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Lizardman - OCC - Lizardpool BC team blog.

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  #21  
Old 6th March 2011, 11:02 AM
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Annoyingly thats 2 games in a row where I've just failed to stop the opposition scoring in the first half and would have been better off if they had scored earlier.

The first game they tried to score on turn 3 and my inability to retrieve the ball and get it clear let them score on turn 8 instead.

The second game they would have been able to score in turn 6, ( I'm not sure whether they would have scored or stalled) givig me 2 turns to try and score again. My 2d against blitz with my loner took the ball carrier down leaving him unable to score until turn 8.

On turn 16 I had my first opportunity of the game to get in a good gang foul on his skilled Beastman. I had a Bribe available from a Get the Ref which would have made it unlikely to get sent off. Luckily for me common sense prevailed and I just ran in the equaliser.
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  #22  
Old 6th March 2011, 11:19 AM
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Quote:
Originally Posted by Gallows Bait View Post
Very good write ups, sounds like some action packed play too, I like the style of this very much and hope you get some better results on the pitch soon.
Thanks.

I'm glad the hard work coming up with the style is paying dividends.

I'm perfectly willing to admit the first game was my own fault for not scoring when I had the chance . The second game was totally action packed and with a little bit of luck in taking down the ball carrier late on I could have held on for the win.

I had 3 choices in the second half for taking out the ballcarrier. (reroll available)
1) dodge 2 skinks to get assist and 1d blitz
2) dodge 1 Saurus to get a 2d blitz and still have the skinks available for the pick up
3) dodge 1 skink for a 2d against blitz with another skink available for pickup

I went for option 2 and having used the reroll for the dodge rolled had to go for . Which let him recover the ball and score.
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  #23  
Old 6th March 2011, 10:15 PM
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To be fair I'd have made the same decision, and I have to say dice like that are pretty common for my games to.

I don't know what it is, but when the chips are down and I need a simple roll to succeed, it fails, and my opponant will usually make a string of tough rolls to pull together a highly improbable play and score the moment anything goes wrong. I know its a bad coach that blames the dice, but some days you can't see anything else.
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  #24  
Old 6th March 2011, 10:30 PM
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I would have gone with number 1, you can still pick the ball up with your blitzer and use your assist as a little screen. But it comes down to how much movement your player have left after blitzing though.
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  #25  
Old 7th March 2011, 12:32 PM
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Its still good to get a draw. So that makes you 1D, 1L right? Who are you up against next match? How is your saving for the Krox going?

The thing with Skinks is that they are not the most reliable dodgers, but when it works, they can do wonders with their fast movement. Just pray hard for an + Agility skink and then you will be unstoppable (until he fails a GFI and dies).
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  #26  
Old 7th March 2011, 02:35 PM
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Yep so far I'm 0-1-1. I believe I have a Nurgle opponent next. Am on lunch break at work at the moment and can't check.

I'd certainly have taken the draw if I'd been offered it before the match.

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Originally Posted by Netsmurf View Post
I would have gone with number 1, you can still pick the ball up with your blitzer and use your assist as a little screen. But it comes down to how much movement your player have left after blitzing though.
I went for option 1 the previous turn. I only went for option 2 that turn as I was getting outnumbered in my backfield and needed a way of forcing him to score quickly if the blitz didn't result in me regaining the ball. Plus it allowed my Skinks to stay safely lying down in case of a failure somewhere in the turn .

According to BBManager the MVP landed on a Saurus and I know Xhonnson has a skill up pending due to the 2 TDs he scored. Hopefully he gets a +stat or a double to make things easier next game.

My original plan of scoring with Sauruses has so far been completely unworkable as I've always been under too much pressure or with too few rerolls left to try it.
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  #27  
Old 10th March 2011, 02:58 PM
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Well Saturday should be an interesting one.

First up I have the epic struggle that is my first ever match playing as Amazons, which is against Pottsy's Dwarves. This is the third straight Crunch Cup where we've played each other and the record is so far 1-1 Necro v HElf, and 3-0 to my Norse against his Orcs. I have a horrible feeling that this time round Pottsy will even the score and possibly remove any chances I have of being competitive this season.

With a short gap after that match I then take on a Nurgle team in the the OCC. This one should however be a bit less terrifying if still a tricky match up.

First up some team news:

On the advice of our medical staff Xho Kohl has been sent for an operation on his shoulder (fired ) and is unlikely to be seen again this season.

Glenn Xhonnson rolled a normal skill up and being left with the decision between Sidestep and Diving Tackle went for Diving Tackle.

I have exactly 60K banked so far which leaves me 2 options.

1. Replace Xho Kohl with another skink (possibly Maxi Rodriguez)
2. Keep saving for the Krox.

I'm tending towards option 2 with the caveat of being able to hire the loner if he nabs spp.

My opponents team sheet looks as follows:

Beast
4 NW
1 Pestigor (skill pending)
5 Rotters
2 RR

I'm currently thinking of a plan that involves targetting his Pestigor (where possible) and Rotters as much as possible and try and avoid getting into a fight with his Beast and Warriors.
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  #28  
Old 13th March 2011, 10:57 AM
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Well that game went well. A 2-1 victory to Lizardpool.

I kicked to start and in the first drive lost 1 Saurus and 4 Skinks KO while he drove downfield to score with the Beast.

This left me 2 turns to score an equaliser and unfortunately the weather changed from Sunshine to Blizzard. I did however get 3 players back from KO. I ended up having to make 2 GFI to score and failed the second one with reroll (both rolls came up 2) . This drive was the only drive I started with less than 11 players and managed to KO, -AV, Dead 3 of his rotters in it.

Second half and I score the equaliser in my drive giving him 5 turns to score.

His drive and I manage to get a Saurus into contact with his ball carrier, 4 columns in front of his cage and decide to hang my Loner Skink out blocking his route past my columns to tempt the blitz. I was hoping to force the block or dodge with the ball carrier but his blitz came up reroll .

I block the ball carrier spilling the ball out the side of the cage and recover into a cage of my own. Turn 15 I miss out on a chance to give the ball to a Saurus because of a mistake in the order I move players . I still had 2 rerolls so I really should have done better to give him the ball.

On the plus side Mahtin Skrtel picked up his second MVP for causing the only death of the game taking him up to 12 spp and giving him a level up . Typically I now have a dilemma as he rolled a +Ag .

Suggestions on the skill selection are welcome and a better match report will be coming once I have time to write it.
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  #29  
Old 13th March 2011, 11:51 AM
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Nice with the win, ignore +AG and go with either block, wrestle, tackle, break tackle or mighty blow. My humble oppinion
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  #30  
Old 13th March 2011, 04:40 PM
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I see your dilemma, +AG gives him a route to levels 2 and 3 that doesn't involve crossing your fingers and hoping for armour breaks.

But I think Netsmurf is right; a normal skill to make him more punchy is probably going to be better for your team in both the short and medium term.

+AG on a Skink on the other hand I would snap your hand off for!
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