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#21
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| Sorry Im a wee bit drunk and not having stats are plain crazy |
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#22
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| +1 on both accounts |
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#23
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| Heh. Well, I'll admit to almost having made a "+ag as ballcarrier" advice in my post as well, but due to a nagging memory I went back to post 1 first and checked.
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#24
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| 5th Game A painful game between The Screamers and the pro elf Breathtakers The near all-female elf team had been forced to hire in some eye candy in the form of a male journeyman to fill the hole left in their roster after their previous match. The Breathtakers put their hard-won experience from the previous season to good use, with many players utilising guarding techniques to help each other in crowded situations to try and negate the strength of the Screamers. The elves recieved first and were held off til the turn 6 before finally putting the ball on, but not before the Screamers activated an ancient rune of fear, playing with the minds of the elves. The 2nd half was an all out battle, with the Breathtakers resorting to all kinds of mischief and a rogue blast of magic cloned the ball. Casualties started to wrack up with the Tavern Wench taking out an elf, then being taken out herself and ending up with a serious concussion. The teams apothacary seemed to be offering some rather unhelpful services today, something about "snuffing her out" and "taking her gizzerds", instead of any healing powers, and was told to stay away. Maybe she spat in his pint? But dispite the ongoing battle, The Village Idiot slipped the line to score, only for the ball he had to melt in his hands, dematerialising before his very eyes. The fake was revealed. The Screamers were spurred on by this and The Sherriff killed one of the elves in revenge. His reward posters never do ask for live criminals... This sets up a bit of a division in the locker room, with the team captain usually being decided by who has the most skulls atop their locker. Now the team is vying between The Sherriff's code of law, and The Preachers code of gods... tough times ahead, but hey, that's Chaos for you. With the elves numbers depleted, The Screamers pushed up the pitch, but a lucky tackle by the elves got the ball carrier down and the ball loose. A dog then burst onto the pitch, dragging the ball toward the sidelines. The chaos team swooped, surrounded the ball with 3 players, but it seemed everything devolved into comedy as first a beastman failed a pickup, then an elf on the following turn, which triggered off a series of bounces that ended up in 8 failed catch rolls before somone finally grabbed the ball: the Small Town holy man, the previously defacto team captain, The Preacher. Although the elves swarmed him, he finally broke free in the last seconds of the match and hefted the ball upfield into the waiting hands of a team mate, The Candlestick Maker. The elves set up for turn 8 of the second half, last turn of the game, to try their luck at a bit of fisty cuffs. After a bit of pushing and shoving, and the chaos team laughing at their feeble efforts, they called over to the ref to signal time. Although the perfomance won them no new fans, it did net then a hefty purse To fill in the gap the team has hired the services of a local layabout Final score: Small Town Screamers 1 - 1 Breathtakers casualties caused: Small Town Screamers 5 - 1 Breathtakers 01 The Cryer - Minotaur - 21 SPP - Tentacle, Claw 02 The Mayor - Chaos Warrior - 7 SPP - Block 03 The Sherriff - Chaos Warrior - 7 SPP - Block 04 The Preacher - Chaos Warrior - 8 SPP - Block 06 The Butcher - Beastman - 9 SPP - Wrestle 07 The Baker - Beastman - 7 SPP - Diving Tackle 08 The Candlestick Maker - Beastman - 2 SPP 09 The Village Idiot - Beastman - 7 SPP - Diving Tackle 10 The Bar Keep - Beastman - 5 SPP 11 The Tavern Wench - Beastman - 8 SPP - Mighty Blow, -1AV MISSING NEXT GAME 12 The "Local Seamstress" - Beastman - 5 SPP 3 Rerolls 6 Fan Factor 80000 Treasury So... all in all it wasnt a bad match. Still have those 2 beastmen lurking at SPP5, who refuse to pick up or pass a ball it seems, and the previously lackluster Candlestick Maker has finally made it off the mark. The -1av for the Tavern Wench may be a hinderence, so i may have to slack her off after i get enough suitable replacements. On the plus side, after the next game i play i SHOULD have enough for the last chaos warrior and the wench will be back in action... |
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#25
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| 6th Game this was the grudge match against the Unnamed Underworld, and the weather was perfect With a gap in team ratings, the Unnamed's had splashed their inducements to stock up on on bribes, a dirty trick and hired the services of an infamous chainsaw weilding goblin star. Winning the toss, the Screamers chose to receive hoping to take the fight to the uneasy alliance of skaven and goblins. With an early bit of push and shove, one chaos warrior made the mistake of stepping too far forward and got KO'd by a chainsaw for his troubles. The match got bloody, when the skaven took exception to Screamers stand-in journeyman - tearing out his throat with blood curdling screams of him being a "scab" taking work away from real hard working players. The Tavern Wench, out for the match watching from the side lines, looked on happy that she wasnt playing in his place. The match went on to became a real grind with The Butcher scoring for the Chaos side late in the first half, only to be answered by an on-the-whistle last gasp toss of a goblin taking the ball in to draw the scores even at half time for the Unnamed. The Second half become a giant mess with tackle zones galore becoming a real headache for the Underworld side, keeping them confined mostly to their own half before the side from Small Town grabbed the ball of them to take it across the line. 2-1 down and the goblins and skaven went to desperate means to try and draw even, but their numbers dwindling, it was all against them. With the last few seconds of the game the chaos rushed forth to knock the ball free and almost score, with The Preacher slipping The Sherriff the ball, only to see him trip over at the goal line. With the whistle blown, the two players were once again seen arguing over who should be team captain Final score: Small Town Screamers 2 - 1 Unnamed Underworld casualties caused: Small Town Screamers 4 - 1 Unnamed Underworld With a resounding grudge match victory, new fans have flooded to the team to demand tickets to the next match, which may even be against a much feared Lizardmen team. The Coach went nuts and blew a large portion of teams treasury on a night out, only to wake the next morning and find he had somehow been talked into letting the local blacksmith onto the team. Will he ever live it down... who knows? 01 The Cryer - Minotaur - 21 SPP - Tentacle, Claw 02 The Mayor - Chaos Warrior - 7 SPP - Block 03 The Sherriff - Chaos Warrior - 7 SPP - Block 04 The Preacher - Chaos Warrior - 8 SPP - Block 05 The Blacksmith - Chaos Warrior - 0SPP 06 The Butcher - Beastman - 12 SPP - Wrestle 07 The Baker - Beastman - 7 SPP - Diving Tackle 08 The Candlestick Maker - Beastman - 9 SPP - Mighty Blow 09 The Village Idiot - Beastman - 9 SPP - Diving Tackle 10 The Bar Keep - Beastman - 8 SPP - Tackle 11 The Tavern Wench - Beastman - 8 SPP - Mighty Blow, -1AV 12 The "Local Seamstress" - Beastman - 7 SPP - BLOCK OR TACKLE 3 Rerolls 7 Fan Factor 30000 Treasury After netting 50k winnings, it was all blown on the 4th chaos warrior, and now with the Tavern Wench back in action im up to full roster strength again, now with the added bonus of actually having someone on the bench! The team value is rocketing, so its something im keeping in mind The plan was to use the last beast as a ball carrier ( block - > sure hands - > extra arm -> two heads), but after using a card to give tackle to The Village Idiot and watching tackle/dive tackle in action, its so very tempting to have a matched trio of killer and dive tackle/tackle duo on each wing to hold things down. Either that or use the minotaur as a pivot, and hold back The Butcher with wrestle as a backfield safety... options options options. The last thought that crossed my mind was giving The "Local Seamstress" Mighty Blow too, and replacing The Tavern Wench asap, but then thats 8spp down the drain. Is an av7 killer viable? guidance or thoughts anyone? |
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#26
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| I'd say replace him, you will most likely want to add Piling On to that goat at some point, and he will therefor likely be on the ground, with a big bull's eye for fouls on his forehead. Further, he even lacks block now, so blockless, AV7 means that he will spend a lot of time in the booth rather than on the pitch. Get a new killer, and start with Block. |
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#27
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| typically i'd go (as im sure many other people do): mighty blow -> claws -> pilling on -> block as their main job is to run round and hammer out the weaker elements of the opponents team. It really is a numbers game with bash sides, so the sooner i can get opponents off the pitch the better. That, and with horns i'll usually have 2 block dice my choice, the odds are stacked in my favour without the need for taking block |
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#28
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| Quote:
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#29
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| Block also makes him more useful if your primary gameplan is about getting the pigskin into the endzone, and killing is only a secondary gameplan meant to facilitate the performance of plan #1. If plain "kill and maim" works for you, then more power to you, though (Shows you've been listening to the Smurf)(First ones to get two skills pick MB and become killers if one starts with block instead of MB - also gives more time for odd stat-ups that will become useful later to show)
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#30
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| Sack the -AV killer and build a new one ASAP. -AV and -ST are just the worst injuries a killer can run around with. -MA is not as crucial, just gets him closer to LOS |
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