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Tallaseksut

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S23 - Division 4C - MD1 - Summary
 

We won our first match and started the journey to be T4 champions. The beast played very well and was very useful in the first half. He held two or three dwarves every turn. We were lucky with the armor breaks mostly in the second part of the first half and that helped us hold our lines and negate their touchdown. Our armor was good in the second half as well considering we just got stuns.

Maybe our opponent committed too many players to stop the beast during their attack in the first half.

We even scored two touchdowns after passes, okay one was just a handoff play.

Play analysis:

Okay, I found one.

- Key moments - second half 5.

 

In their 12th turn they gave up their defensive line.

Start:
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End:
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This means that a push on a dwarf long beard (without stand firm) creates a 3 tile wide path between the dwarves. We even showed it by pushing the dwarf away as a first block action.

In the end we failed a 8/9 push in our 13th turn so they got another turn to fix the problem but failed to do so.

Their 13th turn's end and our reaction:

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Conclusion: After one touchdown lead they let us break through their defense line by misplacing one dwarf player (we hit him with our 5th action). Miscalculated defense.


What went well:

No deaths tonight. This will be our default "What went well" statement :D

We gathered two level ups thanks to the MVP.
 

What could be done better:


Realizing sooner that we can counter score. This way the team does not have to use four extra steps for it.

Developement:

- Blueberry Buddies (Nurgle Warrior) learned to dodge.
- Usual Random Hops (Pestigor) learned to hit very hard (mighty blow).
- We upgraded our stadium.

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S23 - Division 4C - MD2


On our second match we faced a chaos dwarf team. Last season we lost against this race so we were very careful.

StoneFoot Stompers (Chaos Dwarf):

1.) Strengths: 

They got 520k inducement money so we prepared for interesting star players and any kind of surprise. They developed a mighty blow, guard dwarf and another one had claw. We had to pay attention to these players. The hobgoblins were interesting considering one had AG4 whilst another one had sneaky git and a third one even learned to wrestle.

2.) Weakness:

They lost two players for this match. A rookie bull centaur and a rookie chaos dwarf blocker. However this gave them bonus 160k inducement money (they needed to hire a loner journeyman as well). Their team played just one season so they lacked mighty blows and guards.
 

Key moments - first half:

1.) 
They induced Nobbla (chainsaw, block, dodge goblin), Hthark (ST5, block, break tackle, juggernaut bull centaur) and a journeyman for 500k inducement money. I feared they would induce a third mercanary bull centaur instead of the chainsaw player but that was plausible as well. We forced them to attack and it was raining. Not a bad sign considering they left the AG4 and the wrestle hobgoblins in the reserve box for their first attack drive (Conclusion: Too confident start). 
 

However they got a high kick and the ball flew to the touchdown line. Their bull centaur failed the catch but got a touchback. There we lost the hope that they would have a hard time to pick up the ball.

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They stunned two rotters in their first turn (including a chainsaw foul). That was manageable.

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2.) We blitzed the sneaky git goblin with the mightygor (mighty blow pestigor). It was just a block, nothing interesting. We also based some players but not too many.

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They blitzed with the chainsaw but the foul appearance saved us and they lost the blitz for the turn. Their second block, after moving the ball near the midfield, was a skull and they saved the re-roll for another time. The chaos dwarf became stunned :D

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3.) We got a chance to move closer to their carrier. But first, we stunned the chainsaw player. No injuries :gutted:

We blocked their path forward and hit them as much as we could and after that attacked the carrier with one dice and two extra steps (Conclusion: Misplaced carrier). It was just a block but we had two players on the carrier.

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Next turn the third successful hit, from star player Hthark, on one of my nurgle warriors knocked the warrior out. Ten nice nurgle players stayed on the field.

The carrier blitzed and after that even dodged away :huh:

4.) But they could not get away from us. In our third turn we based the carrier again. We stunned another chaos dwarf. The carrier was too far away from our wrestlegor (would needed two extra steps for the attack) so we attacked again with our retrigor (he has extra arms). We failed to knock him down again.

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5.) They stayed in one place and just hit our basing rotter. So after standing up with him we attacked the carrier with our wrestle pestigor.

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We knocked down the carrier and the scatter was good. After stunning the chainsaw player again we picked up the ball and ran. Before the end of our turn we stunned a chaos dwarf again and tried to hug with the beast their last hobgoblin, and a  dwarf, who could hit our carrier.

It was a failure...:wacko:

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6.) They attacked our carrier. We survived with a push. They stunned a nurgle warrior but failed to get any help for their blitzer hobgoblin.

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We could hug two of their players in our fifth turn with the beast. Fortunately we knocked out their last defender with our carrier. So we did not need to score :sir:
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7.) They stunned two of our players in their sixth turn. Because the chainsaw and the claw player was standing and was ready to fight we decided to score after two block attempts. 1-0 for the nurgles in a defensive half again!
 
8.) Our knocked out player came back :cool:
We kicked the ball again till the touchdown line. At least we could rearrange our defense. We survived their hits and got just one stun from the foul. They completed their first pass in the rain to gather experience.

9.) They lost their second star player in the first half (Nobbla was sent off after we scored).

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10.) We survived another two blocks and they fouled again in their last turn. The referee sent off the evil hobgoblin.

In our last turn we stunned a dwarf but nothing more.

Edited by Tallaseksut
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Key moments - second half:

1.)
With losing two players to the referee (secret weapon and a foul) and other two to our hits they had to defend with nine players. They got a blitz but was far from the ball so it was not a big problem. They tried to claw hit our ST5 warrior but failed to knock him down even with a re-rolled one dice.

2.) We picked up the ball and fouled a chaos dwarf. It was nothing :gutted:

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3.) They stunned our mightygor with a foul and got closer to us.

We tried to knock down their claw player, even used a re-roll, but we could just push him to another nurgle warrior just to have an opportunity to push him again. At least we built a cage near the middfield on our right side.

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4.) They fouled us third time in a row but we survived the injury this time as well. At the end they based our carrier with a bull centaur.

We could stun their centaur but he survived the upcoming foul.

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5.) They managed to injure our first player in their eleventh turn. Poor rotter lost strength and with this finished his blood bowl career. At the end they fouled us again but at least we survived that.

However with the foul they left us a path to move closer to their touchdown line and we did just that. The only sad thing was that we had to use our last re-roll to avoid a turnover on the claw player with a double skull.

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6.) They based our carrier again but this time with a hobgoblin. We blitzed him away and ran forward with our carrier. Unfortunately we could not hug their closest hobgoblin with the beast, really stupid again, so we based him from the front.

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7.) They fouled us again and we survived it again. They tread closer to us with a hobgoblin. The could have blitzed our carrier with the AG4 hobgoblin (with an extra step after the dodge) instead of blitzing with the claw player (Conclusion: Missed blitz attempt on the carrier).

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The plan was to blitz with the beast after basing the AG4 hobgoblin to maybe gather the last 2 SPP for his level. He rolled really stupid again :wacko:
So instead of stalling we scored!

8.) Their knocked out player came back so this time they fielded ten players. They missed their fourth hit and with it we knocked out a dwarf.

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We tried to level up the beast again with hitting a hobgoblin but this time it worked :sir:

We even tried to foul a chaos dwarf but that night it was just not possible.

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Next turn they successfully passed again. They tried to dodge away with the bull centaur, maybe to get into scoring range, but the dodge failed and it was clear the score would stay 2-0 for us :D
9.) In our last turn we could injure their claw player but it was way too late.

They passed a third good pass, during rain, in their last turn. This ended the game and we took another huge step to win the division!
 

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S23 - Division 4C - MD2 - Summary

We gathered our second win. They missed 5,5 armor breaks based on the dice luck and I think 3 was in the second half which helped us score again. They played pretty well and made a crucial mistake in the first half which escalated into a disaster (or a miracle for us).

Play analysis:

- Key moments - first half 3.
 

Their first half suffering started in our 2nd turn. They ended their second turn next to our lying rotter instead of putting the carrier one tile nearer to the sideline. After this they failed an 5/6 block (skull and turnover) which meant that we could even block their carrier with one dice (after two extra steps) and would have 2 players to guard him if those steps were good. 
 

End of their 2nd half:
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First block attempt on their carrier in our 2nd turn:
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Next turn they had to run (blitz and dodge) with the carrier and could not run forward and would be risky to run backwards. Their run worked but still it was risky. At least they tried to run as far as possible to the other side. Still we got our chance for a second block.

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Conclusion: Misplaced carrier in their 2nd turn which caused their reckless escape and escalated their problems.
 

What went well:

The beast took a level!
 

What could be done better:


Nothing this time.

Developement:

- Mad Cherry (Beast of Nurgle) learned to grab.
Pine Time (Rotter) joined the team.
Cucumber Craft (Rotter) [Lvl 2; Wrestle] suffered a -1 ST injury and left the team.

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S23 - Division 4C - MD3


On our third match we encountered our chaos pair. 

Chaotic Sacrafice (Chaos):

1.) Strengths: 

They got at least 640k inducement money so we prepared for interesting star players and any kind of surprise. They had three chaos warriors, a block, a guard and a killer (claw, mighty blow and block). We had to concentrate on the third one. From the beastmen their carrier (sure hands and block) was important.  

2.) Weakness:

 

One team re-roll. That was their biggest problem and a missing chaos warrior with block. 


Key moments - first half:

1.) 
They induced Grashnak Blackhoof (MA6, ST6 minotaur without wild animal), a beastman mercanary with tackle, a journeyman and a bribe for 610k inducement money. I feared that  Morg 'n' Thorg would show up on the field but that did not happen and we managed to dodge a wizard again.

They started to attack in the first half. They blocked one of our rotter deeper into their half and fouled him with the carrier
(Conclusion: Too confident start). The carrier beastman could stay on the field after they bribed the referee. Our rotter was stunned but that usually did not matter.

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2.) We tried to put some guard (the beast) next to their claw player for a mighty blow hit but the really stupid came :gutted:
So we had to place there other players. The claw player survived the hit without any problems.

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3.) They knocked out a rotter with the minotaur. At least we survived the claw hit (both player blocked). Without moving their carrier they fouled again and the referee wasn't delighted with it. A beastman was expelled and we had a rotter next to their carrier (Conclusion: Early fouling). They even missed the armor break.

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4.) We prepared our one dice attack with the rotter.

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We just got a push on the carrier but injured a beastman in the process and hit their guard player at the end of our turn with the cost of a re-roll. The armor break was not there this time but at least the guard player was on the ground and ten nurgle players faced nine chaos ones.

5.) We survived a claw hit and they tried to place the ball in a safe spot. Instead of blitzing the carrier chose to dodge (blitz: 35/36 success; dodge: 2/3 success) and went next to our wrestle pestigor to help in a block (Conclusion: Miscalculated attack). The dodge ate up their one re-roll. However, they could just push the wrestle player and he stayed next to the carrier. At the end of their turn they failed a dodge again and a chaos warrior knocked out himself.

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Eight chaos player remianed on the field.

6.) The mission for our third turn was to get at least one block on the carrier with two dice. We could hit their players on the other side of the field and stunned a beastman. To help our wrestle player in the block another pestigor went their with an extra step. Unfortunately we had to use a re-roll for this one. With a rotter blitz we completed our mission and we could knock down their carrier with our wrestle player. At last, we fouled the killer but he survived it.

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7.) They hit our ball protecting rotter and after the scatter they chose to pick up the ball with the lying sure hands player (dodge; pick up) instead of a standing beastman (pick up) (Conclusion: Miscalculated attack). They picked up the ball but were very close to our players.

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8.) We freed our wrestle player for a blitz and knocked down their carrier. He even got a stun. We prepared to foul their killer but the second block injured him. They did not use the apothecary to heal that. I think for this match it was a bad idea but for the campaign, I still had 12 turns to injure players, it was okay because we did not cause any long term injury.

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They tried to hold their ground but could not do any meaningful things. Nex turn we injured a beastman and 6 chaos player stayed on the field. Before picking up the ball we knocked out another one. Five chaos player tried to stop us. We picked up the ball and ran with it.

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Their sixth turn was quick, the frenzy player double skulled himself at his second block action.

9.) We knocked out another beastman in our sixth turn. We pushed forward with our carrier and sent a nurgle warrior with him. Maybe he could score. The end of the turn foul turned out ineffective. It was not a problem, four chaos player remained.

Next turn they tried to red dice blitz our 5ST nurgle warrior (Conclusion: Unnecessary risk). It did not go well.

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10.) We could handoff the ball to a nurgle warrior with a help of a re-roll. If it had failed we still would have had time to pick it up with our retriever. At the end of our turn we could not break armor with a foul.

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Next turn they tried again to red dice blitz our 5ST nurgle warrior (Conclusion: Unnecessary risk). It was bad as well.

11.) We scored!

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Edited by Tallaseksut
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Key moments - second half:

1.) 
The knocked out players stayed down on both sides so the chaos team could field six players. Three of them was next to the sidelines (Conclusion: Miscalculated defense). 

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So it was a good opportunity to push one beastman out. After that we stunned another beastman and formed a cage on our side of the field.

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2.) They knocked out a rotter and a nurgle warrior next turn. 

We wanted to progress slowly and we had the chance to push out another beastman in our nineth turn so that was our first priority. We missed the chance but it was okay.

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They based our players and tried to attack the beast but the double skull did not let that happen.

In our eleventh turn we tried again to push out that beastman. This time it was a success. Four chaos player stayed on the field.

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They tried a cage dive with the star player. It failed and they used up their only re-roll for the half.

We ran forward in our twelveth turn because all of their players were on the ground. We fouled their sure hands player at the end of the turn but could just stun him. The innocent rotter was sent off from the field.

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3.) They blitzed the beast with the star player and the second hit knocked both of them down. The star player knocked himself out and three chaos beastmen remained on the field after their twelveth turn.

We prepared for another nurgle warrior touchdown.

They skipped their thirteenth turn. We successfully made the handoff. 
 

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Basically nothing interesting happened in the last turns. We won with two nurgle warrior touchdown. 

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S23 - Division 4C - MD3 - Summary

We gathered our thrid win. The armor breaks (we caused +3) and the injury (we caused +1) helped us. Combined with the absence of the knocked out players in the second half (three chaos player slept through that period) this game was easier than we expected.

Play analysis:

Really nothing this time. There were clear positioning mistakes on my opponent's side.
 

What went well:

Two nurgle warrior gained a level!
 

What could be done better:


Nothing this time.

Developement:

Tomato Trip (Nurgle Warrior) learned to block.
Peach Push (Nurgle Warrior) learned to block.

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S23 - Division 4C - MD4


On our fourth match we faced our first skaven opponent.

Desert Rats 7AB (Skaven):

1.) Strengths: 

They got 130k inducement money so we assumed a wizard. They had a +1 MA, +1 AG storm vermin and two developed gutter runners (without blocks). One of their thrower picked up strong arms so we had to prepare for longer passes as well. 

2.) Weakness:

 

They had three quick players instead of five and have just one substitute.


Key moments - first half:

1.) 
We started to defense and the crowd stunned a rotter. Not the best but not the worst. Their first blitz injured a nurgle warrior. It was very bad. Even worst he would miss the next game and could not regenerate the injury. They attacked on our left side and risked a 3/4 pass  (auto re-roll) combined with a 2/3 catch. It worked :gutted:

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2.) We could base their carrier and the other gutter runner with the ST5 nurgle warrior after a blitz.

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They stunned another rotter but failed a dodge twice so we got a chance to hit their carrier. The guard storm vermin knocked himself out on this dodge.

3.) At this point we had some difficult decision to make

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a.) One dice push their MA8, AG4 blitzer and blitz him out.
b.) Attack the carrier.
c.) Try to make room for the wrestle pestigor to attack the carrier.
d.) Blitz with the beast and with at least a push and an extra step put him next to the carrier (I do not remember if I saw this at that moment).

We tried to mitigate the risk but how I see it now maybe we could have re-rolled the "Attack the carrier action" (two push were on the dice) which we did first. The others were not that important and we would just re-roll if they failed.

Anyway, the attack failed (just a push), the one dice push failed (both block) and even the blitz on their third important player could not break armour so all of their important players survived our second turn :wacko:


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4.) Nex turn they dodged away (35/36) with the carrier and made a pass (1/2), catch (5/6) combination. It was good again. They even could base our pestigor (with escaping from tentacle and a re-rolled dodge) who would blitz himself next to their new carrier. At the end they failed another dodge and we got another knock out.

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We blitzed next to their carrier.

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They could make room for the carrier to run.

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 5.) We did our last effort to stop them. Based their carrier protector with one extra step. Based their carrier with another two extra steps. We injured a gutter runner with the beast before blitzing their carrier!

 

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The blitzing pestigor failed the re-rolled dodge and stunned himself :huh:

6.) They failed to blitz the rotter away but made the dodge and scored. 1 - 0 for the ugly skavens.

7.) They got back a storm vermin so they could field 10 players. At least we had four turns to score. After the kick-off we made a path for the beast to hug three rats (one was the remaining gutter runner). We made a cage because we forgot the wizard at first.

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8.) They tried to dodge in our cage to have a one dice hit (5/9 success rate for the dodge). It was very risky and unnecessary
(Conclusion: Miscalculated attack). 

We fouled the brave blitzer in our sixth turn (the +1 MA, +1 AG player) but the armour brake was not there :gutted:

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In their seventh turn they stunned a nurgle warrior. However, they could not push away the beast from the gutter runner :cool:
 

9.) We pushed away the ratogre from the beast so they would have to blitz him for a hit.

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10.) They decided to blitz out front pestigor with the ratogre but did not base our carrier with two extra steps. Unfortunately they could escape the tentacles and with a dodge the gutter runner got next to our carrier. With another dodge and an extra step they put another rat next to our carrier :wacko:

At last, they knocked out a rotter but that was the lesser problem at that moment.

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It was an easy decision. Free the beast and blitz the gutter runner with him (grab versus side step) with an extra step. Our old friend really stupid came :gutted:

At least the loner re-roll was good but we still had to dodge and had to make two extra steps to score. We made a little mistake here because we should have followed up with the beast so he needed another extra step to move away which he performed very well.

We could even dodge away but failed the first extra step. The score stayed.

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Key moments - second half:

1.) 
The other knocked out skaven came back for the second half so eleven ugly rats faced eleven nice nurgle players. We received the ball and could catch it without a problem. We injured a block linerat who was on the ground, some fools call it fouling. Either way the referee sent our innocent player out.

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2.) The wild animal took their blitz next turn. They tried to surround us from every possible side.

Because of the wizard we made a bigger cage like structure but it was too big
(Conclusion: Miscalculated defense). At the end we fouled their remaining gutter runner. It was only a stun and the referee's heart was cold and expelled another rotter.

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3.) Because of our mistake they could blitz our carrier and their hit connected. They even stunned the beast in their tenth turn.

We could free the ball and pick it up but the next attack was inevitable.

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4.) They successfully made every hit (11/36; 20/36), every dodge (2/3; 5/6; 5/6; 2/3), every extra step (5/6; 5/6), the pick up (8/9) and even the pass (1/6) without a re-roll. Yeah, it was a disaster.

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5.) We went to recover the ball.

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6.) They attacked our pestigor and knocked him down. At least they failed a dodge at the midfiled and their thrower injured himself.

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7.) We had to play some "elf bullshit" as the common people call it. After knocking down two skaven, and stunning one of them, we cleared a path to our retriever to receive the ball. With a dodge (2/3) he was in position. With another dodge (2/3), a pick up (2/3) and two extra steps (5/6; 5/6) we could pass (2/3) him the ball. Unfortunately, we lost our re-roll at one of the extra steps but both the pass and the catch (5/6) were good. We even could call back a pestigor for protection.

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8.) It was definitely wizard time. But the other pestigor catched the ball :P

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After the lightning bolt they failed a dodge and an extra step. It was turnover and we had three turns to run 21 tiles.

9.) We freed our carrier but failed the second extra step :gutted:

It was very important because we rolled a double skull after it and the nurgle warrior knocked himself out...:wacko:

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I was thinking a lot whether we should move with the upper nurgle warrior to form a proper cage before the hit. I wanted to avoid that because with three extra steps they could hit our carrier with 2 dice (that is a guard storm vermin at the midfiled).

10.) So they got another chance to knock our carrier down with two dice and they did just that and picked up the ball.

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We still could score with our rotter. we just had to hit their carrier. We failed both hit on him and the match was over for us.

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11.) Both team tried to cause some harm, even to themselves, but could not. Their last turn scoring chance failed with a bad extra step into our endzone.

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S23 - Division 4C - MD4 - Summary

We had our first loss. 

Spoiler

Unfortunately not the last :gutted:

Nuffle took back what we got in the first two games against the dwarves and the chaos dwarves in the armour and injury rolls. I think both of us played quite good with one-one mistake. We drew short when it came to critical situations.

Play analysis:

Really nothing this time.
 

What went well:

After the fifth game, however this is the fourth summary, it is clear that winning the title will be hard, almost impossible. On the bright side after our first skaven game we developed every player we wanted during the whole season. That is insane considering our first two seasons :sir:

What could be done better:


Should not make too big cages because of the wizard!

Developement:

Earl Grey Dipping (Pestigor) learned to block.
- Unexpected Malt (Rotter) learned to kick.
- Banana
 Boost (Rotter) joined the team to replace the missing nurgle warrior for the next game.

Edited by Tallaseksut
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S23 - Division 4C - MD5


On our fifth match we faced an undead team.

Deaths Door Knob (Undead):

1.) Strengths: 

They had an ST6 mummy and an ST4, block, dodge ghoul. These combined with the "basic" ST5 mummy and four guards made them a formidable opponent. It was even more problematic for us because we lost a nurgle warrior for this game so we could field two ST4 players, an ST5 warrior and a bit unreliable ST5 beast.

They had three block, dodge players and we still lacked even one tackle skill while against our two blocklike, dodge players they could put three tackles on the field. Moreover they had the advantage in mighty blows as well with four players against our two skilled ones, again one was an unreliable beast. 

2.) Weakness:

 

They had skeletons as linemen. However, they collected three substitutes.


Key moments - first half:

1.) 
Neither team got enough inducement money for a clear improvement and nobody burned money to buy any. We defended our touchdown line first. They caught the high kick and stunned a rotter in their first turn.

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We blitzed a wight and put up a defensive line.

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2.) Next turn they knocked down our ST5 warrior and fouled him on the ground. It was a knock out and we lost him for this drive and the referee let it go :gutted:

 

Spoiler

In reality for the game because two possibility was not enough for him to come back :wacko:


So after one turn, for us, we missed two nurgle warriors. This game became an almost impossible to win one. They stunned another rotter this turn but that was not important. 

3.) We tried to separate their tackle, strip ball ghoul but could not put him on the ground with our wrestle player. After that we tried to hit their wright so we could hit their ST4 ghoul with one or two dice. We needed the beast for the job and he was really stupid that time...:huh:

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They killed Papaya Pick in their third turn and reanimated him as a zombie :RIP:

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Nine nurgle player stayed on the field and our right side was empty.

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4.) We injured their block, tackle wright in our third turn but he regenerated it :gutted:
We hugged the other one with the beast and put up some pressure from the carrier's top side. We even fouled the ghoul on the ground, who got there because of a both down result against our wrestle player the turn before, but the armor break was just not there.

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5.) They pushed forward and fouled a nurgle warrior again. At least, we survived it.

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They put their carrier too close to the fighting zone. We got a chance to blitz him with our retriever and the re-rolled hit connected (Conclusion: Misplaced carrier) :cool:

However the scatter was good for them :P
At least we could clear a path for our top pestigor to base the ball. Because we lost our re-roll for the turn, double skull against the carrier at first, we skipped the 50% pick up.

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6.) They stunned our block, dodge nurgle warrior without tackle. Nuffle did not want us to have a clean sheet. Next, they blitzed our protector and picked up the ball. After that they injured a rotter so eight nurgle player remained on the field.
 

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We tried to base the ball and for that we needed a one dice block against an ST5 mummy, block skill against no block, and a two dice block against a dodge ghoul. The ghoul died and we revenged Papaya Pick. River Styxx became our rotter after the game :D

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We knocked out a skeleton to base the carrier from another direction. It felt safe. I thought a lot on the last action. Either we could hit a skeleton with two dice, but for that we needed to sacrifice our backup wrestlegor, or stay this way and save our defender.

We chose the first, lost our last re-roll with the hit, and it was not worth it as you will see in the next part (Conclusion: Miscalculated defense).

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7.) They stunned our pestigor who based from the top with the mummy who injured its protector last turn. Bad things cummulate. They knocked down the other pestigor and ran forward. They could even base our wrestlegor with a dodge and an extra step.

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We had to beleive in the 2/3 magic because of the tackle skill and the lost re-roll last turn but it failed us :gutted:

 

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8.) It was obvious they would score but they stalled another turn. They knocked out another rotter and decreased our numbers to seven.

We got into an unsolvable situation so we tried to get a one dice hit on a ghoul with a dodge. Yet we failed again.

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9.) Before they scored they knocked out another rotter. Six was our number and they scored. 

10.) A rotter and a skeleton came back. It was nine nice nurgle player against eleven evil undead and they had their starting lineup again. We got a re-roll for the last turn and the stun train started with three hits and two stuns :huh:
The score was 1 - 0 for them and we really needed eleven players in the next drive.

Edited by Tallaseksut
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Key moments - second half:

1.) 
None of the knocked out players came back. Nine nurgle player tried to score against eleven undead. We needed removals as quick as possible. A mummy was stunned by a rock and we got a touchback. Unfortunately, I chose the wrestle player as a carrier so we had to hand over to our retriever in the first turn. We lost a re-roll for this (Conclusion: Bad carrier choice).

Before the handoff the stun train continued with three hits and three stuns, including the rock. We even fouled the stunned mummy, but it was an expulsion and eight nurgle player stayed on the field :gutted:

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2.) They put up a defensive line and blitzed our mightygor but he stayed on his feet. You can guess what happened. The stun train continued with two hits and two stuns (seven in a row) :wacko:

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3.) They based our carrier with a mummy so we had to test our luck. With an extra step we got two dice on a skeleton and after the hit we got two on an other one as well. Guess what, eighth stun. At least we could run back to the middle of the field.

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We had to do one dice actions. On the first we lost the re-roll for the turn. However, the ninth and the tenth armor breaks were knock outs. Eight nurgle player was against nine undead in our twelveth turn :D

We did not move our wrestle player before dodging away with one of our remaining pestigors (Conclusion: Miscalculated attack).

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4.) They stunned a rotter in their twelveth turn and could attack our carrier because our mistake with two extra steps (lost their re-roll at the first one). The hit connected. At least the scatter was good.

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5.) We tried to push away as many players from the ball as we could. We gathered another knock out on a skeleton during the process. We lost our last re-roll to complete a dodge to base a ghoul and the ball.

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6.) At least, they lost their last re-roll in their thirteenth turn as well. They hit some of us and we had three turns to score.

This was the situation at the start of the turn.

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We pushed the top right wight away to have a one dice block against the mummy and picked up the ball (8/9 success rate). Without a re-roll we did not risk the dodge. Maybe we should had run forward because that would had been a one dice block with the free wight.

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7.) They hit our carrier again the match was basicly over :gutted:

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8.) We tried our luck on a scatter but it was bad. We based the ball and prepared for a last turn pass game.

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They knocked down everybody, even knocked out a pestigor. It was almost over.

9.) We tried another scatter. Another failed one. Our last remorse was an 1/6 pick up. It was a failure as well.

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In their last turn the only thing we wanted to avoid is another injury for the next game. They did not hurt us which was interesting and thanks for that @Geiger

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S23 - Division 4C - MD5 - Summary

We lost again with some stupd mistakes (could had lost without them but it made easier for my opponent).

Play analysis:

- Key moments - first half 5.

 

This was their actual setup at the end of their turn.


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Some decisions were good so we have to keep them. The first four steps were okay but at the fifth we arrive at a decision. The safe play is to skip the foul with the zombie, finish the cage and move there the carrier. At the eighth step we can decide if we want to move back the ghoul after pushing away the rotter. This way our cage is not safe but the nurgle team have to push away an ST5 mummy instead of an ST3 ghoul.

png.jpg


The riskier decision is to keep the foul but that way the blitzing ghoul has to cover the back. This way we risk an open cage if the 8/9 dodge fails.

unk.jpg
 

What went well:

No injuries on the important players for the next match!
 

What could be done better:

 

I took a risk on my defensive drive. The clear mistake was that I forgot the tackle skill and I calculated with 8/9 worst case dodge so I have to concentrate still on my opponent's skills more.  

 

On the attacking drive I feared from a frontal opening because of the based mummy so I delayed moving the wrestle player away but it is clear now that I should had protected the carrier from the right side.

Developement:

- River Styxx (Rotter) joined the team.
- Papaya Pick (Rotter) died.
- We bought a referee rest area. 

Edited by Tallaseksut
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S23 - Division 4C - MD6


After two disappointing losses we faced the division leader dark elf team who won every games till MD6. Our only hope to be an impact in this division was to defeat them.

Vicious Virtuosi (Dark Elf):

1.) Strengths: 

Their positionals were strong enough with five blocklike, dodge players (witch and the four blitzers). They had a killer blitzer (block, dodge, mighty blow, tackle) and the witch was a pusher (frenzy, dodge, jump up, wrestle, juggernaut, +1 MA). They had a kick player and not just the witch but another blitzer had +1 MA so they had two MA8 player. They were very team value efficient and key removals did not bother them in their first five games.

2.) Weakness:

 

One loner and three other linemen without a skill. They did not have a substitute. 

Key moments - first half:

1.) 
They could induce a wizard and two bloodweiser babes. That meant more open cages for us and possibly knock out nullification between drives. We had to attack first.

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Both team got plus one bribe which was added to the starting one. We could stun a dodge lineman but nothing more. The beast hugged the two most important player (killer blitzer and the witch). At the end of our turn we fouled a lineman and stunned him risking a side attack from the opponent.

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2.) They could had attacked our carrier with three dodge (two could be auto re-rolled with the skill) and two extra steps. Instead, they concentrated on our mighty blow player and lost a re-roll in the process. 

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3.) We freed the beast to hug three players but he was really stupid again in a very important moment.

unknown.png

We fouled one of the elves again, who was stunned in our first turn, but it was just another stun. At the end we should have dodged away but we tried our luck and hit their MA8 blitzer.

4.) They prepared to push out our mightygor. First push worked like a charm but they re-rolled their 6, 2 blitz dice because my opponent forgot the juggernaut (lost their second re-roll here). This resulted in a 1, 5 which was not good for a push. They left their left side empty, based our cage and fouled our lying pestigor. We survived the foul and they lost a bribe as well.

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It was time for us to move on. The beast hugged two elves and we wrestled an other one. With the help of an extra step we formed a bigger cage and fouled THAT elf the third time, another stun :wacko:
At the end we dodged times (1/2; 2/3) and used two extra steps (5/6; 5/6) to put our mightygor in a safer position.

 

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5.) At least we thought it was safer. With the help of some dreadful elf magic (three push and one 3/4 dodge to prepare for the the last action) they pushed out our pestigor. It was a knock out so we would have at least one chance to get him back. At the end of their turn they failed a dodge.

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We got a chance to move forward because five elves were on the other side of the field. 

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At the end of our turn we fouled again and our fourth foul resulted in a knock out :D
 

6.) Unfortunately with a one dice hit they knocked down our beast so they could send back a player to be in our way. At the end they failed another dodge.

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The beast was stupid again and somehow I beleived that I have to wrestle down their last elf. This meant that I had to free my wrestle pestigor with two blocks (nurgle warrior and rotter). The first was good but the second we failed so there we lost our re-roll :gutted: 

I think I wanted to form a cage closer to the touchdown line at this point and foul their lying blitzer but there was not any good position in my mind for this setup with a wizard over our head.

 

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After losing the re-roll we did not want to risk the extra step for the goal and our cage was okay so we hit with the last nurgle warrior. Double skull...:huh:

7.) They finished their defense line with the returning elves so we made our work a lot harder.

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In our desperation we formed a strange cage and fouled again. We could injure an elf that was good and even knocked out their kick player at the end of our turn. It looked not that bad.

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8.) Wizard was the next step in our game. The scatter was good enough.

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They could hit the ball protector but they failed the extra step twice (lost their last re-roll). 
 

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It was our turn to get the ball again. We managed to form a cage and we stunned the witch elf with a foul and a bribe but we failed our own strategy twice (Conclusion: Bad beast usage).

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Firstly, I should had left the beast in position. Secondly, I could had re-rolled his really stupid because this was our seventh turn and we still had two re-rolls.

9.) The price for our stupidity was that they could form a proper elf line with three 35/36 dodge.

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I thought a lot and somehow forgot that after pushing away the first elf from the leftmost line we could score with two extra steps (5/6; 5/6 with a re-roll) and not just with a dodge and an extra step (2/3; 5/6 with a re-roll). 

However, before we scored we had one job. To gain more chance to win the game and harden their path to glory (winning the division) we had to foul the witch :sir:

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The apothecary did not work and we had to use our bribe but the referee took our side this time. With a re-rolled dodge we could score (Conclusion: Miscalculated attack) :D

 

10.) The knocked out players came back but just nine elves remained. Another good thing came to our doorstep at the kick-off.

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Their eighth turn was not that interesting and the score was 1 - 0 for the nice nurgles at the half-time.

Edited by Tallaseksut
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Key moments - second half:

1.)  
We started the second half like this

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But the perfect defense let us reposition so we hugged two important blitzers.

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Unfortunately we could just hold there one blitzer. However they blitzed our wrestle player and it was a both down. So we prepared for a foul. They missed the pick up but saved a re-roll and let the ball fall.
 

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2.) We stunned an elf and prepared three for hugging which went well. Unfortunately the foul was just a stun and our last bribe did not work so an innocent rotter went off the field.

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They picked up the ball and held it in their backyard. The tentacles worked once and another elf missed a dodge which caused another stun.

3.) We stunned another elf, fourth in a row. We hugged three elf this time with the beast. However our mighty blow hit delivered a knock out on a dodge lineman. That was very good. We lurked near to their carrier and fouled again, another stun.

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Because of the three stuns and the knock out they could move with five players. They had to survive thsi turn to regain there balance and move with all the elves.

They ran forward with four dodge and an extra step and could easily pass forward the ball. Fortunately they missed a 2/3 dodge and spared a re-roll again. No surprise this was another stun.

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4.) We could hit their carrier with one extra step with our mighty blow player so that was the plan. But before that we put the other players in position except a nurgle warrior. The hit connected, block, dodge is a lie, and the scatter was very good. Unfortunately, our front pestigor already had moved back so we could just protect the ball with a warrior.

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5.) They picked up the ball easily and dodged away from the warrior as elves do :gutted:

After some positioning they tried to hit a rotter and failed twice. 

 

6.) We attacked the carrier almost right away, a nurgle warrior went next to the beast, because all other players were in good positions. The hit connected again and we did not want to pick up the ball with an extra step and a normal 2/3 pick up so we protected it with three players.

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With two dodge and one dice they stunned our wrestle player and pushed him onto the ball. After the scatter nobody protected the ball. Another dodge and the pick up was good. At least one tentacle worked but six elves was quite mobile.

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We based their carrier with a warrior and prepared to defend.

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7.) With six dodge, a two dice and one dice push they reached the half line. At least they had to re-roll an extra step (one re-roll remained). This turn the tentacle worked again. A seventh dodge and an extra step based another pestigor. 

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8.) With two extra steps we could hit their carrier again. Before that we needed to position our players better. With an extra step we could hit two elves with two dice. First hit was a stun. Before the second we needed another extra step to base the carrier. Second hit connected but there was no armor break. We could hit two other elves but instead we started our attack. We had to re-roll the second extra step so could not do that with the block. 

We gained two push so after that we hit the remaining elves and removed their kick player with an injury.

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9.) They pulled off a dodge and a two dice blitz on the basing rotter but they failed the next dodge so they had two use their last re-roll before moving the carrier :D
However the carrier was skilled enough and dodged twice :gutted:
When he tried the third to get near the sideline he failed the auto re-rolled dodge (Conclusion: Miscalculated attack). The carrier knocked himself out and I was releived. 

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10.) Somehow I was sure that they could score even in their last turn (Conclusion: Miscalculated attack). In reality it was a lie because both front elves needed three extra steps and lacked the sprint skill. The fear of defeat in my mind built up a strange solution. We needed to get away the ball from its place. Before that we freed two pestigors from the upper elf's clutches and hit the ball protector. Before picking up the ball with our retriever (one extra step and a 35/36 pick up) and handing it over to our fourth pestigor who standed next to the ball we based every elf we could.

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We ran with the fourth pestigor until he was 9 tiles away from the touchdown line and not used one remaining movement :gutted:

 

11.) They blitzed a rotter in their last turn and when rewatching the game at the first time I realised that they could had not scored. We won and made the title race more interesting :sir:

Edited by Tallaseksut
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S23 - Division 4C - MD6 - Summary
 

We won and kept alive our chance to win something in the end. Our opponent was brave in the first drive with the mighty blow pestigor push play and in the second drive with the LoS setup. We could use these opportunities in our advantage.

Play analysis:

- Key moments - second half 9.

 

We will check if my opponent could had chosen a less risky path to equalize in the second half.


The actual play:

unk.jpg

 

The elves have four players to move after the stand up and one is the carrier. The beast hugged one so he is out of the game when planning the play. 

 

They have to attack one of the basing players (pestigor with block or rotter without a skill). The pestigor is the better option if you want to decrease the amount of dodge the carrier has to take but that play, push the pestigor behind the carrier, will be a one dice in this situation as below.

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So instead of a one dice blitz and a dodge with the carrier (8/9 with re-roll and 35/36 with auto re-roll) they did a two dice blitz, dodge and another two dodge play (8/9; 35/36 with re-roll; 8/9 with auto re-roll; 5/6) before their last dodge.

Attacking the pestigor or the rotter from top is not an option so the blitz should be carried out by the player who blitzed (3rd in reality and second in the pestigor scenario).

Conclusion: I can understand the angle of the blitz and even why it takes two players to put a defensive screen for the carrier. Thus, they needed the blitzing player for the screen and their last failed dodge to get the carrier in the right position. Probably blitzing the pestigor would had been a better option.
 

What went well:

No injuries on the important players for the next match!
 

What could be done better:

 

Had to check the opponent's scoring positions more!

Developement:

- Pine Time (Rotter) left the team because of the too high team value.

Edited by Tallaseksut
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S23 - Division 4C - MD7

 

Before the sixth week I had to concentrate on three opponent teams who were competing for the first three positions on the leaderboard:

 

Vicious Virtuosi: 5-0-0 
Desert Rats 7AB: 4-0-1
Deaths Door Knob: 3-1-1

On the sixth match day the skaven and dark elf teams got beaten so it looked a bit better:


Vicious Virtuosi: 5-0-1 
Deaths Door Knob: 4-1-1
Desert Rats 7AB: 4-0-2

[OCC] WAAAGH! (Orc):

1.) Strengths: 

They had six guard players (four on black orcs), three block on black orcs and one of them had stand firm as well. They developed eleven frenzy players, three MA7 blitzers, two of them had mighty blow and one even had a tackle. So they were more mobile, had more guard and could surprise us with lots of frenzy plays. They even had two substitutes.


2.) Weakness:

 

Team value and the lack of sure hands.

 

Key moments - first half:

1.) 
We could induce a wizard and a bloodweiser babe. They started to attack. 

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The crowd knocked out our wrestle pestigor. That was bad :gutted:

They stunned two rotters, one with a foul. It was okay this early. 

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2.) With an extra step we hit the AV8 frenzy, guard, block black orc with mighty blow.  It was a knock out but they rewrote it for a stun with the apothecary (Conclusion: Risky apothecary usage). 

 

We contacted just one part of their defense line where we could hug two linemen with the beast and sent froward a rotter to threaten their carrier.

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3.) They stunned our beast with one dice. That was not good. They re-rolled a frenzy first hit because it was just a push and that would had drived them to a second one dice hit block (Conclusion: Miscalculated attack). They still had three re-rolls so it was not a big problem. They attacked on our right side and with a foul stunned another rotter (fourth stun).

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4.) We stunned a black orc and based their carrier to win time to regroup deeper in our field. We pushed an orc next to one of our back pestigors. It was a hard decision but the chance of hitting an AV8 was tempting. The hit did not connected so we based this way a pestigor and just had another one free. At the end of our turn with a re-rolled extra step we freed our stunned beast so it would be harder to foul him next turn.

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5.) They cleared a path for their carrier and stunned the based pestigor :gutted:

 

They marched forward on our right and with two extra steps the carrier was 8 movements from our last pestigor (Conclusion: Miscalculated attack).

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6.) We hit a lineman and moved some players before the blitz. The beast was on the ground still because I did not know where to move with him. The blitz was good, the hit connected and the ball scattered out. First throw-in went to our touchdown line but there we got another which was very good :cool:

 

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Now I knew where to go with the beast.
 

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I misclicked the follow up at the end and made easier their blitz with a block black orc.

7.) It was obvious they would knock down our carrier the question was when. Somehow they re-rolled their first frenzy hit instead of chosing a push which would lead our carrier into an orc cage (Conclusion: Miscalculated attack).

 

The re-rolled hit connected and the scatter was good for them. After pushing away a nurgle warrior twice they tried to pick up the ball and failed.

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8.) After standing up with a rotter and clearing a path for another the question was how should we pick up the ball. 

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We could had dodged with the mighty blow pestigor and blitz their ball protector with two extra steps (2/3; 5/6 and 5/6 with one re-roll) to clear a path for the other pestigor for a dodge (2/3) and pick up (35/36) scenario. This is why we cleared a path for the rotter to have a player with less orcs around him and catch the ball.

The other option was to use the retriever for the blitz and the pick up. We chose to blitz then with an extra step (35/36 with the re-roll) picked up (8/9) the ball. We could had dodged (8/9) and blitzed the protector to pick up the free ball (35/36). It was quite the same but the first chain had the riskier dice later. The second chain would left us without an easy hit on the carrier though.

 Before the pick up we could knock out another orc. 

unk.jpg

At this point I realised that the retriever:

- couldn't pass the ball 
- couldn't dodge away to a better position
- and would be pushed out definitely

I was a bit frustrated that I let this happen, I just thought about the pick up, but we rolled to the next turn after the last one dice hit with the mighty blow pestigor.

 

9.) Next turn they injured a rotter, who based the orc with an instant hit on our carrier, and cleared a way for an other orc in scoring range. They had to re-roll the first frenzy hit but the others were good.

At least our pestigor was not injured or knocked out and the scatter was very good and with a double skull the AV8 black orc injured himself :D

 

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10.) We had three free players to move but first we risked a hit with the nurgle warrior next to the sideline.

After miscalculating the pick up movements here I miscalculated that I would need one extra step to move the warrior to a safe place (Conclusion: Miscalculated attack). The 1/36 stroke us as well. We should had at least stand up with the pestigor and move two players before the blitz (a warrior and a rotter).

unk.jpg

 

11.) They blitzed our rotter and placed players next to ours. At the end they failed a dodge and an orc was stunned.

We based the last orc in scoring range and stood up with everyone. The plan was to blitz with the ST5 nurgle warrior at the midfield and base their free orc nearest to the ball but the blitz was just a push. We stunned the pushed orc with the next hit and pulled off a dodge, extra step, pick up play with the rotter. We even could dodge away with an other rotter to base their free orc with the use of our last re-roll :sir:

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12.) Basicly they did the same as us. Based everyone and hit the carrier, even picked up the ball. Unfortunately they red diced the beast as well :gutted:

 

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It was wizard time and we stunned their carrier and hit every orc we could.

 

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13.) They also hit every threat and dodged away with the orc next to the sideline. The result was sure to stay 0 - 0 in this half.

We prapered for a foul on a black orc but before that we blitzed him. 

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So we could remove two black orcs from the game in the first half. That was good. 
 

Edited by Tallaseksut
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Key moments - second half:

1.) 
The knocked out players came back on both sides. We started our attack drive, injured an orc lineman on the LoS and knocked out another one with an AV5 foul. 

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2.) Next turn they knocked out our block, dodge nurgle warrior :gutted:

In our tenth turn we gathered to our right.

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They based our front rotter and warrior. We escaped the blitz with our foul appearance. We bashed a little and gained some space in our eleventh turn, even stunned an AV8 lineman.

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They used a re-roll to knock down the beast and after the blitz they fouled him but he survived :D

Without a re-roll they tried a one dice hit but we could hit back ad knock down the orc.

 

Unfortunately the beast could not stand up and it would had been crucial for our break through. We even missed another hit and our blitz was a push so every orc was up except the stunned and the one who caused a turnover. We marched forward and fouled the orc at the sideline but that did not help either. As a last resort a pestigor dodged twice and with an extra step he got in the orc's way from the other side.

 

We put up our defense so it would be harder to push through from our down-left side (the frenzy orc got a red dice). It would had been better if we had moved one more extra step (shown below) so the MA7 orc should have to dodge twice (Conclusion: Miscalculated attack). 

unk.jpg


3.) They hit a rotter, a warrior and fouled the beast but the referee was very disappointed and sent the fouling player off despite the bribe. Unfortunately the beast was knocked out but we got a very big chance to win the game. 

After we ran forward we fouled an orc and it was a knock out as well. 

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The orcs started to smash and we survived. After moving with our pestigor attack team we fought back.

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They blitzed us but got hit back and it was a knock out. Since our break through these were sad times for the orcs. Five of them were removed from the pitch in three turns. At the end of our fifteenth turn we made a handoff.
 

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4.) We scored in our sixteenth turn!

 

In their last turn they injured our dirty player, kick rotter and gave him an armor bust. So after twenty-five games behind him Unexpected Malt had to retire who leveled up first in the team after our first game :gutted:
 

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S23 - Division 4C - MD7 - Summary
 

After the seventh match day the skaven team was out of the title competition and we managed to grab more points than the undead team:


Vicious Virtuosi: 5-1-1
Sour on Top: 5-0-2 
Deaths Door Knob: 4-2-1
Desert Rats 7AB: 4-0-3


Play analysis:

 

- Key moments - first half 5.

 

With some modifications the march of the orcs could had been better.

 

unk.jpg


The carrier had 7 movements so putting him 6 movements from the touchdown line is enough. This way the last orc had to make just one extra step instead of the original two. Attacking them in the white positions is hard because that needs 2 dodge and 2 extra steps instead of just two extra steps.

Conclusion: The march was too aggressive. The slower safe play would had been better.

 

What went well:

Development!
 

What could be done better:

 

There were definitely too much minor mistake on our side.

 

Developement:

- Tomato Trip (Nurgle Warrior) learned to guard others.
Salty Addons (Pestigor) got quicker (+1 MA).
- River Styxx (Rotter) learned to guard others.
- OUCH (Rotter) joined the team.
- Unexpected Malt (Rotter) [Lvl 3; Dirty Player, Kick] suffered a -1 AV injury and left the team.

Edited by Tallaseksut
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  • 2 weeks later...

S23 - Division 4C - MD8

 

We had already knew that this match day was the title decision day because the last game would be an admin win for us and the dark elf team as well. We needed a win again and had to beleive in the Desert Rats to grab at least a draw against the dark elves.

brave runners (Skaven):

1.) Strengths: 

Three substitutes so they can replace injured players easily. They had a very skilled gutter runner [+1 AG, Leap, +1 ST, Horns] who could easily break our defense. We needed him out of the game as soon as possible. They had another sacker gutter runner [Wrestle, Strip Ball, Leap] and one who could move 12 tiles with sprint and sure feet. The last one was a "simple" AG5 runner with side step. So they were capable of effectively getting the ball and running with it.

They had an ST4 lineman and two guards to make their strength decent enough for a fight if it 'd come their way.


2.) Weakness:

 

Active injuries and three substitutes. They have injuries on active players which results in having this many players on the bench. Probably kicking out some really injured ones could decrease the number of the bench with one or two players. 

At least there were two injured players who really should not be in their team:

- AV6 lineman without skill [-1 AV]
- MA6, AV6, Niggling lineman with strip ball [-1 AV, Niggling injury]

Other important injured players:

- AV7, Niggling... gutter runner [Niggling injury]
- AV6, ST4, AG5... gutter runner [-1 AV]
- AV7, ST4, Niggling... lineman [Niggling injury]
- AV7... storm vermin [-1 AV]

Key moments - first half:

1.) 
Somehow their team value was high enough to induce a bloodweiser babe for us. They started their attack drive and we stood up so they would had a hard time for getting a one turner.

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They could hit our block, dodge nurgle warrior but it was not an armor break :D

After some movements they tried to pass the ball but failed it. We survived all of the LoS hits this way.

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2.) The beast hugged the ST4 lineman and the sprint, sure feet gutter runner. We based their thrower, some other rats as well and tried to blitz their guard, AV7 storm vermin with our mighty blow pestigor. We had to re-roll the double skull and it was just a push. At the end we managed to dodge out two rotters from the friendly ratogre and his prehensile tail.

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3.) They knocked out a rotter and knocked down the beast next turn. They could hit our front rotters as well, one with only one die (Conclusion: Too confident attack). 

 

After they picked up the ball they marched forward in a way that we would blitz their carrier with two dice in our second turn (Conclusion: Miscalculated attack).

 

At the end of their turn they stunned a nurgle warrior with one die to have a better defense on their right side. However this maneuver ate a re-roll from their pool and did not help to fill the hole on their left side.

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4.) We injured their AV6 lineman who was on the side of the cage. We attacked the carrier (AV6 without block or wrestle) and could break his armour. Unfortunately it was just a stun on the ST3, AG5, horns player :gutted:
We picked up the ball, quickly formed some defense and stunned their ST4 lineman as well.

 

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5.) They knocked out our mighty blow pestigor with one dice :gutted:

It opened them a path to hit our carrier with two dice after knocking down the beast again. They made the hit on the carrier as well. They picked up the ball with the AG5 side step player and wasted a re-roll on a one dice hit on a rotter. It was important because they needed a dodge to make our wrestle pestigor's path harder towards the carrier. Unfortunately the dodge was a success.

 

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6.) The beast stood up and we moved a nurgle warrior to be our backup. After that we blitzed the carrier and it was an injury. One AG5 gutter runner was out of the game :D
We could stun another skaven with our rotters but could not get an attempt on the pick up.

 

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7.) We were lucky and they missed their second action, dodge, twice and quickly came our fourth turn. However, their best player survived another armor roll :gutted:

We attacked their sacker gutter runner on sight.

 

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The apothecary saved him :gutted:

 

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At least two gutter runners remianed on the field this half. We picked up the ball and formed a cage. At the end we fouled their horned gutter runner who was on the ground because of the failed dodge. I really thought we play home and had a bribe. That was not true but the referee was nice this time and he did not send off the pestigor :D

 

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8.) They leaped into our cage with their last re-roll after ensuring a one dice block, instead of a two dice (Conclusion: Miscalculated attack). Unfortunately it was enough for a knock down. They surrounded our cage and tried to pick up the ball but they failed it this time.

 

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We stunned a storm vermin and cleared the ball's surroundings then picked up the ball.

 

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They attacked our carrier from the open side with one dice. Probably because they did not have a re-roll for the leap or did not want to waste two players for the two dice attack. This time our carrier stayed on his feet. After that they protected their left side, so we had a path to move to the middle of the field, and knocked down the beast again.

 

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9.) We knocked out the AV7 storm vermin who based our carrier :cool:

We hit their AV6 gutter runner again and he survived it again, however we got a stun out of it. We could form a cage in the middle of the pitch and without any help the beast stayed down with his flower friends. At the end of our sixth turn we even re-rolled a dodge so a rotter could foul the AV6 gutter runner. I do not need to say that he survived it as well...:wacko:

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They gathered their forces in front of our cage.

 

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We pushed their players away but needed our last re-roll for that to happen. Because we had just two turns left we ran forward with the ball. At the end of our turn we even tried to foul their lying AV6 gutter runner but our rotter failed the extra step for it :gutted:

 

10.) They tried to attack our carrier with a leap, dodge, dodge combination after they based him but the first leap failed :cool:

 

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We pushed away the basing player and scored with an extra step (Thanks MA7!) :sir:

Edited by Tallaseksut
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Key moments - second half:

 

1.) The knocked out players came back on both sides. We stunned the AV7 storm vermin and fouled a wrestle lineman but the latter did not have an effect.

 

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They blitzed our cage and set up a defense line.

 

In our tenth turn we blitzed their thrower so the beast could hug two gutter runners. The blitz with the mighty blow player caused an injury and another skaven left the field. We fouled again and our innocent rotter was sent off by the evil referee :gutted:

 

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They freed their gutter runners from our beast's grasp by knocking him down and they hold their line. We really had to do something so we knocked out a gutter runner who was lurking on our left side and decided to stall.

 

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They stunned our front pestigor with a re-roll and knocked down the beast again. After that they fouled him and he died...

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However he regenerated it, welcome to the club Mad Cherry :sir:

 

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At least the skaven player was expelled by the referee. Nine nurgle players was against eight skaven ones.

 

2.) With full of rage we stunned their ST4 lineman and sneaked a bit closer to the half line.

 

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They spread around us in their twelveth turn.

 

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From their setup our play was easy. Reposition in the middle and hit their most valuable gutter runner.

 

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This time they tried to attack us with the weaker gutter runner with 2/3 leap and red dice (Conclusion: Miscalculated attack).

 

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So this way we could harm both remaining runners. We knocked out the first with a hit after I really do not know how many tries :D

 

Unfortunatly we could just stun the other. Meanwhile we stunned an AV6 lineman as well.

 

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They tried to blitz our cage with the ratogre but the break tackle failed. We had two turns to score and it was quite possible. We placed our carrier two extra steps from the touchdown line and put two other pestigors one extra step from it. 

 

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Next turn they tried another sack with red dice. We survived it because of the sure hands :cool:

 

3.) We had two re-rolls so before scoring we tried to hit as many rats as possible but that just did not work. After some not effective punching we scored again :sir:

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S23 - Division 4C - MD8 - Summary
 

We won so all we had to do was to hope the dark elves would lose.


Play analysis:
 

Nothing this time.

 

What went well:

We survived the constant threat of leaps. That was good.
 

What could be done better:

 

Nothing this time.

Developement:

- Earl Grey Dipping (Pestigor) learned to tackle.

Edited by Tallaseksut
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