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Tallaseksut

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Key moments - second half: 
 

1.) The dodge, guard elf came back from the KO box. So they can field ten elves and just one AG5 piece. They kicked the ball close and got a blitz :wacko:

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At least the landing after the failed catch was near the beast. After the blitz we put the beast next to their last AG5 player. We could pick up the ball, tentacle two players on the LoS and form a cage deep in our half.

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Before ending the turn we tried to one dice the kicker but failed it twice and our only tackle player knocked himself out :gutted:
They tried to attack our carrier from behind with a cage dive. The assist player failed an extra step (out of two) but a re-roll helped him. After that the blitzing AG5 player almost got into the cage after escaping a tentacle and dodging away but the dodge into the cage failed twice and he stunned himself.

We reached the halfline with our cage and had two players in tentacle reach. Without the AG5 piece they tried to hit our players. They could knock out a block, dodge nurgle warrior in their tenth turn but it cost them a lot of effort and positioning. So with two elves marking the front of our cage we moved forward again, injuring one and stunning the other in the process. We needed a screen for our carrier and we decided that with two re-rolls we could even try a handoff game near the touchdown line. We needed two extra steps for this but we managed to do that. To finish our screen we needed a dodge from the rookie pestigor. He failed it and got injured :wacko:

 

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They downed and fouled the beast. 

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At this point of the game, in our twelveth turn, we had a chance to score with our usual carrier but the other pestigor there just needed 2 SPP to level. So our plan was to handoff the ball and stall as long as the elves hit our strong guys. So we stood up with everybody and placed them in position. After that we could handoff the ball with a re-roll in the upper right corner.

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They continued to hit our players. The beast pulled off three foul appearance in their twelveth turn and survived two other hits so all in all he ate five hits that turn!

They AG5 player reached the middle of the pitch but he was still far away and in tentacle range so we got another turn to stall. Next turn they continued to hit our players but they could stun the beast with a foul. It was time to hit them and score.

 

2.) We got back a nurgle warrior, had to defend with 10 players, while all of the elves came back. They had three turns to score. One elf was knocked out by a rock at the start of the drive. The numbers became even (10 vs 10). They sent forward three lineman in two extra step scoring range.

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I was too concentrated to put tentacles in the middle of the pitch so I wasted there the blitz. Probably I should have blitzed the scoring threat on the left side and base the other two with tentacles while positioning the other two nurgle warriors so they prevent the pass play to the scoring threats.

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Despite my efforts, after freeing up a dodge elf on the LoS he could blitz the marking pestigor on the left side. This time the pass did not fail and the elves scored with two extra steps.

3.) The elves put their players as far away from the LoS as they can. I thought the game was not over, they still had a turn and with a blitz or riot event it could be interesting. However they did not beleive in that outcome. 

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So both teams had two turns left but the elves were almost not in the stadium.

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Not even the MA8 player could reach the ball from there in two turns. So we just had to deal with the LoS. Fortunately we stunned two elves there and knocked down the third. They lost all the scoring threats for the remaining two turns. We tried two vanity passes in the end and one of them succeeded. We grabbed the first victory of the season!

Edited by Tallaseksut
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S25 - Division 2C - MD4 - Summary

 

We got the first win of the season. We could control the first half with tentacles, hits and forced dodge plays. In the second half after the blitz they concentrated enough on our players which enabled us to run up the field and score again. Our defense play in the second half was not that good but it was enough and the elves scored just once.


Developement:

- Yummy Yoghurt Taste (Pestigor) learned to tackle.

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S25 - Division 2C - MD5

 

Not quite Giraffes (Undead)

 

After our first victory we faced another undead team. They won their division last season and had some nicely leveled players.
 

1.) Level 6 wight, built in block, who learned mighty blow, tackle, jump up, piling on and dodge.

So the good news was that this player missed any stat up, the bad news, well it was a killer. Fortunately we could deal wih two chaos warriors two games ago so on its own he could be dealt with.

 

2.) Level 5 ghoul with +1 MA, +1 ST, block and sure hands.


Their carrier was very strong but with pestigors the ST4 meant we needed one assist to two dice him. At least he was still an AG3 player and could pick up the ball with 8/9 chance.

3.) Level 4 wight with mighty blow, guard, tackle; level 4 ghoul with block, tackle, side step; a level 3 ghoul with block and frenzy and a level 3 mummy with guard and stand firm.

These players could help the two stars to do their work. All in all there was a killer wight and another hitman, a strong carrier ghoul and two blitzer like ghouls. They developed four guards (two mummies, one zombie and the secondary wight) so the strength advantage was on our side. They had three tackle, all on blitzer players, so our dodge was quite nullified on the pestigor and we had to carefully position the block, dodge nurgle warrior. On the plus side they missed wrestle and had just one bench. 

Key moments - first half: 

1.) They induced a wizard and a bribe but both team got another bribe from their stadium. They started as an attacking team and the crowd invaded the pitch.

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We lost a block, guard nurgle warrior for a turn and we learned at the end of last season that in these cases we should be careful. They stunned a rotter on the LoS and knocked another out. The third was hit but survived so they tried to foul him. It was another stun. They could pick up the ball but it was deep in their field.

We knocked out a zombie and that was our second turn. They tried to foul a rotter in their second turn. Another stun, third so far without the pitch invasion, but the interesting thing was the double bribe usage because the first was a failed one. I just realized it after rewatching the game. So both of their bribe was gone. 

We contacted their wall with a little mistake. We wanted to chain push the stand firm mummy, obviously it did not happen. 

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2.) They tried to attack the right side of our wall with the killer wight but the foul appearance worked. They re-rolled it but the nurgle warrior still denied the hit. At this pooint I think they should had dodged away with the wight, it had dodge and was not in tackle reach, because he was next to a nurgle warrior and we even could isolate him with a push. They continued to gather stuns on another rotter (fourth). In the end they failed a one dice hit on a nurgle warrior so we could counter hit them.

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First we blitzed the killer to isolate it. Next we tried to free the blitzing pestigor from the mummy's grasp with a re-rolled hit, first was double skulls, but stand firm worked. With the next hit we could injure a mummy, however she regenerated it. At least one mummy was gone for the drive :D

At the end we fouled the killer wrigth (AV4) and it worked! "Just" a knock out but we could remove two important pieces for their attacking drive.

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Next turn was simply a disaster for them. The mummy double failed his hit (1/81). It was a big problem because we got three free hits on their remaining players and could blitz an isolated ghoul on our right. All in all we could hit three ghouls in our fourth turn. We knocked out a guard zombie but the ghouls survived the hits. Our removals and their bad luck started to snowball. We tentacled two ghouls and fouled one but that caused just a stun.

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3.) They regrouped with the ghouls on our left side. We blitzed a screening ghoul and managed to knock him out. With the player advantage we had, 10 versus 6 at this time, we left a tentacle player on the isolated ghoul. 

They moved forward again in their sixth turn with just two ghouls. The third was hugged really tight and stayed where he was. The remaining mummy failed another two dice hit but at this point that was not important (apart from the possible armor break on the rotter). 

We went for a two dice, wrestle, tackle hit on the ghoul. Wrestle worked but the scatter landed next to the other ghoul. To devastate the opponent's mood we knocked out the second wight as well. They had five knocked out players now so we hoped that at least one of the wight would not come back for the second half. In the end we realised that our only scoring threat is a nurgle warrior again, just like against the other undead team this season. We sent him forward and picked up the ball.

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They blitzed our carrier after a dodge but could just push him into a ghoul cage. With the guard nurgle warrior there we could two dice a ghoul to help in pushing out our carrier with a blitz from our wrestle pestigor.

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At this point we should had moved one more tile forward our carrier because the downed ghoul could one die blitz him with two extra steps (even we could had put the beast on the lying ghoul after a nurgle warrior hit). Unfortunately the ghouls survived four attempts on breaking their armor in this turn :gutted:

In the end with two extra steps we put the nurgle warrior in scoring range and we still had two re-rolls. Fortunately they failed the dodge twice, had to use their last re-roll for it because of the tackle. Before handing off the ball we tried to foul the ST4 ghoul but we could not break his armor again. The handoff worked and we scored with a nurgle warrior the fourth time :sir:

Edited by Tallaseksut
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Key moments - second half: 

1.) 
Four players came back, counting the regenerated mummy, including the killer wight. At least one wight and a block zombie stayed lying next to the pitch. The undead team could field ten players. A rotter caught the kick-off and our team got an extra re-roll so the first action was to handoff the ball to our carrier. After that we knocked out the guard zombie again, now on the LoS, and formed a cage near the middle of the field.

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As our beast in the first turn, I also failed to click on the blitz button with the dirty player rotter so we skipped the first blitz :D

They left the ST4 ghoul as a sweeper and tried to run around us with the frenzy ghoul. We stunned the mummy who alone contacted our wall and blitzed the frenzy ghoul who refused to break. We fouled the lying mummy and the referee failed us twice, he spotted the foul and the bribe was not enough for him.

2.) They blitzed our block, tackle pestigor with their sweeper and positioned three ghouls on our left side. 

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We formed our cage next to the last ghoul and blitzed the frenzy ghoul who survived it again. 

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At this point I was expecting a fireball on the pestigors and the guard nurgle warrior but they lightning bolted the beast. That was nice because with one extra step from the mummy they could two dice our carrier. The extra step worked and our carrier was stunned. At least the scatter was on our side. In the end with a re-rolled extra step they marked the bottom of our team. So next turn we had to retreive the ball.

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We put the ST5, teantacle nurgle warrior on the ball and tried to hit the ST4 ghoul twice with tackle. He survived both hits without a scratch. On the plus side the beast stood up on his own! 

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They injured the beast next turn with a re-rolled hit :gutted:
However they failed the next hit which stunned the attacking ghoul so it was our turn to get to the ball again.

We pushed the killer wight away and sacrificed a rookie pestigor on him with a follow up. We blitzed the ST4 ghoul, yeah again, but he refused to break. These ghoulos started to get annoying. We picked up the ball and at this point we had to one dice the mummy. So we did that twice and could knock him out :D

In the end we managed to pull off a 75% nurgle warrior dodge and an extra step to regroup our players in one place and finish the cage.

3.) The sacrifice worked and the killer knocked out our rookie pestigor. They closed on us again in their thirteenth turn. We still had three turns to score. 

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We knocked down the remaining mummy and marched forward, meanwhile putting tentacle on the killer.  We put the cage near the downed ghoul because we would had needed three more extra steps, adding the already used two, to move the whole cage one tile up.

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This meant that they could had pushed the ghoul with one dice next to our carrier for a one dice blitz block.

 

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However the foul appearance saved us from the blitz before even it could happen :D

So they one diced our tackle pestigor. It was bad because we could not score with him next turn and we needed the touchdown for his level. At this point we could do one thing. Blitz the side step ghoul on our carrier, roll all our two dice blocks while we had a re-roll and score.

4.) All of the knocked out players came back for the last turns. The undead team injured Biggest Basil on the Los and his armor broke :gutted:

In the end we tried to injure a zombie so our block, tackle pestigor would level up but that did not happen. We could win our second match in the season!

Edited by Tallaseksut
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S25 - Division 2C - MD5 - Summary

 

In the first half we could use our gained number advantage to counter score their attacking drive. In the second half maybe they overcommitted their defense on our left and we got a chance to slip through on the other side.


Developement:

- Pacifist Plum (Rotter) joined the team.
- Biggest Basil (Rotter) suffered a -1 AV injury and left the team.

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S25 - Division 2C - MD6

 

Heisemer Boyz (Orc)

The last two victories had opened us a slight path to win something in this season...

Spoiler

and this hope was crushed in the next three games... :D

 

We "just" had to beat the strongest bash teams, orcs and lizards, and the sneakiest agility teams, dark elves and pro elves, in the division.

On match day 6 we faced the orcs:

 

We could induce a bribe, this should tell everything about this orc team that you need to know.


1.) Two level 6 blitzers, one level 5 and one level 4. Three out of four were killers. The last blitzer was more mobile.

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2.) Level 6, level 5 and a level 4 black orcs. 


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3.) Level 6 thrower and the not that important fourth black orc with the troll.


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Fortunately they just had two stand firm players, one was a blitzer, and not all black orcs had guard. They still had the guard advantage, we had four guards against their five, but it was manageable if the mighty blows, nine with three piling ons, would not work.

Our main objective was to remove the two AV8 players and pray for a stable defense.

Key moments - first half:

1.) 
They started to attack, we induced the aformentioned bribe. First hit was an injury on a rotter. Next one stunned another even with a piling on while the last LoS hit knocked out a rotter. Fortunately the blitz did not cause an injury. As a last action they tried to pass the ball and failed it. 

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It was time for us to strike. We tried to pressure from the left side and get close enough to the ball if they fail the pick up.

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They tried to demolish our three nurgle warrior wall and re-rolled a failed foul appearance. This way they lost a re-roll for the turn and did not have the power to re-roll the blitz which was a double skull. Without a pick up in their second turn we got a chance at the ball.

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Unfortunately we could just stun one lineorc who was next to the beast but at least we put two pestigors near the ball.

 

In their third turn the KO train continued, they knocked out our last rotter. At least we still had two pestigors near the ball, one next to it, and after the troll knocked down himself against a nurgle warrior we had a chance to pick it up.

 

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The plan was to hit the black orc next to the ball, it was the stand firm one so we could not put a tentacle on the ball, blitz their thrower away from it with a dodge and pick it up after two 5/6 dodge with our retreiver. Unfortunately we needed a re-roll for the first dodge before the hit so when we got a turnover when we failed a dodge with the retreiver and he got stunned :gutted:

 

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They knocked out our block, tackle pestigor who prtected the ball :gutted:

This way the ball was kind of protected because our retreiver was still unconscious. We could move two players and one diced the troll with a re-roll. We were really stucked between orc bodies.

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They stunned the ST5 nurgle warrior in their fifth turn. Our team was cut in half but the orc team let us a double dodge, two extra step chance to wrestle the ball. So after calling back our retreiver we tried that. The result was a lost re-roll, the last one, and a stunned wrestle player from the first extra step. It was certain that they would score.

 

Next turn they continued the custom of knocking out our players. Now the retreiver was on the menu. They injured two nurgle warriors as well. At least one regenerated it. So under 6 turns they removed 7 players from our team. We stayed down with the remaining four and prepared for the second half. Unfortunately they fouled the wrestle pestigor on the ground and three nurgle player remained on the pitch.

 

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The orcs scored but three players came back from the knocked out ones! 

 

We wanted to vanity pass with our rokkie pestigor but he was stunned by a viewer :wacko:

So instead of levelling a pestigor we hit the LoS and could injure their dirty player with a foul. However they still had eleven players to field in the second half.

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Key moments - second half:

 

1.) Another pestigor came back from his dreams so we could field 10 players. That could had benn worse. We stunned a black orc on the LoS with a hit and it was time to foul. It did not work :gutted:

 

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They attacked our wall but we survived their first hit. We freed our dirty player and he fouled again and the level 4 blitze was knocked out :D

 

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We survived their tenth turn as well. We knocked out a black orc in our eleventh turn. It was 10 nice nurgle players against nine orcs. Unfortunately the third foul missed as the first. They stunned the beast but the troll was really stupid so it was a draw between the big brains :D

 

Because the troll was stupid, and the beast was stunned, we repositioned our cage and went forward a little. Side note, the fourth foul missedd as well.

 

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They hit our players near the middle of the field but left us a path, with a blitz, to move forward. We re-rolled a hit on their AG4 player and could knock him down. 

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They re-rolled a foul appearance again so they did not have a re-roll for the one dice hit against the beast. So in their thirteenth turn they could not blitz our carrier.

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I think we wanted to blitz a black orc at the middle because we moved a ball without a blitz. After using a re-roll on a double skull it was our time to fail a block attempt. We did not want to score because they would had three turns for the counter attack.

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With a dodge and two extra steps they tried to one dice the ball. Fortunately they failed an extra step. This was the point where we clearly made a mistake. I did not take extra steps with the carrier because I thought that I will push away their thrower with a block from the tackle, block pestigor after a blitz to free him up for a handoff play.  

 

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There was no push for us :gutted:

 

So after a dodge and two extra steps they threw one dice at our carrier and stunned him :huh:

 

Our only chance was to free our block, tackle pestigor with a rotter blitz, pick the ball up with him and score with two extra steps. We did just that and got a draw :sir:

(P.S.: In their last turn we did not expect a one turn touchdown attempt but the blitz event helped us to enhance our defenses.)

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S25 - Division 2C - MD7

 

Scale Mates (Lizardman)

We still had a chance in the race for the second place. We just had to defeat the reigning second, the lizard team whose players were:

 

1.) The strong sauruses:

 

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2.) The ball carrier skinks and a diving tackle nuisance:

 

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They had a sixth saurus with block, guard and a rookie kroxigor. They could field three ST5 player, five sauruses with guard against our two ST5 players with four guards (one on the beast without block). They had two dodge and thrree tackle sauruses.

 

This meant that:

- they were stronger
- they had more guard

- they could easily counter our one block, dodge nurgle warrior while we could not do that to their two block, dodge sauruses (we had two tackle on two pestigors)

 

All this strength disadvantage gave us just a wizard. They had one substitute skink while we could bench two players. The key was to slow down their attacking drive and hope for a 1 - 0 grind because we had two mighty blow players (one was the beast) so removing sauruses would be hard this way. Meanwhile we had to be careful with the AG4 skinks (one had 9+2 movement). 

 

Key moments - first half:

 

The game started in rain. They knocked out a rotter from the LoS and stunned another, used a re-roll to blitz a nurgle warrior after a foul appearance. Unfortunately they could pick up the ball and protected their carrier on our right side.

 

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We attacked one of the block, dodge, guard sauruses with our mighty blow, tackle player. We had to use a re-roll for a double skull but the hit connected after it. Unfortunately there was no armor break and we left a nurgle warrior in contact with a saurus because of the blitz assist.

 

Next turn they knocked out our mighty blow pestigor :gutted:

 

At least they failed a foul appearance again so the contacted nurgle warrior was safe for now. Next turn we contacted their wall and tried to isolate two other sauruses at the middle of the field. We could not knock them down with our hits.

 

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They knocked out the beast without mighty blow in their third turn. Three turns, three removals with two double skulls on our side. It was a disastrous start. 

 

We rolled the third double skulls in our third turn on a blitz and lost all our re-rolls for the half. We could knock down the sauruses but they still had contact with a rotter and a nurgle warrior. We tried to one dice push a saurus away with the rotter but we got stunned. 

 

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They pushed us back in their fourth turn. We tried to regroup in our fourth turn but we failed a rotter dodge.  They pushed us back again in their fifth turn. These turns represented the usual fight for some space between strong teams. We missed a wizard opportunity in our fifth turn.

 

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We instead based the carrier with a rotter. 

 

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They moved the ball to our right side after freeing up the carrier.

 

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We pushed our luck with a fireball. We were not lucky enough to remove any skinks and we could not knock down the saurus in fireball range to blitz our way near the ball. At least the carrier was stunned.

 

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They occupied our players, picked up the ball with the other AG4 skink and with two extra steps they got into scoring range (needed 9+2 movements for the score). At this point we could not blitz the carrier and could not screen them off so we found an interesting solution to prevent them from scoring. We just needed the first blitz hit as a push so we chose that instead of a pow.

 

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They could score this way as well. The beast stayed unconscious but the block, tackle, mighty blow pestigor came back.

Edited by Tallaseksut
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Key moments - second half:

 

The beast stayed down after the half was ended and we could not remove any players from the lizard team. So our attack drive started without an ST5, guard, stand firm player. We fouled an ST5, block, guard saurus on the LoS but it was just a stun.

 

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We fouled him again in our tenth turn but we could just gather another stun. They formed a line in their tenth turn before us.

 

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We still could not break their armor.

 

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At least in their eleventh turn a nurgle warrior protected itself from two hits with foul appearance. We still could not break through and they pushed us back a little with two stuns in their twelveth turn. We repositioned ourselves on the right side in our thirteenth turn.

 

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We continued to move forward next to the sideline.

 

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They stunned our decoy pestigor on the left side with a skink, they knocked out our block, tackle, mighty blow pestigor and stunned the dodge, wrestle, tackle pestigor who were protecting our carrier. Basicly we lost the game at this point.

 

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With four one dice roll, a re-roll and two extra steps we could get into scoring range.

 

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They surrounded our carrier with skinks, three diced him twice, pushed him into a two dice block but our brave pestigor was still standing. In our sixteenth turn we still had a chance to score, just had to get out of this trap.

 

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We based two skinks with the rookie pestigor from the left and tried to blitz through the diving tackle skink in the middle with the carrier. With AG3 and two heads blitzing through the left uppper corner skink without sidestep would had been a bit better, even if it was two red dice.

 

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So we lost the game and lost the chance for the second place.

Edited by Tallaseksut
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S25 - Division 2C - MD8

 

Olympus's Finest (Elven Union)

 

In the last two match days we had to face the two stronger elf teams in our division. The Pro Elves developed like this:

 

1.) The annoying marker (blitzer with diving tackle), the killer catcher and the carrier mobile guard:

 

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2.) The thrower who throws with 2+ through half the pitch, a mobile guard and the only sacker:

 

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While they were missing the frenzy blitzer:

 

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So their strength relied on quickly getting the ball and scoring. Based on their previous games this elf team was very aggressive. The ST4, mighty blow could cause problems with the two guard allies while a sidestep, diving tackle player is always frustrating. Their quick scores were enhanced with their very experienced thrower.

 

Key moments - first half:

 

They could induce a wizard because of the missing blitzer. They fileded four loners, one probably was a mercanery, cause they had a substitute. Unfortunately they won the coin toss and we had to attack. The crowd stunned a rotter with a rock :gutted:

 

We could just stun one elf in our first turn.

 

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They used a re-roll to negate a foul appearance (1 out of 2 hits) after that the elves scattered through their half. We tried to get as far away as we could from the diving tackle blitzer. We thought about hugging the ST4 catcher with the ST5 warrior but we could not knock down the loner elf for our plan to succeed.

 

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They put the wrestle player behind us and blitzed a nurgle warrior. Another foul appearance (2 out of 3 hits). Unfortunately the blitzing player could dodge away from our grasp. With the next hit they knocked down a block, dodge nurgle warrior with a loner elf. Armor break, stun (2 foul appearances out of 4 hits)...:gutted:

 

We could just push an elf away. Here we made a mistake and followed up the hit into four elf's tackle zone. We tried to correct this as well as possible. We blitzed the level 6 catcher with our mighty blow player, needed a re-roll for an extra step, but we could not knock him down. We formed a strange cage because of the wizard threat.

 

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They stunned the ST5 nurgle warrior (2 foul appearances out of 5 hits) and knocked down two more players from our team. 

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We tried to free up our cage and stunned the level 6 catcher during our turn.

 

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With a fireball they knocked out our carrier and stunned the rookie pestigor :wacko:

 

They scattered the ball but a nurgle warrior caught it. At least the ball was on our side. They surrounded the ball carrier warrior and hit as many players as they could. At the end of the turn just three nurgle warrior was standing with a lonely beast.

 

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Chain pushing the carrier forward was impossible, passing the ball was also impossible, because all of the AG3 players were down at the start of our fifth turn, so we made a handoff play. It worked but we were far from safe and we could not decrease their numbers with a stun. 

 

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After pushing away the nurgle warrior they knocked down our carrier. The scatter was good again :D

 

We had three turns to score so we had to move. In our sixth turn we knocked out the first and the second elf (second was the diving tackle blitzer). It was time. In the end we sent forward a rotter scoring threat with two dodge and two extra steps.

 

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They regrouped in their sixth turn so we planned to march forward. Thinking through our options took too much time so in the end one of the pestigors stayed prone :gutted:

 

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We still had two scoring threats. They got two dice on the ball but failed an extra step before the hit so they could not re-roll the push. Unfortunately we had a tackle player with sidestep next to our carrier so We could not risk to lose the re-roll. We had to score first and we managed to do that :sir:

In their last turn the foul appearances stopped the chance of a one turner (5 foul appearances out of 14 hits).

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Key moments - second half:

 

The diving tackle elf stayed down even after the half-time. We got back our carrier. Both team lost a turn because of the riot. They ran with the ball till the middle of our half on the left side after a pick up, pass and catch play.

 

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With 4 extra steps and two dodge (five 5/6 rolls and a 2/3 roll) we could attack their carrier. Before that we did the less risky rolls. Unfortunately we missed the first extra step and later the 2/3 dodge so they could score next turn.

 

We had six turns to win the game and they already used their wizard. Unfortunately the diving tackle player came back. We could stun a player from the LoS and knock another out with a foul. 

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We moved our cage to the left and fouled again. It was just a stun. 

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Next turn they injured a nurgle warrior and knocked out a pestigor :gutted:

 

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We had to free our carrier from the diving tackle player and we made a nice plan for it.


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Next turn they knocked out our wrestle, tackle pestigor :wacko:

 

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We had three more turns to score with eight players. The first block removed our last re-roll (double skulls). At least the elf was injured. We took some risk to hit the wrestle player with our carrier. Maybe we should had just move and blitz with the other pestigor. However we created another one dice hit so we took that.

 

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We survived the re-rolled two dice hits on the carrier. After that they failed an extra step and we got a chance to break through.

 

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After blitzing and moving with the carrier a nurgle warrior, same as last turn, rolled another double skulls :gutted:

 

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In their sixteenth turn they could knock down our carrier. After that they failed a re-rolled block. We needed to push our carrier one tile forward and somehow pick up the ball.

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We could not find a solution for the score. The result remained a draw and we gathered our fifth one this season.

Edited by Tallaseksut
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S25 - Division 2C - MD9

 

Fire Emblem Awakening (Dark Elf)

 

The last game brought us against a very strong dark elf team. This was a fight for the third place and with that a promotion for the first tier. Let's see their team:

 

1.) The ST4 squad:

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2.) One turner, sacker; the mighty blow duo and a leap player:

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3.) The "Others":

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With three ST4 players and three guards they could attack easily any side of our attacking or defending unit. We had to watch out for the two leap AG5 players, one with ST4, and the MA9 sacker. Our hope was that they lacked sacker players, two wrestle, and the leap players did not have guard.

 

Key moments - first half: 

We could induce a wizard and a bribe and they started their attack drive first. We got an extra re-roll with cheering fans while they lost one with the first double skull hit. We survived the LoS hits. In our first turn we tried to hurt one of the leap players and hugged the MA9 witch with the beast. The other tentacle player contacted the blitzed leap player and the other witch.

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They stunned our tackle, mighty blow player in their second turn. We could had been better in the positioning of our block, dodge nurgle warrior there. Fortunately they lost their second re-roll in their second turn. Meanwhile the MA9 witch escaped the beast and marched forward. 

 

In our second turn we hugged a guard elf and the mighty blow witch. The MA9 witch was alone so we decied to blitz and foul her. She survived it :gutted:

 

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They used their last re-roll in their third turn on a foul appearance. The hit connected and they knocked down the ST5 tentacle player. The other witch stayed with the beast but they could free a guard player from his grasp. 

 

We lost a re-roll for the turn with our first hit so we had to be careful with our other moves. We moved the beast away from the mighty blow witch after the re-rolled hit so we could not attack safely their ball carrier who was 9 movement (7+2 extra steps) and a dodge away from our retreiver. Here we made the mistake of not blitzing with our wrestle, tackle player before. At this point there were no safe blitz targets.

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We tried another two dice hit on the mighty blow witch, failed, and blitzed their front player who side stepped away from our tackle player. In the end we fouled the lying wrestle player but that was also ineffective. 

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They blitzed away our retreiver and managed to score with a 2/3 pass and an 1/2 catch :gutted:

 

We had five turns to score. The security gate negated the pitch invasion :D

 

Their LoS survived the hits and we couldn't break armor with the foul.

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They put up an elf screen and the beast was stupid in the most crucial moment.

 

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At least we could injure the AV7 guard player with a foul.  

 

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With a failed dodge, as a first action, we got another chance to break their defense. The beast was really stupid again :wacko:

 

We fouled again and lost our bribe without any removals.

 

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They surrounded us and double skulled their last action. 

 

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So we fireballed and got a stun and a knock down. Here we made another mistake. Instead of running through we blitzed the remaining elf who had side step. The blitz failed :gutted:

 

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We realized the problem too late, so we did not re-roll the hit. We cut our own path and could not progress to scoring range. At least we knocked out the MA9 witch. They tried to get their players as far away from us as possible in their next turn. In our eighth turn we knocked out another elf. In the end we fouled with our mighty blow pestigor but it was ineffective. 

Edited by Tallaseksut
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Key moments - second half: 

 

The MA9 witch came back. We could stun two players from the LoS, one with a foul, and lost our dirty player because of the referee.  They put up a screen in their ninth turn. We repositioned ourselves in our tenth turn.

 

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They surrounded us and we repositioned the cage. At this point we made the second big mistake. Instead of creating a normal cage we tried to create a bigger one without the sufficient players. It was bad because they still had ten players.

 

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They knocked out the beast next turn. We lost the game at this point :wacko:

 

After that they could attack our carrier and knock him down. The scatter was not bad but we were stuck in the middle of the field.

 

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We failed 4 two dice hits, a re-rolled one dice hit and could just wrestle down a jump up player. In the end we failed a dodge to pick up the ball. Next turn they got the ball and ran away. We could just put some players on theirs but it was our last hope to prevent them from scoring.  

 

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They scored in their thirteenth turn and won the game.

 

The beast and the knocked out player came back. We had three turns to score. We knocked out two players from the LoS. The remaining elves ran away. 

 

We marched forward with one scoring threat.

 

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They went into the corners of the pitch and we scored.

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S25 (The OCC - T2) - Division 2C - Summary

Season 25 was a contradicting season. We gathered the least amount of experience (82 SPP) in our history but just some of it (15/82 SPP) went to rotters. We could develop our important players and just lost one level 2 pestigor at the start of the season. 

 

We achieved the basic development goals in the second part of the season. Got a second tackle on the sacker player, the killer pestigor learned mighty blow and we could even get another mighty blow on the newly recruited pestigor. We even changed the referee rest area to a security gate.
 

We lost the title, and promotion, race in the first three games with three draws and could not come back from that. At least we stayed in this division so we could try again.


P.S.: Fifth Psychic Award!

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League: The OCC - T2
Competition: S26 - Division 2C


Opponents:

- Horned Harassers (Chaos)
- The Garden Of Even (Wood Elf)
- Da Skull Eaterz (Orc)
- CJTCs (Vampire)
- Horrific Hornet Harassers (Undead)
- The Gassy Gang (Nurgle)
- Chorf Cookery Club (Chaos Dwarf)
- BB3 delayed to 2023 (Nurgle)
- Dark Stripes (Dark Elf)

 

Sixth season has started and we will see some familiar faces. The main part of the blog will move to stream but statistics will remain here. The plan is to stream the games, predictions and recaps from the division each week. 

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S26 - Division 2C - MD1 - Summary

 

New season, new hope! After a rainy game we could beat the Dark Stripes with a 2 - 1 grind. Our opponent forced us with a wizard to score with the rookie pestigor. Who got claws now? :sir:

Play analysis:

 

If I have the time and luck to find some situations to think of then this segment will appear in the summary block.


1.) First half (turn 2)
 

Before they scored with a bit better positioning, sixth step with the nurgle warrior and because of that the seventh step with the pestigor, I could had forced a one dice hit instead of a two dice on the tentacle nurgle warrior who was crucial in our defense play.

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2.) First half (turn 4)

 

Just missed the activation of the beast before an extra step which failed twice and it was a problem because I decided at that point that I won't hit with him :gutted:

 

3.) First half (turn 5)

 

With better positioning I could had force two red dice blitz on the carrier instead of a one dice. The plan was to double dodge in the seventh step and if we still had a re-roll the beast would attack. Unfortunately the first dodge failed and we could not finish the cage. At this point I do not see why wouldn't I put the nurgle warrior in the fifth step one tile up.

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4.) Second half (turn 10)

 

Probably this was the biggest mistake and almost cost us the win. After the push in the first picture, instead of moving one tile right with the whole cage we stayed there. It gave them a re-rollable red dice on the carrier :wacko:

 

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Developement:

Onion Overdose (Pestigor) grew claws.
- Banana Boost (Rotter
) learned to wrestle.

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S26 - Division 2C - MD2 - Summary

 

First claw trial was against the Chorf Cookery Club and it ended in a 2 - 2 draw. Both team could counter score and our lucky touchdown from last match day was balaced in this game with the second chaos dwarf goal. 

Developement:

- Raspberry's Revenge (Beast of Nurgle) joined the team.
- Slaan Sushi! (Rotter) joined the team.
- Blitzer Bouillon! (Rotter) joined and left the team immediately because of the high team value.

- Mad Cherry (Beast of Nurgle) [Lvl 4; Stand Firm, Guard, Grab] died.
- Magnificent Mint (Rotter) suffered a -1 ST injury and left the team.

Edited by Tallaseksut
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S26 - Division 2C - MD3 - Summary

 

We made a mistake in the first half by not fielding the new Beast of Nurgle and unfortunatley they could steal the ball near the end of our attacking drive which resulted in a counter score. The elf team quick scored in the second half and we almost scored twiced but they could defend  in the last three or four turns so the result stayed 2 - 1 for them.

Developement:

 

Nothing.

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S26 - Division 2C - MD4 - Summary

 

We defended well in the first half but they scored like an elf team in their last turn. In the second half we bartered a not that good scoring chance for a worse one so we lost our second game (in a row).

Developement:

 

Nothing.

Edited by Tallaseksut
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S26 - Division 2C - MD5 - Summary

 

We almost counter scored after a blitz kick-off event in the first half but they could recover. Meanwhile, they removed enough players from our team that they could score in the end. In the second half we made a positional mistake and after a failed re-rolled dodge they attacked our carrier and the ball scattered a lot just to find their ST4, AG4 player for a pick up. Unfortunately we could not take the ball back so we lost again.

Developement:

 

Nothing.

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