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#1
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| This thread saved for match reports for my ironically named team, "De Facto CrunchIII Champs", an as of yet ill fated member of division 8. We lost our first game vs. Dark Elves 2-1 in what I would describe as a heartbreaker (although I think my opponent made some exceptional plays and is to be commended for the victory). The inital team line-up is: Blitzer X 4 Catcher X 2 Linewoman X 5
__________________ Last edited by Strobinator; 16th January 2011 at 02:55 PM. |
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#2
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| The game between my Amazons and McFood's Dark Elves happened as such (at least so far as my memory serves me): 1st half - I kicked to my opponent. I played a rather conservative defensive set up, I made sure to keep men back and confined his runner to the sideline. Things were tied up on the sideline for quite some time. I threw my bodies at his rerolls so to speak - but he did not need many of them. His dodges (even the 3+ ones) and the occasional one die block tended to turn up positive results for him - he didn't have to burn his rerolls on anything important. In the mean time, he did a good job of avoiding getting anyone pushed out of bounds as I was threatening for several turns. Kudos also for protecting the ball carrier - I only managed to get a couple of hits on him in the first half - even though it was a mash up on the sideline. The general pile up was not particularly kind - I had a blitzer get injured (MNG) in an early block - I violated my general rule of not using apothecary on anything besides permanent injuries. That said, it was a blitzer and I really wanted to avoid being down a blodger for my next match against humans. I was immediately reminded that this was a bad idea. The apothecary result was "dead". I sheepishly accepted the miss next game result. ![]() We were both forced to do improbable things on our turn 7. Tied up on the edge with no one in scoring range a couple of one die blocks, a blitz with the ball carrier, followed by several 3+ dodges, and a smattering of GFI's, he was able to move his ball carrier in scoring position with some protection to make it difficult to blitz him. On my turn, I had a lot of free players, but not a lot who could get to the ball carrier without challenging dodges. I proceeded to tie up his loose cage as much as possible in preparation for doing something I would never do unless I had to; I attempted to dodge my blitzer into 2 tackle zones (5+ on two dice) and blitz the ball carrier (a blitzer so I need another 5+ on the block die). I took a deep breath and clicked and BAM it worked. 5+ followed by . I was thrilled, I was suprised that such a low probability thing had succeeded (I had been unsuccessful on two earlier two dice blocks on the ball carrier). Surely luck must be turning... wait, what - oh god dammit, the ball bounced there. To be fair, about half of the places the ball could scatter were bad for me, but it was one of them. It was in the open where McFood could pick it up and score with nothing more difficult than a 2+ (and he still had one of his two re-rolls left, that cheeky minx). I had already exhausted the movement of anyone who could affect the outcome of his turn 8, so I ended my turn. He picked up the ball and scored on turn 8 with no problems. The half that comes after the first half but isn't overtime - He kicked to me in the second half (because it's nice to share the ball). The ball landed midway up my half near the sideline. I did not like the position because it committed me to the side. I threw a few blocks on the LOS, and after that, I had very few useful moves to make that did not involve dodging. I moved one of my linewomen in the backfield closer to protect the ball, and the second attempted to pick it up, it failed, I rerolled, it failed again. This was unfortunate, as I had elected not to move a couple of folks who could have better helped to protect in the event of that failure, but it would have left me unable to cage effectively had I been successful. I had bet on the 8/9 pick up being successful. I still had screens from my initial set up in front of the ball. McFood moved his elves to attack the ball on his turn, blitzing my screen and putting an elf on the ball. He moved most of his elves over to the ball side of the pitch and forward, pressing the attack hard (in hindsight, it may have been over-comitting, but I will get to that). On my turn I moved most of my men to mark his, but left a few on the opposite side. I was able to construct something vaguely resembling a cage while marking and screening his men from the ball. I then picked up the ball in a tackle zone on a 4+ (this time it worked and did not need a re-roll, go figure) and dodged out to rest somewhere in the cage. I do not remember his next turn very well, but I think it ended somewhat abruptly with a failed dodge. I was then able to reverse sides. I knocked over a couple men on the left side (he only had a couple of them there, and then run and hand off to my catcher, who ran down field. Since I had not yet used a reroll, I went for it twice - I believe the second one required a reroll - but it greatly limited the number of players on his side who could reach me. I then moved some of my players to tag his men and get closer to the play. I did not have a good way to screen my ball carrier, but it was going to take dodges and go for its to even tag my man, and a two dice block with the people who could reach him would require a pow to knock my guy over. If they just tagged him, I had more people on that side that he did - I figured I could win a mash up - and it would probably result in my scoring with not many turns left (we were both down to 9 men on the pitch at this time, I did not like my chances of stopping his next offensive drive). On his next turn, he tagged my man and then with a blitz and a couple go for its was able to get a ![]() on my ball carrier. He went down, but had no move left to try and pick up the ball. He had one man who was down who could get to the ball. The man stood up then failed to dodge out. My catcher was prone and sandwiched between two elves. I moved a man up to tag the bottom elf, and then another up to get an assist on the top elf. The remaining players (at least those who did not have to dodge), I move further up field to try and limit elven movement options. The catcher blitzed, knocking over the man who had blitzed him, then picked up the ball and went a bit further down field. I then proceded to make the riskier plays (i.e. involving a dodge roll). Good thing I did not try them first, one failed. Still, my catcher was a ways down field. There was a bit of a chase, but I scored on the next turn.This left me kicking to him. There was a riot which turned the clock back a turn. This left him 4 turns to score - I was a bit nervous at this point. I kicked the ball somewhat deep. He blitzed one of my men down field and killed one of my catchers. This marked the second time I regretted using my apothecary (unsuccesfully) on that blitzer in the first half. He picked up the ball, and constructed what I refer to as "The Mythical Elf Cage". It's a lot like a normal cage, but it's made of of elves - kind of analogous to hiding candy in a pinata if you ask me. ![]() After that, things started looking fairly good. I managed some armor breaks to stun/KO a couple players, and I had his cage fairly tied up with a sweeper in the back in case he managed to break through. We slugged it out for a couple turns until he managed to blitz/dodge his witch elf out of the mess on his turn 14. I still felt fairly confident at this point. My sweeper was able to tag the witch elf with little trouble. I moved a couple other linewomen closer to the action (these two did not have to dodge) in anticipation of throwing a two dice block. I had a number of players who could get to the witch elf to blitz, but all of them required either a dodge or two go for its. Of those, only one of them had blitz. I felt fairly confident, as I would still have a re-roll for the 2D block roll if necessary. I clicked my blitz, attempted to dodge out my blitzer, and then failed - miserably. At this point, all the witch elf had to do was not roll double one's and score. She proved herself quite capable of dodging. 2-1, Dark Elves take the lead. At this point I had one turn left. I set up hoping for another riot - which would have to be followed up by other miracles, but still, you have to hope. No riot occurred. I think I got a free re-roll, putting me up to more than the number of turns I had left (but it was still a nice gesture, Nuffle). I hit a few folks on the line, and moved my remaining catcher in position for the turn 16 star player point pass. My designated kick off return moved back to try and pick up the ball and failed to do so. McFood finished off the game with a triumphant blitz. A dark haze fell over the Amazon bleachers. In times like these, only a nice boiling pot of Former-Coach-Stew is enough to bring levity to the Amazon fans. The coach had fortuitously left the stadium somewhere on turn 15. Fortunately for the fans, they had not carted off that dead catcher yet... ![]()
__________________ Last edited by Strobinator; 17th January 2011 at 03:32 PM. |
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#3
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| Ah you broke the cardinal rule of using your Apothecary on the non perm injury and even worse you did it early in the game! Looks like you have learnt why though! Quote:
/ from a one die block as well will work 18.5% of the time. So slightly worse than one in five, not that bad if it is your only option.You might also want to put in some more paragraphs perhaps between turns as it is tricky to read a large chunk of text in big blocks. Good luck in the next game!
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#4
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| Well, I managed to win my next two games 2-1 and 2-0 over humans respectively. After an inauspicious start, I believe I clinched the division title (not that that matters very much). I have not had a lot of free blood bowl time in the last two weeks and as such have not re-watched the games to provide a good match synopsis. I will be doing that, and I am posting this in hopes of motivating myself to make the time by committing to it publicly! Both matches are available for viewing in our league in BB manager. I think they are likely fun matches to watch. I mention that because I watched a few other players matches - and I have to say that the Norse vs. Norse mirror match was (no offense intended) one of the most boring matches of blood bowl I have ever observed. The strategy on both sides was fine, it just looked like a page out of the cage stalling tactics. A whole lot of blitz one man, back up the defense one square, move the cage a couple yards. The way it played out, it appeared as if it would result in a 1-1 tie in 95 out of 100 games. (at least until the end where one team went on a killing spree)
__________________ Last edited by Strobinator; 1st February 2011 at 03:58 PM. |
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#5
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| Match vs. THOSE FANCY PANTS Because I am going back and writing this up long after the fact, it's going to be more of a play-by-play that I jot down as I watch. Overall I will say that this one could have gone either way. My dodges were horrible, but so were his KO rolls. We both failed at critical things. There were plenty of catching bouncing ball with just the right guy shenanigans on both sides. I managed to pull out the victory. I think the critical moment was when he pulled a one die block on my ball carrier, got a and then a on the reroll. . He needed a .Pre-match: Weather is very sunny, Those Fancy Pants choose to kick to me. Turn 1: TFP set up with 3 on the line and the zig zg in the back. I set up with 5 on the line and a conservative 4 in the back field. The ball lands off field. Knock over his entire line including the ogre. Moved my guys into a cage. Attempted a 3+ dodge to get a guy behind his line, failed dodge. Fortunately, I left him no blocks save a blitz. He hits and stuns one of my Amazons peripheral to the cage. Moves guys in base to base with my amazons tagging 1/4 cage corners. Turn 2: No guard, but I make a 2 dice block on one of the guys tagging my corner. Fracture arm, MNG. Blitz the other tagger knocking him over, blitzer moves for assist. At this point, I cannot hit over the ogre and some of the other humans in base to base. I reform as much of a cage as I can without dodging, and then attempt a 3+ dodge to finish up the cage. The dodge fails, turnover. Ball carrier can be 1 dice bockd, but would be difficult to 2 dice block without freeing up and blitzing with the ogre. He blitzes man adjacent to ball carrier, pushes putting his blitzer in base to base with ball carrier. Ogre goes bonehead (presumably he would have been throwing a block to free up more humans). He moves a couple more guys in base to base and then KO's one of my forward linewomen. Turn 3: I block his guy tagging my ball carrier and then send a linewoman around the right of his mess in the middle. My blitzer Stuns one of his men on the right side. My blitz on the last remaining guy on the right side is double skulls, but the RR turns it into a defender stumbles. I move my ball carrier up the right side and make a loose cage in the way of them (requires a dodge to do so, this time it works). Ogre blitzes and pushes a linewoman to make a hole in the loose cage. Blitzer tags my ball carrier. Another lineman also tags. He makes a few push blocks for fun. Turn 4: I start off by knocking out one of his lineman away from the play, smashed hip. For those keeping score, that is 2 MNG injuries for my blitzers. The knockdown rolls, although mostly 75%, definitely seem to be going well for me. I then blitz off one of the 2 guys on my ball carrier. The ball carrier throws a block and gets a push on the other. I tag the ogre with one linewoman and try to dodge away my other linewoman in his tackle zone and the dodge fails (while great at casualties so far, I about about 2 for 5 on dodges into open space). He stands some dudes up and knocks over a blodger tagging my ball carrier. He then dodges out another linewoman to tag again. His blitz knocks my linewoman down, the ball scatters out of bounds, and bounces halfway to his end zone. His blitzer is then able to dodge out and run down field. He has to reroll to pick up the ball, but it works. He then goes for it (which would force me to go for it with more than one person for the 2 dice blitz). His go for it fails, his blitzer falls over stunned - phew! Turn 5: I run some guys back and pick up the ball and push a few of his guys closer to the sideline. He pushes them back. Turn 6: I run my blitzer up, hand off to a linewoman, who runs it a few squares into his zone up the opposite side our players are squaring off. After a few pushes, I have the beginning of a loose cage. The end of a loose cage never happens as I turn over on another failed dodge into open space. He does not have anyone who can get to my ball carrier without dodging at this point. The rerolls are 2/3 him to 1/4 me. He is able to knock over a blodger to free up a single man for the blitz. Lineman dodges out and goes for it to tag. Blitzer runs and goes for it to blitz, fails GFI. RR is successful, but the blitz is just a push. Turn 7: It's getting tight, I have to make a bee-line to the end zone to score at this point. I push his blitzer off my ball carrier with a blitz. My ball carrier moves down field to within 4 of the end zone. I then dodge out a linewoman to make a bit of a loose cage. the only person who can get to me without go for its or tough dodges I manage to knock out. One other linewoman dodges out, nad it looks like I have it good. It will take at least two 3+ dodges for any of his people to reach my carrier. He has one reroll left. He hits a few of my guys for good measure, and then gets down with the dirty business of dodging like a champ. He actually uses one of the two guys in range of my carrier to free up the other, KO'ing my blitzer with a lineman. He then goes around my loose cage - I expected him to take the one dodge, but he chose the path that involved 2 go for its instead. His blitz knocks down my ball carrier, badly hurting her. The ball bounces back to his blitzer, who picks it up. Turn 8: The Amazon bench (consisting of a lone ball girl far too young to be left unscarred by the violence on the pitch, and a couple of rather nervous coaches) is silent. The crowd cheers the bloodbath. The old god Nuffle cackles from his dragon-leather sofa while eating nachos and sipping from a cauldron whose contents are too terrible to mention here. After hititng one guy for fun, I dodge out a linewoman and tag the blitzer. My blodger blitzes and knocks over his ball carrier. A third linewoman picks up the ball and scores with two go for its. I did not even need to use my last reroll. On his turn 8, perfect defense is rolled on the kick-off, which softens the punishment my linewomen receive. He KO's one of them, stuns another, and pushes the other one around. Halftime: I have 4 KO's and one badly hurt. He has 1 KO and 2 MNG's. 3 of mine come back (all except one blodger). None of his do. That's fair. Turn 9: Blitz! I start by kicking off and putting two tackle zones on the ball. Oh, Hi! He says, "Oh no you didn't!" and stuns one of them with a blitz, then KO's another line-nerdette. His passer picks up the ball in a tackle zone and dodges out. Two can play at this dodging game buddy. I position my defense in defend formation. Two dodges has a blitz on his carrier kicking him over. The ball bounces into the blitzers hands, who runs down field in scoring range. I then move a few guys into tagging and screening positions. Nuffle is kind on the two dodges and one GFI this requires. Turn 10: He stuns a blodger, pushes a couple others and then prepares to strike. I did not make it easy to get to my blodging ball carrier. He uses two GFI's, and then rolls a defender stumbles (not good enough). He rerolls and gets an attacker down. I run the ball into the end zone with my blitzer. Huzzah! 2-0. Turn 11: I am feelling pretty good at this point, I am up two and he has 6 turns to score 2 touch downs if he wants to equalize. To be honest, I feel most comfortable on defense in this game. The kick is deep, and he fails to catch it despite a High Kick result. He hits a few linewomen, getting a stun for his effort. His thrower picks up the ball and runs to the middle of his backfield (he's at a pretty safe distance). His blitz KO's another linewoman. I have 7 on the field to his 8 at present. I blitz one of his mans and get double skulls, the rerolled block gets him down, however. I then tag up his men and leave one in the backfield as a sweeper. The goal is to give him few targets to hand off to. He either will have to throw one dice blocks, or dodge people out to get more than one man down field. Turn 12: He runs his carrier into the middle of the scrum going for it once. and hands off the ball in a tackle zone. the blitzer runs down the field after he throws a block. He dodges out another man (with a reroll) to tag my sweeper. At this point, my sweeper can get to him, but it requires two dodges (which I am scared to death of). He fails a dodge on his attempted blitz. I move some men down field in preparation for knocking the ball loose. The assister dodges out safely. The blitzer dodges out safely, going for it twice to blitz - and gets a push. At this point, the ball carrier is on the sideline marked by two men. I attempt to mark him with a third and fail the dodge. Turn 13: He pushes one of my men marking with a one dice blitz, and then dodges out backwards out with two go for its to score. I'm up 2-1 and he's kicking to me, still in good shape. Both of my KO people come back. His one knocked out person does not again. The kick is deep. I knock over his line, pick up the ball, and then move the ball carrier into a cage - like thing. Rest of the match: I advance my cage down field mostly unhindered in turn 14. He blitzes a cage corder with his ogre and tags up the ball carrier. On turn 15 I hit back my ball carrier fails a dodge out into open space (would have been another TD had it worked in all likelihood). He fails a pick up on his turn 16, on my final turn, I fail a hand-off that would have been for a TD. Last edited by Strobinator; 4th February 2011 at 04:42 AM. |
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#6
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| I was fairly proud about the match against the Sneaky Tikis. Fred's play was strong, but I think I played one of my better games of blood bowl. He kicked to me to start - a riot occurred on the opening kickoff and the match started off on turn 2. I caged very patiently, on some turns not even advancing the cage. My guard blitzer and blodgers were able to wear his team down winning the hitting battle. On turn 2 I managed to badly hurt one of his lineman - this made me go up one player in the first half. He had to stand up enough guys that it was hard for him to get as many blocks - in this manner he stayed at a disadvantage for most of the half. Eventually he ran some guys around my cage and line to attack the back. I was able to push them off, however, and spreading his defense to both sides made it easier to push for the end zone. With turn of hitting, I finally had my chance to make a break for it (plus it was turn 6, so I had to start pushing. I transitioned from tight cage to running my man down field and constructing a screen. He tried to blitz through my screen with one die and failed with a (was out of rerolls at that point). I stalled and scored on turn 8 .I kicked off to him in the second half. I field 11 women to his 10 men. He picked up the ball and set up his cage in the middle of his back field. I played aggressive defense taging up his cage, and blitzing one of the corners scoring a KO. I am now up 11 women to his 9 men. By tagging most of his men, he is not in a good position to reform his defense. He has to blitz with the ball carrier to press forward. It works, but after his turn is over, he is not in a great defensive position. One push on a 2 dice block, and one dodge can get me a two dice block on his ball carrier. The push works, but the dodge with my guard blitzer fails resulting in a casualty. That hurt - the guard skill was very effective for me so far this match. His first block of the next turn badly hurts a linewoman. Now we are at equal numbers at 9v9. His guys are all in a cluster at midfield. I have 5 men in front of his cluster and four men behind it. He cannot advance far with his ball carrier without dodging, he inches up a square. With no blitzer, It is going to be hard to fight my way in. The ogre gives him a strength advantage and he has a bit more block. That said, I am a lot harder to knock over with all this dodge. I tag up like crazy putting a lot of pressure on his players. No sweeper at the moment, but it pushing through would require numerours 1 dice blocks. If he tries to go around me, he has to do a lot of dodging if he wants to protect his carrier. Despite my strength disadvantage, I have him pinned down fairly tight. He does some damage to me on turn 12 with stuns, but is unable to open up enough of a hole. His set up does leave me an opportunity. If I can get a push on a 1 die blitz, I can move his ball carrier to where he is tagged by three of my women. It works, and he is in quite a pickle. At this point, Nuffle reveals his preference for women in skimpy uniforms. His Ogre goes bonehead, and he fails an important one die block , re-roll, followed by . This leaves me with three men on his ball carrier. I knock the ball carrier over, and a fortunate bounce puts the ball in the hands of a player tha has not moved on my turn 13.At this point, it is relatively easy for me to screen and protect my ball carrier. He tags me once with one man, but a blitz pushes him back off. On turn 15 I am in one square of the endzone with protection. A blitz kills one of his players, but the apothecary saves him. He can't stop me on his turn 16, but he hits a couple guys for fun, graciously causing no permanent damage. I make it 2-0 on turn 16. This must have been a frustrating game for Fred, my players had the initiative for most of the match. I played very patient offense and very aggressive defense. He often had to start off turns standing up a lot more players than I did (dodge helped, although Nuffle was mostly kind). While we both ended the game even strength, I was a man up for most of the game. I continue to fear dodging with this team, as it seems to fail at inopportune times. Statistically, I had very good d6 rolls - his were below average. Both of us rolled well on armor - but he had the advantage there getting through 8 out of 15 53% of the time (expected 42%). I got through 11 out of 31 or 35% (expected is about 26%). My block dice were better than his - I was fairly normal but he rolled a lot of and .I actually did not use a single reroll the entire game. While I was mostly just throwing blocks on people with blodgers, this is further evidence that luck was on my side. Great game FredZiffel, you were a worthy opponent, and I bet it could have gone differently had luck not been on my side. I hope we face off again!
__________________ Last edited by Strobinator; 8th February 2011 at 07:04 PM. |
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#7
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| Overall a very close match. As for nuffle, very few d6 rolls were made by either side. I as 7/15 on dodge rolls, and he mostly had a pass/catch/dodge play late in the second half. Injury rolls were about average, and block dice were pretty normal as well. By and large, the day was won by splitting up his orcs to minimize his strength (and eventual numbers) advantage - and in particular, by being a real bitch to knock down. I knocked over about twice as many Orcs over the course of the match. The first half was a slug fest with caging where I scored on turn 8, and he got stuck up on his own side for too long in the second half to equalize. That said, on turn 16 he was one square away from scoring. It was a pretty exciting match. I thought his defense was tight (although it did eventually break). Thanks to Bearish for the hard fought match. And now for the play by play: I choose to receive kick, the weather is a blizzard. ![]() Ball lands off field, I give it to my 3SPP blitzer on the line. I then form up my cage in the center using my LOS as the front of the cage. As per usual, I form a loose cage around the cage as a deterrent to whatever evil lurks in the hearts of men (or bears in this case). ![]() Early on in the match, he gets first blood, badly hurting a linewoman on turn 2. ![]() Great positioning on defense in turn 3, he made it a challenge to advance. His defense remains very solid giving up little ground. He has plenty of men back. That said, his 4 strength guys are mostly flat on their faces on the LOS. Hurray for guard! On turn 5, I decide to make my push and finally start rolling some dice. I make two dodges and two go for its to get a carrier 7 squares from the end zone with a guard blitzer in tow. I do, however, fail the third dodge (although it was of little consequence, was just to save a catcher from taking a hit). Still, none of his guys can get to me easily, and a 2 die block is nigh impossible on my blitzer. He chooses to blitz a person on the scrum at midfield. The result is just a push, which he does not follow. I am not sure as to his rationale for the blitz, but he then attempts a 5 + dodge to tag my ball carrier. It did not work, but he chooses not to reroll. I move my carrier to one from the end zone and spend the rest of the half hitting him scoring on turn 8. I also pushed his thrower out of bounds for good measure. He did not have a prayer of stopping me the rest of the half because his men were too far away and screened. On his turn 8, quick snap is the kick off result. Mercifully, he knocks over 3 linewomen but only stuns. My regular chant of "Please Don't Kill Me" upon every knock down carries the day once again. ![]() The second half starts off with another quick snap to him. The ball is kicked way deep and bounces into his endzone - rolling precisely that on the scatter was, of course, a brilliant strategic move on my part ;-). His thrower had to run back just to get within two squares of the ball, but would not dare go for it in the snow. He throws three blocks and gets a push, knock down, and then a double both down, which he does not reroll. I don't blame him, his positioning remains solid. I attempt to blitz a hole through and start rushing in the amazons, ![]() but a push on the blitz means dodging would be involved - and I try to avoid rolling anything besides block dice. I instead set up my defense - similar to an elven cage stalling variety with only my guarders going base to base. I run one blitzer midway onto his side up the sideline, 4 squares from his thrower. He will have to commit two people to tying up this blitzer, and this will effectively make his cage have to form up deep if I play my cards right. Unfortunately for me, he badly hurts said blitzer. I have no one deep and am fielding 10 men to his 11 (fortunately, I had 12 players on the team to start the match). He has a pretty good screen preventing me from easily getting in his back field. It will take a blitz to open a hole.Turn 10, I do just that. After throwing a few blocks in the area of my concentrated guard, I have a couple of dudes down. I move my freed up guard girl to the other side for an assist and punch a hole in his screen. I send a couple of amazons through and then leave the rest back in column defense in case he does any passing plays. I'm down numbers, but most of his men are over on the opposite side of the pitch near the LOS. I have numbers advantage of +1 on the ball side - and I use the ones on the opposite side to slow down his other players from getting involved. On turn 11, one of his men throws a 1 die on my blitzer and gets both down. Again he does not reroll - taking it in stride. I put 6 amazons on his cage of 5 and blitz to get on the ball carrier. The ball is six squares from his end zone. I dodge out a blitzer and, forgetting the blizzard attempt a go for it. I fail and fall over. No matter, I still have good position. The scrum continues for a few more turns until turn. He does get another casualty (MNG) on my blitzer in turn 12. I apothecary it because I cannot afford to be missing a blitzer in the next round - particularly since this is the one who leveled up this game and will have guard. So he spends most of the rest of the half tied up on the side line. because I have a double layer of amazons (with a little guard in the mix), pushing through is unlikely. They just do not fall over often enough. ![]() Amazons are some dodgy buggers. On turn 12, I put three men on his carrier and it looks dire for him. He is going to have to do something drastic if he wishes to retain the ball. He blitzes with his thrower and dodges out to reverse. He throws two more blocks, but the second, a 1 die block, gets a both down on my blitzer. I put two men on his thrower and he has no help nearby. He blitzes to free up a blitzer and then throws in two tackle zones a quick pass to his blitzer in one tackle zone (5+ with RR, 4+ - he got a 6, 6). His blitzer then dodges out (using a reroll) and runs through a hole up the sideline to just past my defensive line. His orcs in the back putting his blitzer on the sideline. He sets up a screen with some linemen/black orcs. With a blitz, I tag his man on the sideline. I try to tag with two, but the dodge fails and my sweeper is KO'd. This leaves a lone blitzer he ran down the field wide open. It is now his turn 15. He contemplates a blitz with his carrier on the sideline but opts for other blocks first. One of those other blocks is a :both down:. He chooses not to reroll it and turns over. I was surprised he did not reroll, but I suppose he intended to save it for whatever passing play he had planned for the final turn.I proceed to push his ball carrier out of bounds with a one die block. The throw in, however, is deep in my end zone right in front of his blitzer. I attempt to move a person to tag that blitzer, but the dodge fails and I turn over. Unfortunatley, his 6 move blitzer is 9 squares frm the end zone. Not even with a GFI in the blizzard can he make it. Amazons maintain their 1-0 lead. It was a close one. ![]() This Victory Brought to you by the letter V and the Winged Victory.
__________________ Last edited by Strobinator; 8th February 2011 at 07:06 PM. |
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#8
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| Good report on our game Strobe. Pretty much how I remember it happening. From my side, well, my guys really enjoyed pushing your girls around, but they wouldn't give up the goods and go to the ground. Then the rest of my team spent most of the game sleeping, dreaming sweet dreams of being run over by nubile barely clad amazon blitzers. |
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#9
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| We could face off again soon, Panda. I think I will have a lot more trouble facing off now that you have picked up more guard. I know your guard ogre definitely gave me some trouble in the last match. I have not been able to level up my blitzers as much as I would have liked to - I'm only averaging 1.5 TD's a game (0.5 TD against). It would be fun to have a rematch. That said, I really need to play some elves to redeem myself after my first match. I would prefer to avoid Norse at this point - the attrition ends up being too high on both sides.
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#10
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| Quote:
Not a lot of teams left. |
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. I was thrilled, I was suprised that such a low probability thing had succeeded (I had been unsuccessful on two earlier two dice blocks on the ball carrier). Surely luck must be turning... wait, what - oh god dammit, the ball bounced there.
on my ball carrier. He went down, but had no move left to try and pick up the ball. He had one man who was down who could get to the ball. The man stood up then failed to dodge out. My catcher was prone and sandwiched between two elves. I moved a man up to tag the bottom elf, and then another up to get an assist on the top elf. The remaining players (at least those who did not have to dodge), I move further up field to try and limit elven movement options. The catcher blitzed, knocking over the man who had blitzed him, then picked up the ball and went a bit further down field. I then proceded to make the riskier plays (i.e. involving a dodge roll). Good thing I did not try them first, one failed. Still, my catcher was a ways down field. There was a bit of a chase, but I scored on the next turn.


(at least until the end where one team went on a killing spree)
, re-roll, followed by 




I have no one deep and am fielding 10 men to his 11 (fortunately, I had 12 players on the team to start the match). He has a pretty good screen preventing me from easily getting in his back field. It will take a blitz to open a hole.


Linear Mode
