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Posted

Right.

 

Quantum Sufficit has been playing since phase 1 of the seeder. They had a rough start but then quickly developed some insane players that led them to some success in the first few seasons, dropping them in Tier 1 for Season 3. They've now been bumped down to Tier 2 for the second time, mostly due to the fact that they have been able to sustain a full team.

 

Out of all the original players that made the team great, only one remains. Currently, we're sitting on 1380 TV with 10 players. Most of our positionals are unskilled.

 

The reason we do not give up is twofold:

  1. We're in the high tiers and it takes a long time to get there.
  2. We have a solid core of players to build a new team on.

 

Player Spotlight

 

zZxIKfp.png

 

Dainbread has been with us since the very first game and together with the two golems he gives us a solid centre to play around.

 

SJ9jhwe.png

 

Mr. Blop has the potential to become incredibly scary if he can just punch a few more people hard enough to get the much-needed block skill.

 

xxsQmX9.png

 

For a precious few games, Eyegore had MA 5. In QS, we believe +MA to be one of the most underrated level ups. Eyegore used his extra MA nearly every single turn he played. But now it's gone, and even though he's now bloaty, it makes no sense to fire him. So he's the third part of my solid centre from which I hope to develop my wolves and wights, who have 1 skill between the four of them.


Posted

Here's Division 2A:

 

:chaosdwarf:  Jeliel - The Bulls Brothers - Chaos Dwarf

:lizard:  Skuld - Eddie the Lizard - Lizardman

:orc:  Keith Carr - Diced to death fc - Orc

:necro:  Emilius - Black Company Leftovers - Necromantic

:undead:  Huanchi - Frozen Yombie - Undead

:delf:  Kia Sidhe - Cr@sh Test Dummies - Dark Elf

:necro:  Rymdkejsaren - Quantum Sufficit - Necromantic

:orc:  Stringer Bell - Taste The Feeling - Orc

:delf:  Rhúnon - Potato Plays - Dark Elf

:undead:  Ethelred - Thatcher's Children - Undead

 

It's going to be a rough season. The goal is to not get demoted further and to build the team back up. Anything beyond that is a bonus!


Posted
29 minutes ago, Rymdkejsaren said:

Eyegore had MA 5. In QA, we believe +MA to be one of the most underrated level ups.

 

I had the chance to take +MA on two Ogres and didn't take it because I felt that they didn't have enough "normal" skills to function properly. I regret the decision and agree with your point. +MA feels like one of those "sleeper" upgrades that's useful the whole time and you never really think about it.

 

I hope your blog fills up with pretty pictures and player names soon, good sir. Good luck on rebuilding your team around that one fancy Zombie! :Bananas:


Posted

Tonight we have our first match versus Rhúnon's Potato Plays, a hobbled Dark Elf team.

 

They'll be bringing four journeymen and our TVs end up nearly the same (he also has a 90k bank but I'm guessing he's saving up for a second witch elf).

 

My main concern will to be all those blodging blitzers, as I only have one tackle on my team and it's on a zombie, who I'd prefer not to blitz with even if he can reach them as other players need the SPPs much more. Luckily, I have some poor man's tackle with my frenzy.

 

I have a solid core that he'll have a tough time breaking through, and I have wolves to chase the sides, but the lack of skills on the wolves and wights will likely be a problem when I have to deal with those blitzers. I feel the loss of three of my four guard units sorely (and keep making positioning errors as a result).

 

If he can pull off some elf BS, he'll win. If I can stop his elf BS, I'll win. I'd say as far as the teams go, I have a slight advantage on account of fewer loners and some more developed players.

 

POTATO PLAYS:

 

3 RRs, 10 Fan Factor, 90k bank

z9FM8En.png

 

 

 

QUANTUM SUFFICIT:

 

2 RRs, 5 Fan Factor, 20k bank

Tl0NFow.png

 

 

Posted

Right.

 

So last night wasn't a great start to the season, but it could have been much worse (I still have all my players). We both had some pretty mad dice, with basic actions failing all the time, and then insane moves working out. I lost the ball on my first drive after I had three players out (two regened BH and a KO) and pushed for the score, but was forced to side cage. I should have positioned it better, though, as I had a spare player I placed badly, and with a 5+ dodge, my ballcarrier was surfed. I could not stop the score on my drive with so few players left.

 

His drive came and I got my players back, leaving me with a one player advantage. And while I was able to sack the ball carrier twice, I kept getting outbashed and I couldn't roll well enough to actually grab and run, and soon enough elves elfed and it was 2-0

 

I managed to score a return that put one of my wolves at 5 SPPs, so that's something. But overall, it was a disappointing match. I felt like I was doing well for most of the match, and my opponent certainly had his share of bad dice, yet it didn't pay off due to elves hitting harder than my MB players, and the most important actions failing.

 

At the end of the match, my +STR zombie got the MVP which is better than the journeyman zombie getting it, but nearly any other player would have benefited more from it. And I got 10k winnings, putting me at a whopping 30k bank.

 

Next week: Lizardmen.

 


Posted

MATCHDAY 2 PRE-MATCH POST WHERE I RAMBLE ABOUT TACTICS I WON'T ACTUALLY USE

 

Tomorrow evening Quantum Sufficit will face Robbo/Skuld's Eddie the Lizard. They're lizards, though only one is named Eddie.

 

It's a more solid team than Quantum, though that's not incredibly impressive. But the sauruses are certainly synonymous with trouble.

 

Pnj8W8m.jpg

 

Ahum, anyways, here are the teams:

 

EDDIE THE LIZARD:

 

3 RRs, 10 Fan Factor, 110k bank

R4O6Dye.png

 

QUANTUM SUFFICIT:

 

2 RRs, 5 Fan Factor, 30k bank

BkMO4Oh.png

 

 

He has four sauruses with guard, which is three more guard units than I have these days, so that will be an issue. And again, my lack of tackle on anything but an MA 4 unit is going to be a problem. Normally, I find playing a successful game of WHACK-A-SKINK to be the best way to stop lizards from scoring. Luckily I have some wolfies with poor man's tackle to chase skinks with, and hopefully my golems and zombies can hold their own against all those scary big dinos so the middle doesn't break. But this is certainly a match of ifs and buts.

 

The MA 9 STR 3 skink is a huge problem that needs to be dealt with. I'm pleased it doesn't have block. If it shows it's face I'll be sure to hunt it down. YOU HEAR THAT, MR. YANG?

 

It seems likely I'll have a wizard on my side, though, so hopefully I can use that to turn the tide. I don't expect massive success this season, but I really want to keep my nose above water and not get knocked down another tier while I try to rebuild.

 

Good luck to me with that.


Posted
On 21/03/2018 at 10:44 PM, Rymdkejsaren said:

Match report:

 

hgVCaZd.jpg

 

I'm starting to sense a theme here... .

The highlight for me was Dainbread running from Skink to Skink and pounding them into the ground.

Dainbread fanclub, hype:cool:


Posted

Oh, I clean forgot to write up the match.

 

I got a wizard with my inducements.

 

The very first turn got me a great opportunity as the str 3 skink failed the pickup, and by blitzing another skink out of the way and rolling four gfis I was able to get my wolves to mark both the skinks that were on the ball. To stop the sauruses from intervening I hugged the line with everything I had.

 

Ineffective blocks and a stupid krox forced Skuld to make a rather flimsy skink-cage, and I decided to fireball it since hitting any of the three skinks would down the ball carrier or give me access to him for a decent shot at a defensive score. But the fireball missed all three targets.

 

 

So I mark the skinks as much as I can and hope for the best. The ball carrier fails to dodge out and drops the ball, and though I don't get to pick it up, I have it marked by four players including both golems, only one of whom is marked. Looking good, right?

 

What follows is a lengthy back-and-forth clusterfuck. I have a disadvantage due to my lack of guard and as a result, I am forced to make a lot of 1D blocks which costs me rerolls. But I keep players at the ball, which never gets picked back up, and in my turn 7, I ensure that Skuld will not score by taking out his only skink that can reach the end zone with my trusty tackling str 4 zombie Dainbread (who has already killed one skink). I fail to free the ball and the first half ends 0-0. I feel that's a good result considering how much more solid his team is.

 

Second half, my drive. Both have ten players, and although my designated ball handling ghoul is KO'd, I feel good about my chances. But on the first turn, I fuck up by accidentally clicking to reroll a block roll I didn't want to (it was BD BD but I had block and decided to save it). Nuffle punishes me by hitting me with :zAD::zAD:.

 

 

I miss out on blocks on his centre players and I get no chance to position myself well with the ball being very deep in the field and only has my blockless wolf for protection. We go back and forth with bad rolls for a few turns and I can't break through. Dainbread kills another skink. I manage to escape with the ball but I use the carrier to mark a saurus for my golem. Block versus no block so should be fine, but the roll turns out :zAD::zAD: and I've used my last reroll to dodge so I could get the ball.

 

Too many sauruses on the ball carrier. Finally, the str 3 skink steals the ball and runs off, but trips on a gfi.

 

The score comes when Skuld mistakenly doesn't blitz with his str 3 skink, and instead goes for a direct score complete with a 4+ pickup and lots of dodging.

 

With three turns left and a two-player advantage, I should at least be able to turn it into a draw. But no rerolls and a failed GFI puts an end to that dream.

 

A silly mistake, a failed fireball, and two important blocks going double skulls mean the match is another loss.

 

Next week: Undead.


Posted
2 hours ago, C2MC said:

The highlight for me was Dainbread running from Skink to Skink and pounding them into the ground.

Dainbread fanclub, hype:cool:

 

Dainbread is the team. Everyone else is just bumbling a long while he's kicking ass and taking names. If he goes down, Quantum Sufficit is no more!


Posted

MATCHDAY 3 PRE-MATCH POST, IN WHICH I DO DISCUSS THINGS IN A MOST GENERAL MANNER AND REALLY DON'T SAY MUCH OF ANYTHING

 

A quick write-up as the match is starting fairly soon:

 

Today I face a team of undead. My team remains quite hobbled with several positionals missing key skills, as well as a ghoul and some spare zombies still not on the roster.

 

Thatcher's children coached by Ethelred is a pretty solid team, with a scary superstar mummy and a str 4 agility 4 superstar ghoul that clearly needs to die at Dainbread's hands. Can't be harder than strangling a few skinks, right?

 

At least I am not as heavily out-guarded this time (1 vs 2), so if my core can stand up to those mummies I should be in a decent place, and that's not impossible with the extra strength my team has. But it's going to be tough to actually take players down without the block, tackle, and MB I so sorely need.

 

Quantum Sufficit

 

2RR, 5 Fan Factor, 60k bank
ZN85LDn.png

 

Thatcher's Children

 

3 RR, 8 Fan Factor, 150k bank
yHV0vDs.png

 

I'll have 220k inducements unless something changes. I don't see that I'll go with anything other than the obvious with that money. We'll see!

 

Countdown until sad gifs: 3 hours. lol


Posted

Match Day 3 - Quantum Sufficit vs. Thatcher's Children

 

I pick wizard and an extra zombie for inducements. Beer would probably have kept more players on the pitch.

 

I win the toss and pick receive. The plan is to take it slow and get a late score. Kick-off is pitch invasion which busts up my plans a bit and also weakens my defence by knocking out BOTH my golems and my ball carrier. Dainbread evens the numbers out by taking out a block/fend zombie, no regen. What a hero.

 

I get the ball and start moving up slowly, but Douglas Turd (sp?), the str 4 agility 4 tackle ghoul moves through my ranks with ease and takes down my carrier. Guess who comes to the rescue? Dainbread, who stuns the abomination ghoul and lets me move away to relative safety. After that, stalling for the turn 8 score isn't particularly difficult. Success.

 

For the second half, I'm defending, and though my block werewolf is sleeping, I am two players up and I have a wizard.

 

A ghoul breaks through with the ball and I consider pressuring the score so I can score a return with wizard backup, but I opt to bolt the carrier instead, who to my disappointment doesn't die. One of my wights pick up the ball, but with some creative mummy dodging, the wight goes down (the mummy had break tackle but dodged into a double tzs without it). Meanwhile, my players are getting KO'd left and right. His ghoul picks up the ball and he stalls for a while, despite some serious risk. I fix that by make some pretty serious tactical errors with positioning, forcing myself into some unwholesome blitzes.

 

1eIuTds.jpg

 

Ethelred scores the tie in his turn 14, leaving me with three turns to score a winning touchdown. It should be doable, only I have no rerolls, and my ball carrier ghouls is BH. On top, I only get back 1 out of 4 KO's. My block wolf and Dainbread are not on the pitch.

 

And we all know I can't win without Dainbread.

 

I set up to push the left flank, and my plans get a final knife in the back, courtesy of Nuffle, when the kick ends up on the right sideline. Without rerolls, it's nearly impossible to set up players both to defend the ball and push through to score.

 

Final result: 1-1

 

As a final light in the darkness, I manage to pass with my level 1 wolf (despite sunshine), getting him to 6 SPPs.

 

But Nuffle isn't done. The MVP goes to the mercenary zombie (though we all know Dainbread should have had it). I bloody knew I should have gone with the beer.

 

I can't help but feel a little disappointed about not getting the win when that's where it felt like I was going for most of the match. But in the end, it's a decent result against a more powerful team. I avoid a loss, level two players (block for the wolf, sidestep for my ball-carrier ghoul) and I get enough money to add a second ghoul, putting me at 11 players and TV 1500, almost like a real grown-up.

 

Next week: Orcs


Posted (edited)

Mummy dodges are the best dodges.

 

Ol' Douglas has twice got the ball free like the guided missile he is vs you and the Orcs last week, but an unkind scatter* (and ridiculous ST4 MB Tackle zombies) has put paid to him actually capitalising.

 

 

 

 

 

 

*not my positioning, oh no.

Edited by Ethelred

Posted

MOWEEEP!

 

Thursday evening it's time to face another team that's more solid than mine. (I predict that's going to keep happening).

 

They are orcses, and look a bit like this:

 

Diced To Death FC

3 RR, Apo, 8 Fan Factor, 10k bank, TV 1750uQ0WYTL.png

 

While this is Quantum Sufficit:

2RR, 6 Fan Factor, 30k bank, TV 1500PnXpr17.png

 

Look daddy, it looks almost like a real Blood Bowl team!

 

The plan this week is to crush every orc in sight, score ALL the touchdowns, and then foul the referee. Basically, the Genghis of Blood Bowl tactics.

 

I sure hope @Keith carr doesn't read this so he can devise a counter-plan!

 

Of course, there is no counter to Dainbread!


Posted

I feel I should apologies for the dice in that game, the number of skulls you rolled was unreal!?!

 

Also that aptly named "my mum slept with nuffle" rookie debutant blitzer not only got 10spps in the game he then walked away with the MVP, (he really should of got it anyway) 

thanks for the match and hope you do better in your future matches buddy

Awards

Posted

Haven't got much to say about that match. The only positive is that there were no permanent injuries (Dainbread dodged a -AG with the Igor I bought, mostly cause I didn't want him to miss a match). Str 5 golem and a wight are missing for next match.

 

It started with a perfect defence for the orcs, meaning I had to solve puzzles to get 1D blocks for most of the half. I even managed to get myself a decent shot at breaking out to score.

 

But here are my stats for 1D blocks.

 

ItibRY4.png

 

That's pretty much the match, there. I was outnumbered and outgunned, yet managed to sneak a few opportunities. But they were quickly ruined, twice by 1D blocks that went :zAD:reroll:zAD:.

 

I likely made a bunch of tactical errors because the rough luck came at me right from the start and didn't let go, and I couldn't maintain focus; I just wanted it to be over without my team destroyed.

 

I'm at the shit end of this game at the moment (this match was preceded by nine consecutive losses due to dicing in the brawl), and while I don't intend to storm off, it does make me question why the fuck one puts oneself through this.

 

TvFjjtA.gif

 

 


Posted

Just rubs it it, doesn't it, that the one time your opponent rolls a 1d block, he of course gets a pow :P

 

And I don't know about you, but I'm doing this for the health benefits!


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