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Repeated Offenders Team Blog (Match Report Memorial Thread)


Dreamy

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Dreamy I've read and enjoyed a good chunk of them. Just often don't have much to comment on combined with when I read them from my phone my touch pad is on the fritz so it's hard to say anything that won't turn into something like "treerthatrs gtryat kewep iy up"

 

But a lil +1 lovin' for your troubles since we're clearly feeling under appreciated!  ;) 

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Yep the report is complete, there isn't much to say.

 

Poor Zezeeg, team orphan of 2 of it's best players and now a decisive pass intercepted by a Mummy... Still BB is a game were Nuffle can change side, you must continue having faith, sometimes it works.

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a lil +1 lovin' for your troubles since we're clearly feeling under appreciated! ;)

Perhaps a tad :p

But now I have comments on one of them, yay :D

@Logain, yeah, but he was being a bit risky before that. He should have said "fine, I'll score now, you just see what the wizard will do to you". But on the other hand he was only two 2+ rolls away from stalling that extra turn..

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Some TV juggling sees the Offenders get an extra skeleton to offer just a babe to the Killers, the killers dropping a reroll to get a wizard and the Offenders dropping the skeleton again so the Killers "only" get an apothecary.

The Killers do get to receive and load up with the claw. But the first turn's only notable result is a non-claw blitz on a mummy, concussing her (but regen works, thankfully). Next turn sees three zombies KO:d, dropping the Offenders to having to build a thin black line. (And very short.)

As short as the line is, the Killers try to go straight through it, leaving an opening for a ballcarrier blitz (that the Offenders don't notice until after they have used a reroll for a double skull, so the safety ghoul bites the dirt on the block GFI).

Killers then KO a ghoul, but through heavy shenanigans (including a 2D against block going double pow) the Offenders manage to sack and mark the ball. Of course the marker is removed and the ball picked up, but at least it was something. Another sack sees the ballcarrier wrestled down, but then the Killers MNG the Star zombie (regenerated) and pick up the ball again, leaving the Offenders to play possum instead of inviting more injuries. Until the very last turn before the Killer score when Vlad rises from the ground to MNG the minotaur. (No apothecary used)

The one turn sees a KO:d goat and nothing more.

Second half and Offenders drive. A draw should be enough to secure promotion to division 1 next season, so the Offenders are not in any hurry. They just need to reach the endzone once, and all KO:s have returned. A beast is KO:d from the line, and then a star warrior left in reach is blitzed and killed. Killed bad enough that the apothecary running out can't do a thing to change the fact, and Bone Grinder (block, guard, MB, claw) signs on as a temp for the Offenders.

A pickup and a handoff then sees a pretty nice cage right next to the Killers midfield presence. It gets swarmed pretty fast, though, and the defending blocks are weaker, allowing the Killers to fracture Superstar (near-legend) Vlad the Paler, ST 5 wight's skull (no regen) and even dodge in their tackling killer-to-be into two TZ to blitz the ballcarrier (but no takedown).

Offenders change side and though plenty of dodges and GFI:s (that all succeed except for a late GFI which is rerolled) manage to set up a fair enough screen, and even smash the ankle of some pointless goat along the way. But since the blitz failed to take down the superstar (pass blocking) goat, he is blitzed free (enough) and can dodge up to mark the carrier. Plenty of other dodging is done to tighten the noose, but a pointless GFI at the end (well, it looked pointless to me, I might have missed something. I'd probably have used it to wall in the ballcarrier instead of screening) snake-eyes, stealing the last reroll.

And then another goat is badly hurt, and a new screen is set up (a bit further away from the endzone, but still plenty of turns to pull a draw). Killers open up the screen, mark the participants, then get their +AG goat badly hurt on a GFI to help mark up the fouling skeleton. One goat is KO:d and the ballcarrier dodges free. Then the Killers open up with a double skull on a block against that fouling skeleton, allowing Oliver the Protector (POMB wight) to score his second kill of the game against that superstar passblocking goat. (His odd skillset and the niggle he carried meant he didn't even get to try the apothecary)

With 4 opponents left on the pitch, one reserve in the dugouts and three KO:s in the bin, the Offenders decide they can hold out three turns for the draw - while they might get lucky in two turns, and the Killers agree. They score.

One goat recovers, and the Killers get to set up six against eleven. Offenders set up so close that the front row of the inverted ziggurat can almost touch the line, while the Killers set up three warriors on the line and two goats in the backfield (and the killer-to-be in a wide zone). Seems like they are willing to go for the draw. But the fans cheer them on to greatness, giving them a new reroll to go for the win with.

One zombie is knocked out from the line (Bone Grinder, so the coach of the Offenders is checking him up for past loyalties), and one goat is sent back to pick up the ball. Offenders take down and stun the killer, mark everyone but the ballcarrier, and double GFI two ghouls to be pretty close to him.

The Killers reply by managing to blitz free a warrior to head deep into the Offenders half - actually within double GFI of the endzone (and only a ST 4 wrestling stripballer in the way). The ballcarrying goat runs around the screening ghouls, the pass is not mummy intercepted.. but it fumbles. Twice.

Some (three) GFI:s sees the ball cleared from markers, picked up by the surehanded ghoul and handed over to the other ghoul to run it in for the win. 2-1 in a very surprise turnaround.

ImageMatchReport.aspx?Id=249092〈=en&

Edited by Dreamy
Added the OCC1 tag
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Nah. The only thing that could crack a skull like that was the Claw-MB ST5 warrior that Vlad could only roll double push against. I should have stayed back then I suppose, but I wanted the guard to give Oliver 2D on another warrior (which was also only double push)

But I'll still claim the sudden increase in casualties (BH and death alike) were due to silent rage over the perceived misdeed*. :D

*Which in turn was probably a case of revenge for the first kill.. :P

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The match of the season, between first and second place teams to decide who will walk away as seasonal champions of 2A.

 

Both coaches claim the other team has all the advantages - and both are probably right in some ways. The Apocas have the agility and an amazing (for dark elves) one-turn threat, while the Offenders have some heavy muscle (as long as they can catch the elves) and a wizard.

 

The Offenders lose the toss and the Apocas elect to kick - which unusually is also what the Offenders wanted them to do. As elf you usually want to kick to be able to defend with a full team, and keep your one-turner off the pitch for the first half so he can step in and equalize, but.. ah well we'll get to that later if you haven't heard the story already.

 

Apocas set up centrally with a very spread line of scrimmage and offenders set up loaded towards their right flank (but with the mummies holding center and left).

 

A lino gets KO:d on the line, and the ball gets moved up to the right side, meaning one mummy is completely isolated on the left and gets wrestled down by Hecate, legendary witch elf. The rest of the Apocas then quickly form up to protect her from a foul (and fouling the prone mummy), allowing the Offenders to move up into the Apoca midfield (and badly hurt a lino on the way there).

 

 

Hecate pays back the injury with interest, fracturing the skull of the wrackle zombie who was at point (he doesn't regenerate), but there is still room for the Offenders to move back into the wide zone and advance the cage to halfway through the Apoca's half (and within touchdown range).

 

The cage gets nicely screened off from both the endzone and the midfield and has to retreat for another try, which also sees a zombie fracture his own skull on a GFI (he doesn't regenerate either). Luckily the Apocas have only three guards, and one is sitting out and waiting for his one-turning and the other busies himself with smacking down a guard zombie, so only one can come in to bust the cage and it makes for just blitzing down the sole wight playing this game, and he isn't even hurt.

 

But the cage is definitely under threat, and gets horribly malformed as the Offenders beat back most of the pressure (except that wrestle guard that manages to wrestle the wight down when he jumps up).

 

Hecate, legendary dauntless witch, runs in to 1D a mummy, fails dauntless to keep it at 1D and then rolls a skull. Reroll takes the mummy down, though, and the dirty player goes in to stun the wight before he can get up again.

 

Pinned in the midfield, the Offenders withdraw what players they can and head back into the widezone (feeling the urge to get back to within scoring range), but most of the cage is marked (and the ballcarrier is next to a prone and unstunned diving tackler with sidestep - things are not looking good) (But a late dodge just to be in the way stole the Apocas last reroll)

 

Some nice chainpushing action sees the Apocas mark the ballcarrier with the witch, having KO:d the AG4 ghoul to get there, and as mentioned a sidestepping diving tackler next to the ballcarrier. But the sidestepper has no squares next to the ballcarrier to waltz to, so a punch in the face clears him right off, and the benefit of using a tackle-MB player as ballcarrier is revealed when he can KO Hecate on his own to get her to ease up. She's replaced by the diving tackler that can get a 2D blitz with some guard assist - but having only move 6 he needs to GFI, and having no rerolls he KO:s himself, allowing the Offenders to walk it in while also pulling out the apothecary on a badly hurt Guard blitzer.

 

 

The Apocas set up for one-turning with zero rerolls - but get a riot. And two out of three KO:s have woken up (with only the legendary witch napping it out). So Apocas send down half the team in a cluster ready to catch any accurate and many scattered passes and run it in, while the superstar runner fetches the ball. With the skills and speeds available to the Apocas, even a wizard would only dent the propability of a dark elf score, so the Offenders just continue their previous gameplan on this bonus turn and badly hurt the Apoca dirty player, then use their own dirty player to KO the wrodge grabbing guard before watching the Apocas pass and walk in the equalizer.

 

 

 

The Offenders set up centrally, with one ghoul sitting it out, and the Apocas set up centrally with screens on the wide zones and Hecate still (alone) in the KO bin, meaning it's ten elves against eleven dead. The kick goes short and gets snagged by a rookie who returns to hand it over to Vitriol the runner - who refuses to hold on to it with a wizard in the stands so the ball gets scattered back to the rookie.

 

In an attempt to equalize the numbers, the Apocas invested five players on the line of scrimmage, and three others are right next to it, so the Offenders do their best to push them all closer together (also managing to re-KO the wrodge grabbing guard) while also sending up the safety and the ballcarrier to harry the ball in the backfield (and by an accident that seems like a plan leaving the AG 4 ghoul to play safety alone, along with the wizard)

 

Trying to hurt the gouls the Apocas gather their five players around him instead, with three of the other four right next to the proceedings and only the runner can be said to hold his distance. Offenders manage to KO a line elf, then push their prone ghoul up next to Ruin (AV 7 niggled one-turner) and blitz him down, then foul-KO:ing him.

 

Down to seven players on the pitch, one of which is a stunned witch, the Apocas see they have to start moving towards the Offenders endzone or they will never get a score. Vitriol and his rookie lino companion Woe head down to the line of scrimmage in the way left wide open for them, after which one blitzer blitzes himself free to offer cover and another just dodges through a tacklezone multiple times. The next player wanting to help screening or marking manages to faceplant when dodging away from a tackle ghoul, and it is time for the Offenders wizard to shine.

 

Or maybe he doesn't shine, but at least he knocks over Vitriol, even if the ball scatters to be next to the diving tackle screen instead of the rookie screen. But a long blitz by a jump up wight clears him away, and the AG 4 ghoul can sweep in to pass away the ball, with a reroll, to another ghoul that fails to catch it.

 

A misclick sees the correct blitz not happening, but the Apocas recover nicely and manage to blitz away the ghoul marking their potential receiver, then send in Vitriol to pick up and pass the ball - only he fails the pickup by rolling double 2. Yay marked balls.

 

Vitriol gets tackled down next to the sideline, another Apoca gets KO:d but the AG 4 ghoul trying to pick up the ball snake-eyes it. Vitriol manages to dodge out from his precarious position, move around the ghoul in the way - and roll a 2 on the pickup. He gets knocked down and piled on to no effect, so Offenders mark the ball and send in the fouler, finally managing to get Vitriol off the pitch KO - but getting sent off themselves.

 

Apocas thus have one last chance, and they blitz a ghoul over the ball to get it out from quadruple marking - but it gets caught by another ghoul, and the rest of the Apocas return to at least try to keep it a draw. Offenders quickly KO the witch, then a rookie skeleton badly hurts a rookie line elf on a shared both down and it's down to three Apocas on the pitch.

 

Two of them still manage to blitz the ballcarrier down, while the third marks up the POMB wight. The Offenders respond by tightening the noose in general, niggling the elf marking a POMBer and knocking down one of the two who blitzed the ghoul down.

 

So the Apocas go for a 1D blitz - but they can't produce the needed "defender down" and the Offenders can walk in the T16 score to win the game, putting the two teams at 1-0-1 in their shared matchups.

 

 

ImageMatchReport.aspx?Id=249934〈=en&

 

tl/dr I had a wizard and did a zillion KO:s, so I won.

Edited by Dreamy
Added the OCC1 tag
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