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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.

Edited by Tallaseksut
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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!
 

Edited by Tallaseksut
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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.

Edited by Tallaseksut
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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 (TODO: insert picture here). 



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.

Edited by Tallaseksut
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