it as far upfield as he dares (not very far, since I was out of rerolls - had I known I would have rolled a 6 I could have done a long bomb instead of a short pass ;))

The impertinent ghoul is knocked out, and a random skeleton manages to get back and pick up the ball for future movement down the pitch again. Simplified by Isabella doing a quick snake-eye when trying to blitz from prone. The day is saved the next turn (last chance of stopping the score) when Gustavo the Ghoul manages to get up from prone, dodge into TZ twice and then out to finally GFI and knock down the ballcarrier, stunning it. Khemri still have a chance to pick up with a blitzer and double GFI, but they snake-eye the pickup and the half ends scoreless. (Although Isabella manages to cause a casualty to finally skill up)

-

Second half - fans cheer for the Offenders, and the ball scatters to Ivan, who fails to catch it on the bounce. Offenders press up to the left with most players, except those shuffling around on the line. Chakalaka press heavily upon them and manage to double mark Ivan, so he dodges away and passes a ghoul on the other side of the pitch that runs away with the ball.

Khemri try to blitz the ballcarrying ghoul with the only player that can easily reach him, their MV 7 ST 4 Block Tackle Thro-Ra, but even with a reroll he fails the dodge away from his marker, and the undead can start a brief stall where they blitz down the Blitz-Ra playing safety, and Rob foul-kills the ST 4 Thro-Ra (he got better)

After a turn of stalling things start getting crowded, and instead of continuing in a way that could go bad, the undead score so the game is about win or draw for them, instead of risking it all.

-

Kickoff, another rock, this one MNG:ing the Block TG (no regen). The upset Chakalaka swiftly equalize by BH:ing a zombie and then blitz-killing (No regen) the AG 4 wight. To this the upset Offenders manage a cheeky one-dice blitz (reroll already wasted) to BH the ST 4 thro-ra who was carrying the ball. He regens, but he's no longer on the pitch. Neither is the rookie thro-ra once he's been BH:ed by Rob's foul.

Chakalaka manage to pick up with a Blitz-Ra and move ahead in contact to a ghoul since it is closer to the endzone and further away from the prone mummies. Elisabeth manages to get up and blitz down Ramtut, allowing her to be assist for the ghoul that blocks down the Blitz-Ra and it is down to just trading a few desultory blocks until the ending whistle sounds.

1-0 - a typical score in a game involving Khemri.

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Okay, last game was against goblins, who induced Ripper, a Wizard, a babe and some bribes. Weather was nice and they picked Heads when Tails didn't fail.

Offenders decided to receive to try to thin the goblin ranks, but this plan would largely fail the entire game. Offenders smash the trolls on the LOS, but fail an attempt to pass for SPP and leave the ball open to be threatened. But after a while and some more bashing of trolls (and a nearly failed pickup) later the Offenders manage to move up the midfield, make that skilling pass to the ghoul that skills by scoring the TD.

Second kickoff sees rain, and the Fraggles repeatedly try to handoff the ball to their flier, then just fail picking the ball up repeatedly until the Offenders decided to show how it is done by picking up the ball and making a short pass for a second TD.

Third kickoff is just one turn, but the one-turner fails in the handoff phase again.

Second half the Fraggles finally manage to do a flying touchdown and score.

Second (fifth) kickoff sees the weather back to nice, the wight picks up the ball and starts running it across the pitch towards scoring. A wrestle fraggle does a 2D against and wrestles the ballcarrier down after which a wizard kills the wrackle-guard ghoul that was just loitering nearby. After which the downed wight picks up the ball again, is double marked but easily cleared and gets to do his second touchdown.

Third (sixth) kickoff sees the beginning of the Fraggles trying for the goblin toss again, but failing, and the Offenders making their second and third "real" casualty (as opposed to failed dodges and leaps) as they take out the chainsaw with a block and foul away a random goblin just for some dirty git points.

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  • 2 months later...

Since I wrote such a long report I might as well copy it over here as well:

Game started out with Trouman getting only 230 inducements due to his ST 4 Block elf earning blodge. (He could have sacked his AC/CL to trade in the babe for an apo or a second babe, but with his current cash flow he would have been hard pressed to buy them back, so he didn't, going for the easy Wiz+Babe)

-

I choose to receive to try to thin his numbers some before having to face the dark elf offense, but his entire LOS refuses to accede to anything more than a single stun. Same thing with the afore-mentioned Blodge ST4 guy, who gets tackle-blitzed to a stun. Rookie ghoul eats a reroll to pick up the ball, and Rob fouls a lone lineman without effect.

Big Black Mariah is then set in to try to take out one of the skilled ghouls, but since she doesn't have tackle she fails to take him down with a :pow!:, and the second block is a :skull::bothdown: where juggernaut keeps her up. Only since she has followed up next to a tackle zombie the TRR is needed to get her away from adjacency - after which the GFI for that move takes her down and the dark elf turns ends very much prematurely.

Undead block down the single guy on the LOS that had stood up, move up something of a cage a bit into the Maladies half, then go for the important stuff. Dick Butkus the Hunter blitzes down Mariah's assist, after which Rob moves in and gives her the good old BH-express with a foot to the skull (which the referee decides was a bit too blatant). Still, even if that put a severe crimp in my fouling antics, getting rid of that witch was well worth it.

But what happens next is that the ST4 runner blitzes down Vlad, allowing his Sidestep tackle guy to mark the ballcarrier neatly. I flummox myself and waste the blitz just to make the ghoul moving in a separate assist safer, and finally have to resort to a plain dodge to get my ghoul to safety. (It worked out nicely, so no harm done)

No harm, that is, until that ST 4 runner does a dodge and 2 gfi to roll a pow on a blitz against that ballcarrying ghoul, spilling the ball. Some more blocking sees a zombie and another skilled ghoul downed (and the third ghoul is a long way away from the action) and a Maladie standing by a sideline in an unreachable position, waiting for a pass.

Sadly enough (for Trouman) the AI apparently pathed his route past Vlad (the tackler) a second time, and since the TRR had been used already when dodging away the first time, Spidey the strong-arm runner ate some turf and stunned out.

Vlad then broke the neck of the dark elf SS-Tackle-Guard-Blodge Blitzer, but the Maladies apothecary quickly did some mumbo-jumbo and patched the Blitzer up.

Dick Butkus the Hunter then picked up the ball, but was standing alone and in the open - prime time for a wizard, since the elves would then have had time to either try to pass the ball to safety (with some dodging needed to reach the ball) or they could have picked it up with a free player (and then dodged in a screen).

The Maladies opted to save the wizard for later, and it did look like a good choice when Dick hit the ground, stunned by a vicious blitz. Sadly the ball spilled next to a zombie, and the dodge needed to get another guy close to it snake-eyed out. And to top that Elisabeth killed a loner (Elis, now recruited) and a quick three-quarters cage was built around the new ballcarrier.

But time was running out for the Offenders, having been fighting a long time back on their own half of the pitch (ever since that dodge) and a wizard fireball or bolt here could have spelled a lot of trouble. Instead rookie Gyp blitzes in to one-dice the blodged ballcarrier - but when his :skull: is rerolled to a :bothdown: the end result is the same.

Still, the undead are getting desperate with only three turns left and do try to start moving some people (other than mummies and zombies) across the halfway line. The ball is then supposed to be handed over to Dick after having placed him in a loose cage, but he doesn't really seem able to understand why he was to become a ballcarrier and even with a reroll the ball scatters loose (but to a pretty safe position)

The dark elves do some blocking, then some fancy dodging, but nothing much happens. Turn seven the undead put Dick in a scoring position and another ghoul in a 2-gfi distance from the endzone, then put the SH ghoul next to the ball (he was way too far away to be meaningful to use for the pickup, then fail the pickup with rookie ghoul, deciding to do without the last reroll for that action.

Ball bounces to where it is triple-marked, so elves blitz Dick down (and with the push he ends up outside of scoring range even with two gfi:s) and single-mark the ghoul, after having put one guy in a spot where he must be dodged past to be able to score at all. When dodging loose a second marker, he falls on his nose instead, and it's down to the last round for the undead..

Massing up against the ST 4 runner marking the ghoul, Vlad gets to blitz him off, and thanks to the niggle the dark elf is carrying he is badly hurt off the pitch, which can only make things trickier for the elves. Pickup, handoff, dodge and a gfi then work without a hitch - and the second gfi works thanks to the last TRR being intact.

(A wizard on the ghoul would have made the score impossible)

1-0 to the Offenders

Offenders line up as if for a real kickoff, and are rewarded for it when a riot comes on. This threat quickly abates when the Maladies opt to try to pick up before moving any potential scorers downfield, and Gyp fumbles the pickup. Offenders blitz down the second runner, but he refuses to be worse than stunned. Maladies do some blocking back, and Gyp gets to throw that pass now that it doesn't make any difference, and the half ends.

1-0 to the Offenders on half time.

-

Maladies line up identically to the first time, and so does the Offenders (but with more of the good players on the pitch). One of the LOS zombies eats a thrown rock, but gets away with a stun. Gyp then fumbles the pickup again, but since rerolls are around he succeeds on the second try, and then hands off to Spidey the runner - who fumbles the catch.

Only it bounces to the Super-blitzer who holds on to it, meaning the turn is still on. Runner runs downfield, screen is set up, and blitzer passes the ball to the runner. The offense is looking great. Only two of the screens are also marking players, and both of them are badly hurt off. Then the guard SS etc blitzer is tackled down and stunned, letting a tackle ghoul end up next to the runner. And another ghoul in the way right ahead.

But a quick blitz and a dodge away from the tackle ghoul sees the elves do a two-turn score.

1-1, and the Maladies are fielding 6 players, and even if they get to move them around with a perfect defence there is so much MB on the line that one of them is KO:d when a double skulls is rerolled to a pow, and the MB blitzer is niggled. The pickup fails, though, and the ghoul next to the ball is bolted to the ground (no armor break).

The Maladies then manage to blitz down with their SS blitzer and get to marking the ball - and they also mark one of the nearby zombies, leaving the Offenders with a prone wrestle ghoul and a wrestle (guard) zombie as the only players within normal range.

But a ghoul can GFI in an assist, the wrestle zombie manages to get :bothdown: and take out the marker on the blitz, and the ghoul manages to pick up the ball and get it to relative safety. (Even doing two gfi:s, but a reroll saved the second one). To finish things off a :pow: lets the unskilled zombie take down its ST 4 blodge marker and stun him, meaning the elves can't score even if they would manage to get the ball loose again. (Too few players to do all the movements needed)

The runner tries to get in a threatening position, but fails both dodges (since he takes the closest route) which eats both his skill RR and the TRR, so he faceplants on a gfi and earns himself a niggle, which is the elves seventh casualty of the game.

After that it's all just a walk in the park. Three elves can't reach the ballcarrier in any sensible way so play possum, and the undead mostly do some desultory fouling, managing to earn a sent off while making a KO. The elves :pow: down a zombie in their last turn just to be able to say they fought to the end, and the undead score just to be able to say they won.

2-1 to the Offenders at full time.

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  • 2 months later...

Realized that while I had wrote a couple of match-report-like things over at BBT, I hadn't posted them here. Which I might as well do.

Anyway, the latest thing I wrote was slightly Juriel-style. (But way too long)

-

After a severe beating during their last game, the monsters come in at a 120 TV disadvantage which they use to get an extra apothecary. They do need to win their next two games to reach tier 1, but they also can't afford to lose any players, is this reporters guess for why they didn't go for two babes. (I think most people after having lost three players their last game might go for the extra apothecary)

Undead chose to receive, and wood elves have so many tempting targets that they need to put +AG dodging linemen on the Scrimmage line. (From whence he is immediately KO:ed for the rest of the game). This doesn't explain the need to put the superior wardancer (Tackle, MB, SS) is out on her own while the plain Tackle one is hidden, unless it is as bait for the POMB-blitzer. (She does remain standing after that one, able to hit back next turn, so maybe it wasn't a bad idea)

Undead manage to pick up the ball and cage by the line, but the back parts of the cage both lack guard, allowing the wrestle AG 5 leaper a one-dice block, but he accepts the first push result. The wardancer knocks down the POMB wight and the unskilled lineman picks both down on a 2D against a wrestle zombie, injuring himself out when the zombie refuses to cushion the landing.

Then things remain locked around the line for a while until the tree can't get up after being knocked down for the third time, when the elves manage to KO-foul the POMB wight, but leave a slight opening for the undead to move up one side. Something which the elves react to by going to the other side and doing a six-man gangfoul on a ghoul for a stun, leaving two lonely elves to act as the screen against undead advance.

So the undead stun one of them cage up around him, then KO him off thanks to his niggle. Just like the +AG elf he wouldn't return for the rest of the game (and they both would have if there had been two babes). The elves gfi up an assist to get a MB Tackle blitz on a ghoul corner - only the gfi snake-eyes and the elf stuns himself, letting undead KO the MB WD and foul (MNG) off the supine assist Mv9 Ag 5 catcher to the tune of "no one-turners for you". So elves pull a five-assist gangfoul off on the still-prone ghoul and are rewarded with snake-eyes again, losing another player for nothing. Something the undead replicate by fouling a stunned thrower right after, but by then there's nothing left for the elves to do to stop the score. And on the one-turner attempt the undead blitz and break the awake wardancers neck, so the extra apothecary from Bob's Butcher shack euthanizes her on the spot.

-

Second half both teams get their prime killers back. Elves get MB Tackle WD, Undead get POMB Tackle Wight. Elves are fielding five players, undead eleven in a ziggurat. So the elves manage to put a catcher through, then next turn get him to the endzone and their thrower to the line for a long bomb - which fumbles. So undead put him out with a concussion (which the apo fixes up) and KO the catcher by the line. The undead then fumble the pickup, but it scatters to be in three tacklezones and the wardancer can't pick it up. Undead then start foul-stunning her until she is KO:d, and a pile-on upon the catcher means the elves only have the tree left until the game ends with 2-0 in T16.

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So, I'm cross-posting my BBT reports to share them further, and this particular match I reported twice. First a blow by blow account, and then I tried to do a slightly more prosaic one.

This is the first one:

-

I did a last minute sacking of a reroll, 2of1 took a wizard and picked heads and to receive. Weather turned out nice, and Offenders fans decided to get the ref just in case that'd open up the fouling game some.

Turn 1:

Some blocking on the line doesn't do a lot, Dandelion (ghoul) picks up the ball fairly deep, but needs a reroll to succeed and the Block Guard Stand Firm Krox (Krimsån Helvetesdrake III) is fouled to KO.

The lizards run up a couple of rookie saurii to put some pressure on the backfield, but can't get far enough.

Turn 2:

The offending lizards get beaten back (ghouls offer assists to the zombie that got marked, but he only gets a push. The lizard that blitzed gets blitzed back by Dick Butkus, who scores a KO that I decide against piling on) and the rest of the team forms a (very) loose cage roughly on the los. Single-assist foul on rookie saurus (bribe was available, remember?) causes only a stun.

Lizards block down the zombie that only got push to remark the two ghouls, then only get push on a blitz.

Turn 3:

Cage is advanced up right (still very loose) and Dick runs up to blitz the side-stepping super-lizard but only gets pushes. Then he tries to run to the side so there shan't be too many players in a single fireball area, but he fails the gfi and I save the reroll.

Lizards fireball three players, ballcarrier and two ST5 (mummy and wight) who were in the way, but only get the wight down. That is enough for a break tackle dodge into one tacklezone (the ghouls) to block him down, and then do some general swarming and marking before stealing the ball from a TZ with an AG 4 skink and run him 3 gfi as far down the pitch as possible - and right next to the sideline to keep away from most of my ghouls. Then another skink runs in between the ballcarrier and the only ghoul that can still reach.

Turn 4:

Mummies go back to mark and assist, one of them allowing wrestle zombie (Scarface) to get the lizard marking the closest ghoul down with a :zAD::zBD: (thank you wrestle that allows the removal of block people from the equations). The wrackle ghoul (Humfrey) can barely run around the interposing skink and still hit the ballcarrier without a gfi, and he too rolls :zAD::zBD: (here block might have been better, yeah yeah) and he and skink both go down, but the ball bounces off the pitch and is thrown in to the middle of the Offenders side. Where they finally have to do a risky move and dodge Lousiana (Block Guard MB SH ghoul) loose and pick up the ball, then run to whatever cover can be found (and then let said cover block down their markers, to have some sort of protection).

Lizards mark the ghoul heavily, then dodge-gfi-blitz in their tackle saurus (Blåglödgad Pyroman) but even with a reroll he can't get anything better than a :zP: , shoving Lousiana in among half a tribe of lizardmen. Then, seeing the easy chainpush available on Blåglödgad, the lizards also run in a diving tackle skink next to where a chainpush would put the ghoul.

Turn 5:

So instead the Offenders chain-push one of the skinks away by blocking Pyroman down, then three-dice a sidestep skink with Rob the Snatch :zDS: (professional fouler) who obligingly remains next to the ghoul (since otherwise there would only be one marker left). A block mummy gettin :zBD: on a rookie saurus then frees up Vlad the Paler (ST 5 wight) to run around the scrum and blitz back in an oblique angle, chain-pushing Lousiana away from the sidestep marker while taking down the last saurus. Lou then runs away to some cover on the other side, with the remaining wight and mummy.

Lizards do some moves, but the most important one was when sidestep star lizard (Krossaren av Landsbygden) gets around to block down Scarface and mark up the ghoul right to the side. Something that would mean four assists have to come in to make a push-away safe.

Turn 6:

So what happens is that the offenders push away the marker of Grab mummy Elisabeth Bather (who could have broken tackle instead) and she blitzes the offending lizard away, with a solid :zDD: at that. Offenders then do some pushing and advance the ghoul some. (And run down a wrackle ghoul (Gustavo) to their own backfield to harass the MV 9 AG 4 skink (Superhet Eldkatt II).

Lizards then pick a grief block with a rookie saurus nearby in the Offenders backfield pretty early in their turn, and finally they get it.. but then anyone would have "gotten it" when the rolls were :zAD::zAD: reroll :zAD::zAD: .

Turn 7:

With little threat nearby, the ballcarrier advances with minimal close cover (and a wide screen at distance), and Dick Butkus blitzes the ST 3 AG 4 skink safety (Briserande Blixt III) and manages to KO him after a PO. The ghoul in the offenders backfield harasses Eldkatt II, but his armor doesn't break.

Lizards do some blocks, then try to blitz in a marker, but since he can't get anything else than skulls and pushes he gets stuck (would have to dodge twice, and doesn't trust break tackle that much since the reroll went on the block)

Then they start dodging skinks to safety, succeeding with one and failing with another.

Turn 8:

Undead do a couple of skilled two-dice blocks that don't amount to anything, then score.

Lizards get close to making a one-turner after having blocked down the line (two stand firm mummies flanking a zombie, with plenty of people behind to prevent the zombie from being reachable by anything else than a grab, and tacklers spread out behind to force at least some of the 2+ dodges to be without skill reroll.

Only the lizards instead fetch the outmost flanking zombie with a frenzy and a grab to make him available for the single-step push needed. (Losing their reroll in the process due to a :zDS::zDD: result) And then a long pass with an AG 4 skink is made, and caught, which is when the Lizards realize they had the wrong sidestep skink there. Instead of Eldkatt II with his 12 square range, it was Lavaboll II, and the scoring attempt fizzles.

Half Time result: 1-0 to the Offenders (should have been a 5/6 chance for touchdown had the right player been in place, and that'd have meant 1-1 in half time)

(I divvied this up in two posts since I didn't have time to continue writing)

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Turn 9:

Lizards got all their three KO:s back for their one-turner already, so can set eleven on the pitch for the third time, against the undead eleven. Offenders hesitate some but finally set up in a Ziggurat with mummies on the wings, and lizards front-load heavily, then get a reroll for their brilliant coaching. Less brilliance is evident in the LOS blocks that only take down one zombie and leaves the Kroxigor boneheaded, not even leaving a saurus to blitz.

Offenders reply by having a zombie from the los (both standing zombies had guard) block down a rookie and KO another, then blitz down one of the ballguarders, but does not dare to mark the ballcarrier, instead retreating back next to a mummy. And then Rob Badly Hurts a rookie saurus on a foul.

Turn 10:

Kroxigor boneheads again, then lizards put two assists on Vlad but fail to account for the assist mummy, so they end up trying to one-dice blitz Vlad down and get a :zAD: . Reroll makes it a :zDD: though, and the saurus breaks tackle away from the mummy to help forming a sideline screen for the ballcarrier. A few skinks join in to complete the screen, and to finish a rookie saurus knocks himself down by trying to one-dice a rookie zombie and getting a :zAD:

Vlad then gets up and blitzes the sidestep frenzy saurus next to the ballcarrier, but when the lizard doesn't go down the wight doesn't follow because that would have been a much too easy surf. Instead a bunch of tackle ghouls and a tackle wight run down to screen the endzone somewhat, and Rob the Snatch fouls out (BH) a block saurus.

Turn 11:

Kroxigor boneheads again, then the free break tackle lizard uses up the reroll to get loose, then goes for it to hit the ghoul that is in the way, which allows the ballcarrier to go for it (with sure feet) to score. Their KO recovers immediately, leaving them with nine players, which puts the two remaining new lizards next to the krox on the line, and the two experienced lizards with four skinks past the midpoint of the backfield.

Undead load the line fairly heavily, since the skinks are so far back that they can hardly threaten. Then some lizard fans get the ref for not having called out Rob for the two casualties he caused, and the game is back on. The undead block down the line, but can't get more than a stun on the Krox even on two tries, and even the foul doesn't work.

Turn 12:

Lizards try to dodge loose one of the prone rookie:ish lizards, but it doesn't work and they are all three prone once more.

Undead move up the cage somewhat to the side of the prone los remnants, then try to foul the krox with three assists and no effect.

Turn 13:

Lizards stand up the krox, then blitz down Rob the Snatch, professional fouler, stunning him and freeing one of the formerly prone saurii. The other prone saurus jumps up and tries to dodge away, stunning himself.

Undead let their cage be driven even further down the side, getting halfway across the lizards side but now solidly demoted to the wide zone. A zombie then wrestles down the kroxigor on one die, letting a zombie run up to act as screen to the cage, and a ghoul try to foul the Krox (with no effect)

Turn 14:

Krox goes bonehead, and lizard puts up a column defence right in front of the cage (also sending one skink down into the undead half to be safe (and act as a possible scorer of win, should the ball drop for some reason.)

Undead blitz down the center lizard (rookie) and move the cage over to the midfield, right next to the other sides wide field. (With one mummy not even getting close and thus marking a heavy lizard right in front of her instead). Rob fouls alone, but to no effect.

Turn 15:

ST 3 AG 4 skink blitzes into the cage for a 2D against, but gets :zP: :zP: rerolled to :zP: :zP: , so he dodges out again (despite tackle) and moves to the left, where he's joined by a bunch of skinks to seal off that side, while the heavy lizards break loose and hold down the middle.

Undead then simply go back to the first widezone again, with as much of their team as they can manage.

Turn 16:

Lizards blitz- :zDD: down the wight that was guarding the ballcarrier, then manage to triple-gfi in a ST3 diving tackle sidestep skink to stand nex to him, so both mark the ballcarrier. The rest of the lizards spread out to make it infeasible to score by running around or handing off.

So the Undead have to try to go straight ahead. Vlad blocks away a disturbing guard, allowing Isabella to block away the frenzy-sidestepper, KO:ing him, which in turn means that Humfrey can blitz the sidestepping skink, and with a reroll get a :zDS: to badly hurt the skink off and allow Dandelion a straight walk into the endzone.

MVP:s hit Scarface, letting this wrestle guard zombie skill up, and Flamkärna Elementar II, letting this completely rookie lizard skill up as well.

---

tl/dr - Dreamy vs 2of1, 2-1.

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And then I tried to make it a match report that was more enjoyable to read:

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Welcome dear readers to the match report of the game between the upwardly mobile Repeated Offenders and the currently slumping Eldödlorna. It still looks like an interesting game, what with the Superhet Eldkatt II being singularly skilled at pulling a score out of the least time available. Add an induced wizard to the mix and the game is wide open.

The weather is nice, the crowds are happy and... ohhh, the ref is not happy, let me tell you that. Well, I'm sure the referees union will have a new one sent to the game soon enough. The ball comes down on the undead side, and they plow forwards fairly unhindered and... great balls of fire!

Right, that was the wizard done with, but he only managed to take down Vlad the Paler, but now Blåglödgad Pyroman blitzes down Dandelion, releasing the ball for Superhet Eldkatt II to take and bring down towards the endzone. It looks like a defensive score for the lizards.

But what is this, Humfrey manages to wrestle Superhet Eldkatt down, and the ball goes out of bounds, being throw straight in by the fans, to where Lousiana can just pick it up and repeat the Offenders inexorable march towards the endzone, with just some jinking needed to get past a lizard scrum to score as late as possible.

But what is this, Superhet Eldkatt II is misdirected. Eldödlorna must have smoked some bad shit during the break, because Lavaboll II just ended up with the ball, and he simply doesn't have the oomph needed to do a rush score.. and there the lizards simply kick Isabella Reconsiderata in disgust.

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And now the second half starts with Eldödlorna receiving, snagging the ball and hiding safely close to the line, but Vlad the Paler shows that he can overpower any normal saurus, yet he doesn't press his advantage, and the lizards team up to take him down and advance down the sideline, doing a quick score to equalize.

But what is this, the lizards can only field nine players now? Ah, it seems Rob the Snatch has kicked up a storm on the other side of the pitch while everyone's attention was on the scoring run, because two Saurii are in the apothecaries dugout now, and I know they didn't get carried there after any blocks.

It seems as if the new ref wanted to ask Rob some questions about this, because I can see four.. no, five fans kicking the ref right now. Seems like fouling will be able to continue unabatedly, as the Offenders easily press forwards against minimal lizard opposition. But ah, it's all a plot by Eldödlorna, because now they've got the Offenders stuck in a wide zone which they can defend with their remaining players.

And the Offenders seem to realize they're getting stuck, because they abandon their mummies and head to the other side of the pitch, but the lizards follow and.. oohh, Briserande Blixt III just blitzed straight into a solid cage, giving it his all but failing to take Dandelion down. That was a very brave play, but sadly it didn't pay off, and now the other lizards are forming up alongside to just prevent the Offenders to reach the endzone.

And now we see the Offenders switch back to the same wide zone as they just left, but even closer to scoring, and it's not much the lizards can do being so out of position... but they can apparently bring in both Krossaren av Landsbygden and Briserande Blixt III to tackling positions against Dandelion. This doesn't look good for the Offenders.

But there Vlad the Paler gets Blåglödgad Pyroman down, and Isabella Reconsiderata knocks out Krossaren - but it is Briserande that is the big threat, and there's Humfrey going in for the blitz, but it seems as if Briserande manages to weather it.. or no, he's going down! It is amazing, but Humfrey the magnificent bastard manages to take down this magnificent skink, and Dandelion can just walk it in just as the whistle rings.

And there we have it, two to one for the Offenders, after a game where Eldödlorna were on the back foot (or is that 'leaning on their tail') for most of the game, but still managed to threaten to win or draw the game.

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Right, more match reports from the past. For this game I sacked Dewey, my Block Sure Hands Mighty Blow Guard Ghoul because he'd become AV 6 during MD 1 and was just about to come back on the pitch. Reducing the inducements I handed out by 100k meant I only got to face wizard, a wandering apo and 2 babes in the way of inducements.

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First I receive and have an iffy drive. Dick Butkus manages to cas a loner lino by piling on in turn one, but gets fouled off BH (no regen) in return, with only one assist.

I don't manage to get the tree down either (not that it matters a lot, since it has move 3)

Then I shift from side to side, trying to advance while not getting swarmed too much (and trying to catch him off side) but most of his dodges keep working, and neither side manages to get anybody sent off through further fouling (neither fouler nor foulee)

Finally he manages to leap in and strip ball when I run out of guards to flank the ballcarrier with (rookie ghoul - Lousiana is off-pitch), and when I'm trying for heroplay to get the ball loose I don't check that it is the sidestep catcher I'm trying to chainpush.. luckily he fumbles his pass or it'd have been a defensive TD. My last turn I could try for a miracle play - but it was a one in a million (or worse) so I don't bother)

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His drive I set up in a ziggurat that is weaker on one side, and he accordingly sets up to blow through there. I kick slightly to the other side - and get a blitz. I manage to get a ghoul beneath the ball and make some screen around it (blitz taking MNG:ing another loner lino on the way)

He strips the ball loose, but it costs him a RR on the gfi, which means when he moves up his catcher as support he GFI-MNGs himself (apo offered choice of Fractured Leg or Smashed Hand)

I bash some more, and manage to stun his stripballer with an ejection foul - but I haven't wanted to pick up the ball anyway, being satisfied to mark it with three players.

Two of which go down to the fireball (one stunned), and the other wardancer runs in, picks up the ball, gfi-leaps out and makes a pass - that the receiver snake-eyes. (The receiver had moved anyway, so I could have blitzed him down - only now it was enough to push him to the side)

I pick up the ball with Lousiana, insulating myself from strip ball (now that the wizard threat is gone) and get wrestled down. The rookie wardancer then leaps in to pick up the ball, and ..snake-eyes the pickup. She is swiftly killed by a block (apo offered her to live on with a broken neck, but she chose death and is temporarily playing with the Offenders)

After that, and another successful pickup by Lousiana (and a rooted tree) it was not much left to do. One last blitz attempt with master WD saw her rooted to the sideline as it was a both down (no more rerolls) and her intended victim had wrestle.

At this point there was little left to do - even one-turning was an extremely long shot.. so the elves lie low, and I do some fouling on the last loner for a couple of turns, managing to get myself one more sent off in T15, and win the game 1-0 in T16.

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Greybeard got one killed (los) and one BH (trollslayer by blitz) dwarf on the first round, then one fouled to BH in turn two and finally his legendary runner MNG (apo to -AV) about turn 4.

He stopped taking casualties by then, only taking one KO (that refused to return until the game was all but over) but the game was already largely lost. I scored turn 5, turned him over through a blitz and a good bounce for 2-0 at the end of the first half.

Then I turned him over twice more in the second half, despite managing to believe an unskilled zombie had wrestle and letting his runner recapture the ball after having managed to wrestle it free.

His very last turn was a setup after my scoring in T15 (to increase the odds of success, since I had to pick up the ball in the endzone), but then net synch showed up and Greybeard kindly conceded to not blitz since that usually kills the game irrevocably. So I just passed my T16 entirely and have thus managed to skill both the rookie ghoul Dandelion and Dick Butkus the POMB wight. So Sure Hands (probably, since all the elves seem to have leaping strip ballers) and tackle (probably, since there's plenty of dodging AV7 to come).

(Didn't pick Sure Hands or Block on the ghoul, due to him rolling +AG)

(Greybeard really was a Gentleman. I'm most obliged.)

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Copying my various match reports from BBT to OCC, here's another one, beginning with me answering the request to "foul-kill a few orks".

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No kicks to the afterlife.

Got to receive, but first round of blocks did nothing, and the bribe went to keeping my fouler on the pitch for having done nothing at all. Then I let myself fumble the pickup (was carrying with wrestle ghoul) and turn one was over.

Zunk puts pressure on the ball and carrier, but Vlad cleans that out and the ball is moved up to the left. Then my fouler is evicted on his second kick. Lots of things happen, but Zunk doesn't really pressure me, and then he does an early :zAD::zAD: loner fail with his troll and I manage to start running into his half. He forces me to free the ghoul by smacking the cage (Vlad rolled a :zAD::zBD: when blitzing, and still had to be used as a cage corner, from where he was KO:d) so I had to run out a lone ghoul, who got attacked but wrestled down so could run in the ball on turn 7.

Then a riot means Zunk gets three turns to score, which he succeeds with and also -AV:s one of my good ghouls. (Block Guard MB Sure Hands). Well, now I know who to recycle if it means denying a wizard. Until then I suppose he can hang around.

Second half, 1-1, I kick but still have a wizard. Zunk tries a SPP pass and fails the catch - I blitz a guy over his carrier and get the ball to scatter so I can put two TZ on it. He moves in his AG 4 SH guy for an early pickup, and gets "The Curse of the Khemri" as 25% failure rate kicks in. And then just as I'm about to clear the ball from his TZ:s and get my SH ghoul in for a pickup, his client crashes.

And since it is late (for me) and we both think we could win, he concedes to me. (Unexplained, but since it was my turn, I could clear the ball and pick it up with 80% certainty, blocks included, and had a wizard left, I think it might have been in agreement that my position was somewhat stronger. Besides, he crashed, and he was the one bailing on our first try.)

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This match report, copied over from BBT, starts with me replying to the comment about my win in MD 1 meaning that my no-loss streak of three complete seasons continues)

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And again. First with a draw, as Trouman stalls me out until only two turns remain (and I'm not Zunk, so I don't get a riot extending my time)

But .. well, lets write a full report. (But short, since it is late)

Maladies buy a blitzer, Offenders stick with 13 players (one ghoul MNG nursing a -AV injury).

Maladies pick a wizard and an apo, Offenders win the toss and receive.

Maladies get a blitz and catch their own kick, Offenders blitz him closer to another ghoul (burning a reroll just to try to get him down early) and then block him down and the ball scatters to the blocking ghoul (that can't catch it) and over to the one that blitzed, who manages to hold on to it.

The leaper AG 5 dark elf was KO:d by the block, but that is apo:d to stun. The (needless since he was being pushed next to a player that had not moved) use of a reroll meant that the mummy Elisabeth double-skulled, releasing two elves from being marked.

Maladies blitz away a wrestle-guard zombie over at someplace else and BH him (no regen), then move up against the proto-cage from every direction and finally fireball it. A wight and the ballcarrier ghoul go down (the latter is stunned, so out two turns), but the ball scatters to the other ghoul who catches it.

I then see if I can get out, but he's got ST 4 in the wrong places for that, so I blitz in some more support (BH:ing a rookie blitzer) but am still in a bad spot. And then I block down one of his players so he can chain-push my ballcarrier out.

Maladies Dauntless-block my wight to get the ballcarrier out. Dauntless fails, but the one die goes and Vlad is down. The he puts six dice (block, blitz, reroll) on the ghoul, but fail to get a or (it is a wrestle ghoul) and he tries to lock up the ghoul by surrounding him.

Which means I can blitz Vlad up again and chain-push my ghoul reasonably free, while killing one of his niggled throwers. Then I don't follow up with Vlad, forgetting that the one marking the ghoul is one more of his ST4 guys, so I have to chain-push Vlad into adjacency.

And then dodge loose the ghoul anyway, since the blodger (unsurprisingly) didn't go down.

Maladies get their Tackle (Dauntless, strip ball etc) blitzer loose and take down the ghoul, ball scattering away next to a mummy. But that is not the issue - distance is. His AG 5 leaper gets up, jumps across my line and gfi:s (reroll used) to snag the ball and pass it to a blitzer in a TZ - only the Blitzer fails his catch. And I manage to regather the ball and KO the super-blitzer, and after a long but now reasonably likely struggle I score in turn 8.

Maladies don't score in their turn 8, and I get a perfect defence to match with their blitz. He retreats with the ball a while, spreading me out, then does a long pass with accurate to get past me. I follow to try to make him score, and he stalls one turn longer than was safe. (He passes his runner the ball at the end of a turn when I'm getting close, succeeding at the cost of his last reroll - then manages to pass it back when I blitz the runner.

So, only two turns for the Offenders to score - only when he has marked one ghoul, blitzed down the other, and wants to mark my ST 5 wight (which is in 2-gfi range from a TD, but also is in range to free the marked ghoul) he snake-eyes.

Use the wight to blitz down the player marking the ghoul, 4+ pass, 3+ catch and game ends nicely with 2-1

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  • 1 month later...

There are already one match report from each coach, coach Dreamy over at BBT: http://bbtactics.com/forums/dreamys-deads-occ-t1171/page22/#post50264 and coach FastShark over at FOL http://www.foleague.com/Boards/showthread.php?tid=840&pid=6816#pid6816

With that in mind, I'll try (once more) to be somewhat poetic about things and just do a quick one. If you want more, follow the links above.

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Welcome all to the Fatshark Rosewar Memorial Stadium, this is your reporter Renko Fedorenko speaking. As you might know, the ancient Lustrians used to wage wars to gather victims for their sacrificial rites, but these days wholesome Blood Bowl games cover both needs. I'm looking at the audience, and the thirty-five thousand fans gathered here for todays game between the up-and-coming Repeated Offenders and the long-time Division 1 Fatsharks. And what I see is not nubile amazons and feather-clad lizards as I would have expected, but fur-clad beings of all sizes and shapes. It seems the arena owners are running the weather control spells on overtime to actually cause a blizzard on the temple grounds. They say that this is only to make sure visitors are not Offended by the smell of the rotting flesh of the zombie Offenders, and any allegations that the slippery grounds would help the faster, local, team is merely conjecture.

As guests the Offenders get to call the toss, and the coin is spinning.. and the referee points to Hua of Pahualaxa, who is pointing at the Offenders side of the pitch. The Fatsharks have won the toss and have chosen to receive the first kick. This will also allow them to be the first to perform the traditional 'beatdown' as nobody on the kicking team is allowed to move before the receivers have.

The Offenders set up in their traditional inverted arrowhead formation, but in a surprise twist their famous fouler Rob the Snatch is not on the pitch. I wonder if this is an attempt of coach Dreamy to start teaching ex-Beautiful Maladies player Elis the ropes of kicking people in the head.

The Fatsharks set up strong on the line of scrimmage, but otherwise spread out to defend their half and wherever the ball lands against sudden turnovers and other surprises. It does seem as if.. yes, the Fatsharks have sacked the skink called 'All you need is love'. Instead I'm seeing both an Amazonian Cheerleader and a Slann Wizard in the dugouts. Apparently the Wizard is listed on the team roster as a 14th player, but I highly doubt he will be playing anything.

And the crowds go wild. There's the kick, and it is short and right behind the line of scrimmage. It won't take long for the Sharks to cage that one in, as soon as they have performed the opening hits..and there's Elis smashed to pieces already. There won't be much fouling for him this game, or.. no, he is picking himself together already, eager for a second chance. But he'll have to cool his heel bones in the dugouts for a while. He'll no doubt be comforted by the constant cheering - whatever is happening on the pitch, the Offenders fans are clearly the loudest in the stands.

Oh, that goes for Dancing Queen as well, only he isn't graced with regeneration nor apothecary attention. The Sharks are pushing down one side, and there Oy the Mauler is sent off clutching his head. Let's see if he can shake it off for the next drive. A whistle! Hey, referee, he hardly touched him! I am sorry dear listeners, but the referee just sent Krokbenet II off for a foul that didn't even stun. As I'm always saying, if it didn't hurt it shouldn't count.

But now the Sharks have lost WOTR to a splitting headache as well, and the team is getting pushed up tight against the sidelines, and Hua has to run in to make it possible for Thormo to pull out the good old lizard stunty magic to run free and score.. no, he's hesitating, will he wait.. no, it seems as if the nearby Gustavo the ghoul is making him hurry up and score.

One-nil to the Fatsharks, and Oy is being tended by the Cheerleader and is back on the pitch, while WOTR is left to lounge.

This leaves the Sharks with only ten players on the pitch, Draken, Teheoqs and Oy are on the line, with Hua directing the defence from the midfield. The Offenders have half of the half left for their drive, but without skink speed I doubt they will be able to pull a score out of this against the Fatsharks famously solid defence, with a wizard on top.

They will no doubt try - the Offenders set up only three on the line, apparently wanting to focus upon running players into the backfield. And there is the kick, handsomely close to the sideline. The only failure is that it was high enough that Dandelion could run beneath it as it soared, but in the blizzard he fails to judge it accurately and he spills the catch for Lousiana to grab. Hua gets a clean shot on Rob the Snatch, but declines to pile on for injury when Rob's thick skull keeps him on the pitch. Good call from the Captain there, as he instead heads back to the midfield to be ready to deny any breakthrough attempts.

And there is one already - Vlad the Paler blitzes down Hua to create an opening for Dandelion to run through as a recipient while Lousiana brings up the ball to the line of scrimmage. The rest of the Undead team is on a line between them, and We are the Champions! can easily mark up the ballcarrier as soon as .. oh, what a hit! Hua just rose from below and smashed Vlad's ankle. This is a severe injury for an already slow player like a Wight, making him even more like a Mummy. Or.. no, false alarm, it seems as if his leg is straightening even as he runs off the pitch.

So now the undead have their ballcarrier marked by We are.. and their receiver double marked by Huateu-Hi and Draken, and they are running out of time while the Sharks still have their wizard unspent. It will be interesting to see how the Offenders think they'll get through this. Ouch! That is one way to clear things a bit - Draken is just being stretchered off the pitch after a resounding smack from Elisabeth, and emerging star Scarface clears off Lousiana's marker, allowing all three ghouls to run up into the Sharks half.

Aha, it was just a trick. Gerrard and Huateu-hi mark up the lonely Dandelion far away from the ball, and Teheoqs knocks down Gustavo to make it impossible for him to reach the endzone in time, then marks up Lousiana along with the amazing diving tackler duo Dirk and The Trooper. Aaww.. Lousiana just swatted Dirk aside, knocking him out in the process, and then just ran it in. I definitely did not expect that to happen in a blizzard like this.

One-one tie between the Offenders and the Sharks, and we are due for commercials.

You just wait for the second half of this incredibly tense game.

-

-

-

And welcome back to the second half of the Repeated Offenders against the Fatsharks. After amazing play by both teams the standing is a one-all tie, but the Offenders are receiving and the Sharks are down to eight players since neither WOTR or Dirk seem to be responding to the ministrations of the Amazonian in the dugouts.

The Sharks do the best they can by putting Oy, Gerrard and Teheoqs on the line, and Hua and Huateu-hi back in the midfield to cover the remaining skinks. The Offenders set up similarly to last time, but they are looking very smug about their score, almost as if it had been part of some kind of brilliant coaching. And the half starts out with both teams shoving and jostling along the line of scrimmage, but the Lizards are spreading the skinks on the wings to harass the ballcarrier and Dick Butkus has spotted a lone skink and.. yes! We have our first sacrifice. The Trooper has left the building and joined the choir eternal.

And things immediately turn around for the Sharks, as their opponent orders a screen into contact, allowing Gerrard to clear the way for Teheoqs to blitz down Lousiana, and Huateu-hi to run in as cover for the ball when Teheoqs can't hold on to it despite two attempts. So now it is all up to Thormo to come in and show where things should be at, and the surefooted skink runs in.. and slips. Oh the Slannanity. Thormo slips on a patch of ice and.. he's carried off. It doesn't look as if he'll be playing more today, but the apothecary remains still, so the star must be well. Still a hard blow for the Sharks who were taking command of the game despite their inferior numbers.

Oy! Another sacrifice, and another player lost for the Sharks. Although I'm not entirely sure if it counts as a sacrifice if the player stands up again, only to play for the Offenders. Elisabeth just killed Oy the Mauler, who never got even the first part of trying to emulate the previous Oy. This is a hard blow for the Sharks and.. there went We are the Champions! He does seem to want to stand up though, even as he is carried off the pitch. With any luck we shall see this doughty skink once more on the pitch.

But without skinks it is likely that the best the Sharks can get out of this play is a draw, but we shall see what happens next. Another sacrifice is what! Huateu-hi blitzes down The Wolf and kills the zombie dead. Deader? Anyway, he's not getting up from that, and even if it might only be half a kill to kill someone already dead, I'm counting this one as well as Oy's death just to get some nice numbers. Huateu-hi also almost managed to pick up the ball, but Dick Butkus stopped him by laying the hurt on him and that was it for that try.

And Lousiana snagged the ball, to add insult to injury, but can Teheoqs spring it again? Yee..nooo. He can get to crowdsurf the audience, though. Luckily this was close to the Sharks own dugout, so mostly friendly fans and a short path to get ready to the next drive. And now the Offenders are swarming the two remaining Sharks.. but what is this? Hua manages to break free and run up to threaten the ballcarrier. Will he be able to stop the score? Will he.. take an elbow to the guts from Dick Butkus. Wasn't it enough to knock him out?

Now it is all down to the Wizard to stop the score, because Gerrard is far away and.. oh, the Offenders scored already. This does mean the Sharks will get to receive the ball with time enough to make a quick but clean drive (as opposed to those oddly fast drives where all the players push each others to be able to run faster). But Dirk and WOTR both seem to have given up the game as lost. Only We are the Champions! is willing to keep trying, together with Gerrard and Teheoqs.

And the ball flies short, could this possibly work.. no! We are the Champions! looked at where the ball landed. He moved, which means that the Offenders can move now. A blitz! And We are the Champions goes down, but manages to weather Dick's one-two assault. But there simply isn't enough time for We are.. to do anything.. no, scratch that, he had time to get a broken neck from a ghoul, I think it was Humfrey, but to be honest I don't really care anymore.

Offenders win two to one, and we await next weeks match for the Fatsharks. This is Renko Fedorenko from the KCN - Krater Cabalvision Network, and you have seen this seasons inaugural sacrifices at the Fatshark Rosewar Memorial Stadium

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  • 9 months later...

The Offenders come to the game with Wight "Oliver the Protector" missing after the Bear Hunters fractured his leg at the end of the previous season. But this, and the Beards large team with gross amount of Guard allows the Offenders to induce a wizard and be given the allowance to foul twice.

 

With only twelve players beyond the Deathroller, there is a possibility to make sure the roller doesn't play any major part, so the Offenders elect to receive. To make sure the roller doesn't risk being wasted in a "turn eight setup", the Beards field it right away, meaning the Offenders give up the central part of the LOS and just mark the roller with a zombie. Luckily for the Offenders the Beards have elected to set up a wide spread, so the mummies (relative rookies both) can pay close attention to the dwarves there without risking entanglement with the roller.

 

The opening exchange sees two dwarves stunned (one through a foul) and the four ghouls hanging around in the Offenders backfield with a secured ball. The Beards return the fouling favour by knocking out the ST 5 wight - but lose their Blodge Sidestep runner Greybeardson for their troubles. The Offenders then try to set up a nice blitz on a ST 4 dwarf - but KO a ghoul on the single GFI needed to get the second assist in, and the initiative returns to the Beards.

 

The initiative returns to the Beards, who deftly take down the two isolated islands of Offenders players by the midfield, and start putting some pressure on the remaining three ghouls. 

 

Said ghouls run over to the other wide field to form a very weak screen to protect the carrier, then try to jink back again but with only one ghoul in the screen (and a marked zombie, the latter of which is easily knocked over to allow the MV 5 AG 4 Blocker to blitz down the ballcarrier and pick up the loose ball.) ST 4 Wrestle Strip Ball ghoul is then marked - but AG 4 ghoul can dodge to offer an assist so the ballcarrier can blitz back and recover the ball, running just a tiny bit forward with it. He then gets blitzed by the ST 4 blocker - who fails to take him down even with a RR.

 

He does get mobbed, though, but the AG 4 blocker fails to join in and complete the lockup, so some blocking allows the ballcarrier to dodge away and run to the left side where he hands over to the AG 4 ghoul.

 

Out of rerolls, the Beards start by doubleskulling, and AG 4 ghoul can run away to safety for a T8 score (and not a second too late - turn 7 was spent just to get into scoring range).

 

-

 

Second half sees the Beards set up in one long line except the lone MV 5 AG 4 blocker in the backfield, and the upset crowds deciding the Offenders score was a cheap one by knocking down four offenders players - both mummies, the recovered wight and the ST 4 ghoul. In exchange for a single Beard, probably caught on the fringe of the wrath. This allows the Beards to completely swarm the four players left standing, in effect caging in the opposition instead of the ballcarrier.

 

But the kick was deep, and the runner sent to fetch it tries to pass it down to the MV 8 Runner to speed up the drive and maybe pull of a win - but fumbles due to having used the reroll on a GFI. The Offenders are very limited in what they can do, but manage to run a single ghoul just a little bit across the line. The Beards take down a couple more Offenders - but their AG 4 Blocker fails to pick up the ball even with a reroll. And with some more players to move, the Offenders manage to let the ghoul in the Beards half to blitz free with just a 1D blitz and get up to pressuring the blocker. Who finally manages to pick up the ball and long passes the runner who hoofs it downfield.

 

Which is when the Wizard is finally called in, knocking out the Runner and spilling the ball next to the sideline. Long-prone superstar ghoul gets up and runs over to pick it up, GFI:s twice to get away from surfing range, and then fumbles the long pass to get the ball to the ghoul upfield.

 

Superstar ghoul easily gets knocked out of the way, ST 4 blocker runs in and picks up the ball, and then AG 1 blocker decides he should dodge away to make a screen. Well, he's knocked down and his niggle knocks him out and ST 5 wight is free to knock down the ST 4 blocker and spill the ball next to the ST 4 trollslayer.

 

The Beards call down the two free players to close upon the ball, the trollslayer attacks the ghoul marking him and clears him away with pushes - but then decides he should be next to the ball and naturally fails his dodge.

 

This allows the Offenders to take the ball - only to get the superstar ghoul tackled down by the MV 5 AG 4 blocker who dodges into a TZ three times and then GFI:s to make a 1D block and manage to get the ball loose. The ball is recovered by ST 4 ghoul, who is almost locked down by Greybeards when the AG 4 guard dodges into TZ three times - only for him to dodge free in what was probably supposed to be a better position but ended up being a prone position. (Greybeard was long out of rerolls here)

 

The opening this causes lets the ghoul run up and hand over to the solo ghoul back in the Beards half who runs away to barely have time to score the 2-0 finishing goal.

 

ImageMatchReport.aspx?Id=243582〈=en&

Numbers say this was a very peaceful game, and they do not lie (a lot). No casualties either way, despite heavy hitting on the ghouls and plenty of fouling on prone dwarves. I could have used the wizard a turn earlier (was actually considering it, but realized so late I felt I was risking to toss it in Greybeards turn which would have caused an illegal turnover for him), but it worked out anyway, so yay me.

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The Offenders come to the game with Wight "Oliver the Protector" back in business again, meaning his POMB-Tackling antics will be available against a team half full of goblins. (Seven out of fourteen rostered players). This does mean the Gitz can get an extra apothecary to help themselves - and avail themselves of the services of Morg 'n' Thorg.

The Gitz elect to receive, so they can have Ikkit (POMB-Tackle-Claw-Horns Blitzer) to start making headway into hurting the opposition, which makes the Offenders set up on full defence, replacing two ghouls with extra zombies to act as screen for the mummies for the opening blitz.

Ikkit is a little off his game, and no Offenders are depitched in the opening of the game, nor in the second round. The first casualties come instead in the Offenders return exchange in the second round, where three hits cause three casualties, removing two goblins and a wrestle linerat. Ikkit then finally manages to hurt a zombie, and even if he regenerates the Gitz get one wide zone free.

Some beating allows the Offenders to mark the ballcarrier - but this is with the safety, and when Ikkit manages to dodge free and knock him down, the Offenders are unable to stop the Gitz thrower from just running down the sideline and score in two turns.

For the return drive the kick is deep and the Gitz blitz to hunt it - only it scatters out of bounds and is handed over to a ghoul hanging out on the other side, allowing him a pretty easy path to the equalizer. (Ok, he actually had to blitz his way into the endzone, but it was a "2D-block, everything except double skulls is enough", so fairly easy.

This did leave both teams with one turn more to act, but a deep kick stopped any one-turn-throw attempts, and the Gitz had to console themselves with both blitzers causing an unregenerated casualty each, retiring the Offenders latest fouler skeleton Elis with a concussion. (To go with his smashed ankle that Doomy gave him). The Offenders pay back by causing their fourth casualty - this one on yet another goblin, but it and the repeated failures of a KO:d thrower to recover meant the Gitz would only field ten players for the second half.

-

Second half sees the score at an even 1-1 and the Gitz kicking shallow - and blitzing again to try to secure the ball.

The Offenders manage to clear away some, but fail to pick up the ball. A failed dodge means the Gitz can't put pressure on the ball either, and then two more goblin gets hurt off the pitch as the ball is secured and run over to the other wide zone.

With seven players off the pitch, six of which are hurt, the Gitz are not in a great position but they manage to send Ikkit and a goblin backfield to act as safeties. The goblin gets hurt off, but due to suddenly worrying about Morg the Offenders put the ballcarrying ghoul where Ikkit can reach him with only a single GFI, meaning the AG 4 ghoul is hurt off the pitch. Morg is then sent in to try to pick up the ball, but he has to be satisfied with only marking it.

Morg then gets his hand smashed in a blitzing action, putting the numbers at eight injured Gitz, and the ball is snatched away. Ikkit tries to follow the ball, but fails the dodge (into a TZ) and the Offenders can get the ball to safety, hurting a linerat off along the way.

The rest of the game sees a Gitz thrower being fouled off for having moved when told not to, but nothing else interesting happends. For their one-turn drive the gitz have only four players, a troll, two blitzer and a goblin. They do get to try to throw a team-mate for the score, but without any rerolls left it fails.

ImageMatchReport.aspx?Id=244353〈=en&

Yep. Ten injuries for the Gitz, if we include the foul. And Baalz still managed to contest the game until Morg dropped out.

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This is an old report that I wrote very late in the evening, right after the game. I've fixed some of the most glaring spelling or grammatical errors, but it is mostly as it was written in the first place because I think the pacing is interesting

 

-

 

Gollwyn (The Champions coach) elected to kick, which was smart with 12 players (and Wizard, Apo, Babe). He let his team get split up by hiding three valuable players in the endzone and the others hunting ghouls in my deep end. Didn't fight back on my POMB wight when I ended up adjacent to one of his catcher, instead dodging away, which I found a bit too passive.
(POMB ended up next to a catcher because he blitzed a Blitzer in turn one, causing a smashed ankle that the apo could only transplant with the hip)
(His ghoulhunting cooled down some when he foul-KO:d my ST 4 ghoul, but lost a catcher to the ref which put him to 10 players)

His passivity turned out valuable when he bolted the carrier, blitzed away one corner that was close to the ball, and waltzed in with his AG 5 (Accurate/SA) thrower and scored by passing over my backfield screen to his remaining players there. My screen managed to advance enough to scare him to score (plus maybe wanting to protect his thrower "foulbait") and I got to go again, 11 vs 10, ST 4 ghoul still napping.

Second kickoff he gets perfect defence, but he remains very deep with his players to protect them and I manage to get a 3/4 cage with AG 4 ghoul in it up not deep enough in his half. (I.e. can't GFI in for the score). Fail the pickup with SH Ghoul, and he manages to put two players on the ball and put some obstacles here and there, but when he tries to get a third elf by the ball a dodge fails.

I blitz one marker down, then SH ghoul has to pick up in a TZ and dodge away to be able to handoff to AG 4 ghoul, but it works just nicely and his final blitz attempt gets bogged down in my tacklezones (and tackle skills) and doesn't get all the way, letting Doomlord score the equalizer.

He still has MV 9 catcher and super-thrower, and neatly gets the former into reach of the endzone. But with two 3+ rolls (with rerolls) and 3 2+ rolls (w/o reroll) left, he snake-eyes the 2+ pass (with reroll) that was to lead to the former series and the first half ends 1-1, putting me still in reach of a draw.

Second half he easily scores, since he doesn't even have to hurry. High kick gifts him the ball, and he opens up a sideline route to run enough screen and help down to be able to push me out of the way from a 2+/2+ pass catch routine to set him up to 2-1. He did have an option of passing to his lonely AG 5 player on the other side, which would have given him another turn of stalling - but that player was unskilled and I had a ghoul in range of the entire side, so maybe for that or due to temporary blindness, he went for the quick score.

Still 11 against 10, but now I finally field my fouler - so he gets perfect defence again. I push his LOS around some anyway (but don't get anyone down) and make a 3/4 cage around Doomlord who has the ball. So he elfballs in a guard and then blitzes the ghoul with a reroll to get a pow. Ball flies back and forth before finally ending up with POMB wight, who is promtly swarmed, but one elf BH itself on a dodge.

Which seems to be a sign. A couple of chainpushes causes a KO and gets the wight free to leg it up next to the prone foul bait while the block mummy manages to KO the AG 5 lino. (Foul on foul bait uses a ghoul, but only causes a stun). He gets a catcher up to one-dice :pow: the wight and manages to BH him off (wight graciously declines to regenerate) but when his rookie thrower has to GFI to try to pick up the loose ball that eats the reroll and then the pickup fails. That the thrower in question gets the ball back on the scatter and keeps it this time does luckily not affect that the turn is over.

Lousiana then knocks the thrower over and Doomlord manages to pick up the ball, ST 5 wight BH the MV 9 catcher and the fouling skeleton puts in its singular foul of the game and BH the superthrower.
Gollwyn then manages to get his prone thrower to one-dice the Doomlord, but this time it's only a :zDS: and the thrower has no tackle, so Gollwyn has to settle for swarming the ghoul. With the elf numbers now notably down two very valuable players (and one worthless hurt as well, and two KO:ed), a bit of chainpushing sees Doomlord hand the ball over to Charlie for a quick equalizer with only five elves on the pitch.

And with only one KO of two recovering, it is 6 vs 11 for the last drive, but the kickoff grants Gollwyn a RR to buff his dwindling number of zero. A 2D against blitz on the rookie mummy opens up the sideline for three players to run through, while the other three protect the deep kick. Two ghouls and a bunch of slowpokes rush forwards to threaten his backfield (and make his thrower take the long way around) while the rest try to wall in his advance as best as possible.

He cleans up next to the catcher (at least so there's only one TZ on him) and then runs his thrower to make the pass - and snake eyes the GFI to shorten the range. I kill the catcher (aptly named "Keep yourself alive") but the second apothecary saves him nicely. I then pick up the ball and GFI to be within range of the endzone. He makes a desperate blitz with one of the marked linos, succeeds with three dodges but fails the GFI and thus gives me the win.

All thanks to a couple of GFI:s, and because he didn't protect the would-be passing area before running the thrower there. (He could at least have had his linos a bit closer)

-

And here's the picture:

 

ImageMatchReport.aspx?Id=246026〈=en&

 

Looks like elfballing, when the scoreline is 3-2, but with me doing twice as many blocks and five times as many armour breaks.. well, it was still damned close to 3-2 the other way around, so I guess elfballing belongs to the elves.

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Another game I already wrote a report on elsewhere, so I'll just add it here too. (With maybe one or two minor edits for clarity)

 

-

 

And the game against the Chaos Dwarves of Horrendous Decay has been played.

Apparently they took their name much too serious for this game, since they did the horrid choice to sell a reroll (and bought a hobo) so they could get a halfling chef, and their armor seemed to have decayed badly.

Things start out nicely for opposing coach Handsome Hunk - the chef steals two rerolls and his Blodge(BT) ST5 bull sees the high kick and snags the ball from the air. Then Hunk involves himself with some fighting, tying up my team. Then during my turn, just as he explains how he bought a new hobo, my JUPOMB piles on unbroken armor on a hobo and kills him straight away. (Piling on mostly to hide from the minotaur who was standing adjacent) Next turn I manage to wrestle down the mino, and through adding another assist I can suddenly get a 2D JU block on a chorf. Piling on unbroken armor again, Oliver smashes the collarbone on one of the two Guard-MB-Claw dwarves. Apo is called in and says he can fix it, but it'll take a week, and suddenly things are looking nice. (Even nicer when the Decays SG fouler gets sent off on a stun)

Being down in numbers Hunk moves his strong bull back and forth, but there is always a ST4 wrackler with strip ball, or a ST5 tackler hanging around in readiness if he should try to spring forward (while dwarves can be held up with zombies or mummies). Then in a fateful turn his other MB-Claw-Guard dwarf gets a concussion, his Leader hobo gets BH and a guard dwarf gets a niggle, and Hunk gives up the advance altogether to protect the ball.

In turn 8 I finally use my single RR, when doing a GFI just to give unskilled mummy another block (only pushes)

-

Second half, eleven against nine and chef steals two rerolls again. One hobgoblin is hurt away from the los, another is KO:d. Hunk manages to blitz in a casualty in return, but it regenerates. I jink a little, then return to the midfield, before getting an opportunity (when minotaur fails a GFI and stuns himself) to run past and make a handoff. Hunk then does a nice blitz with his prone, sandwiched bull who breaks tackle just to get to where he can AG 2 dodge free to GFI and hit the ballcarrier - but without tackle it comes to nil, and the double-marking is solved by some chainpushing and an early score.

Riot steals a turn and Hunk is in a hurry to score. A hobo protects the ball, two dwarves mess up most of the LOS and a third and a hobo protects the bull that moves in two squares into my half. Quite significantly, since next turn he catches the pass from the hobo and runs down into my side - but is two squares short. And since he hasn't tied up my ghouls I can blitz him down, but I don't think to save a player to protect the ball better. No matter since it ends up in two TZ, and even if he manages to dodge to it he has no rerolls to fix the failed pickup with and I manage to squeak out a 1-0 win. And my second 7+ cas award of the season.

 

---

 

Picture:

ImageMatchReport.aspx?Id=246145〈=en&

Should probably have been a draw, if Hunk had thought to move his bull within one-turn scoring range. (Even if the pass would have been harder, in hindsight the rolls were good enough to cover for that)

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Logain's team got horribly mauled by Greybeard last matchday, and I expected to give him 720k inducements. Having picked Piling On for his MB-Tackle wardancer that skilled up, Logain only got 690 inducements and picked Morg, Eldril and a Babe, only he forgot to put Eldril on the pitch after chosing to kick to me.

I start off by hurting one of his loners and blitzing down with PO for a KO. Since we got a bribe he gathers four elves around the POMB for a group hug, but nothing happens. Then a guard is blitzed up to offer assist and POMB uses his JU to blitz the POMB wardancer, smashing her hand in a way the apothecary can't fix, so she's out for this game and the next. Then he marks by ballcarrier with a catcher and I'm too giddy with excitement about POMB dancer being out so I remove all screen which means his strip ball wardancer could knock the ball loose. But instead he blitzes with the tree.

That stands up, does 2 GFI and manages to roll a POW, spilling the ball next to the catcher that runs it it. 1-0 to Zidayas.

Next kickoff Logain gets a blitz and I'm decidedly worried that I've already lost the game. But he had set up pretty deep, and only two players manage to get deep into the Offenders half and the loner stumbles on a GFI. A Wight hurts the annoying catcher off the field, and a foul KO:s the prone loner (but costs the bribe) and the ball is brought forward a bit. His tree roots on another blitz, but there is some messing around with the ball being in a cage in one wide zone while the players actually in Logain's half are in the other wide zone. Finally the two-pronged assault meet up in the middle of Logain's half and AG 4 ghoul is adjacent to catch the handoff. Which was needed to get around Logain's sceen (but only after Morg was wrestled down) to let the scores equalize.

Having managed to score on turn 8, the Offenders pulled back - and Logain gets a riot and an extra turn. Luckily he misses that he was doing a GFI so the ball isn't picked up in the first half. Second half he clears a way nicely for a pass/handoff routine, but the short pass scatters (almost back to the original target) and the score is failed, leaving the half 1-1.

-

Second half Logain can still field ten players, and sets himself up for a slow and steady drive. For a while it goes great, and Morg KO:s a mummy, but then Eldril is hurt off the pitch, and when the tree is knocked down and Morg is KO:d Logain has to hurry and hands off to the remaining dancer (in a TZ) that leaps and GFI:s for the 2-1 TD.

Logain is down to 8 players (no Morg) and I amuse myself by picking up the ball and passing it ahead to the AG ghoul. Who gets POWed down by a wardancer leaping in to strike from behind - and then KO:s herself trying to back away from a tackle zombie to recover the ball. (Dodge worked, but GFI snake eyed)

AG 4 ghoul recovers the ball and tries to pass it to the intended scorer (28 SPP wrestle guard ghoul) but the latter fails the catch after the reroll was spent on the pass. Logain does every little this and that, and then late in the turn he finally does the high-risk move to dodge through TZ and free to pick up in a TZ and dodge free and pass over my players to the marked lino in my half who catches it, all without a reroll.

Then his time ran out, just as he was to run away, and after both a block and a blitz I manage to get the ball free and move up a bit. He blitzes but skulls out and I finally manage a half-cage close to his end zone. Logain then manages a one-dice blitz on the wrestle ballcarrier but only gets a push. He then manages another marker and I have to do two three-dice-blocks to manage to score the second equalizer just as the game ends.

-

Just as a trivia note. I had gotten a free skeleton out of my previous matchday, and I didn't fire it since it felt that the TV difference of 660 instead of 700 didn't matter much. But in the end the fellow was very useful. He stood on the LOS and soaked up a tree hit, getting killed and failing regeneration: better it than someone else..

 

 

Picture:

ImageMatchReport.aspx?Id=247251〈=en&

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Logain sums things up like this:

So a 1510 TV team against Dreamy's 2200 - i take some muscle (Morg) and cage breaker Eldril, along with a babe.

Just got a double on my tackle - MB dancer. Guess what i took ? Doesn't matter, got MNG on turn 2, will have to wait somewhat to try that PO War Dancer...

I kick. First mistake Eldril is on the bench. Wtf!. Ref is out, fouls are free that's good for Dreamy. I do a defense that looks good with 2 ST6 punchers, but Dreamy's undeads soon make a hole and go all around my players, situation's already difficult with all those guards.

My TREE then takes the ball carrier out, i pick it up with my catcher and score ! Unbelievable !

Still it's too difficult to defend against Dreamy's piercing attack, i had a blitz but ball was too far to allow me to benefit from it. That's 1-1.

I still have one turn to play. Two says the referee. Small mistake i blitz with my second dancer, there was a gfi i had not seen, that's a turn over. Still hope on my last turn, Eldril makes a hole and i need pick-up + pass + catch + gfi to score. Too much when i have no thrower (1 dead 1 mng last game) nor catcher (2 dead, 1 MNG last game and fourth already BH) on the field and no rr left (leader is mng, and i still use them when i shouldn't). Used one for nothing on Morg, too bad.

I manage to take the lead on turn 12 after some bashing i lost. Morg's been KOed and Tree was also down and not able to stand up on turn 12. My WD is in scoring range with 3 markers. I take 2 markers out, not the third, War Dancer that did not fall down on the blitz last turn catches a hand-off, leaps and GFIs.

Bad thing is Morg doesn't come back. Dreamy takes risks, he has 5 turns to score. I have an opening to blitz ball carrier with 2D + strip ball and take him down, i follow, then go away and fail GFI or dodge. Too bad, should have stayed and put some reinforcements. We have no RR left, it's tense. Dreamy misses a pass, i am very lucky and manage to put defenders into position, then to pick up and long pass, but time is up no time to move catcher. Dreamy picks up then leaves a second opening i take for a 2D blitz, but no block skill. Doesn't matter double skulls. I fail a last desperate 1D block and he evens the score.

I'm surprised at getting a draw there. Suppose stats are on my side. +10 on D6, with 1s then 2s then 3s being the less rolled numbers. Tree made the difference ^^. I would have been too overwhelmed without him (Morg wouldn't have been enough) and he counts for 1 TD. Edit : he also killed a rookie zombie !.

230k banked. Buy Thrower and a catcher i suppose.

Thanks for the game Dreamy, it was a nice one. And after the first turns i really thought it was going the bad side.

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  • 2 weeks later...

Since I did five reports all saying "Occ S19 Division 2A MD #" before the matchup, and they earned a grand total of zero comments, I'm changing that to "Match Report" to see if people have an easier time understanding what this post is about :P

Anyway, this is Occ S19 Division 2A Md 6 between the Undead Repeated Offenders (who have gone 4-1-0) and the Blood Omén (who have gone 1-1-3 and lost the services of both witches in their preceding game against The Mathlann Dragoons Pro Elf team (the POMB one right off died)

Coupled with a MNG lino Blood Omén come into the game with 12 players (having hired a new witch to replace the dead one), a Wizard, an extra Apothecary and a Bloodweiser Babe. But no luck with the coin toss, so they get to start receiving. Which given the central setup of the Undead should be a quick score to go one up.

The Elves stream down on both sides, get marked a bit on the side they only put a token presence on and barely even that on the other side. The freeway to a quick score is clearly left open to allow the traditional 2-1 grind. The Dark Elves do not take the bait, though, but instead pass to the rookie witch and set up camp next to the endzone.

So the Undead try to hurry the Elves up a bit by blitz-killing one of their Runners, which the apothecary only manages to turn into a fractured arm. No permanent injury, be he won't play for a little while. Most of the other Elves are heavily marked and some pressure is put upon them. They still bravely soldier on and pull their screen tighter around their camp - and get their other runner badly hurt for their troubles.

But this is not enough for the Elves, who feel they can stall further. A dodge costs their reroll to set up a 1D block to clear one side - then all they need is two reroll-less 2+ dodges to be able to hold out one more turn. The first of those fails...

Undead KO the screener that didn't have time to dodge out of the way, giving them room to toss in a guard as well for a 2D block against the witch with their Superstar ghoul who badly hurts her off the pitch, picks up the scattered ball, does two GFI:s back to safety.. and snake-eyes the second of them, spilling the ball over the edge and getting it thrown in to the midfield, close enough..

For the Elves to dodge one player into the corner of the endzone, and then a prone elf laying nearby runs over to pick up the ball and throw a pass for the touchdown - right into the hands of an intercepting mummy.

The would-be receiver then gets walled up on two sides and blitzed from the third, so not even his sidestepping skills can save him from getting surfed straight out to badly hurt.

The rest of the half sees the proud intercepting mummy sprinting towards an endzone she can't possibly reach in time, and finally she accepts the fact and hands over the ball to a ghoul for the 1-0 score at the death of the half.

(The only other thing of note that happened was that the other apothecary got used to turn a foul-smashed knee into a badly hurt, saving the elves from permanent injury and even lower numbers)

-

Second half sees the Elves start with seven players on the pitch (and an eight one feigning to still be KO:d), but their fouler goes off badly hurt during the opening exchange, only then Undead quickly drop their own numbers by getting their own dirty player sent off for nothing upon his first foul of the game.

Elves snake-eye a dodge right away, allowing Undead to move further into their half while KO:ing three more of them and stunning a fourth with a foul. With only two prone players left on the pitch, Elves spring into action. The Wizard spills the ball, one elf runs away to be a receiver and the other one picks up the ball, passes, no intercept, scatter launch, rerolled into a fumble..

Undead push the passer out of the way, pick up the ball, and when the passer fails a dodge meant to stop him from being surfed Undead can hand over the ball to a wight and let him score to become a superstar.

Two Undead turns left, three Elven ones, and four KO:d elves recover to make it 7-11. Elves gather the central kick, send down two receivers and hurt off a zombie. Undead mark one receiver, blitz-KO the other, and send two players up to pester the ballcarrier a bit. (But notably the fastest of them is one short of being able to reach the endzone)

Elves run up, pass, catch, and then fail to dodge away from the marking tackler. Undead get a little trixy and manage to chainpush a ghoul one square closer to the endzone, allowing another ghoul to pass him the ball (reroll used) so he can double GFI for the 3-0 score. After which all the elves can do is wail some at the zombie line of scrimmage and finish with the traditional last turn foul.

ImageMatchReport.aspx?Id=248536〈=en&

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