MD 3 v Zulu's Khemri
The first half kicks off, and it doesn't take long for my players start leaving the pitch in droves. It gets to the stage where I move out of the way of his cage and try to hit back where I can. I knock out one Tomb Guardian and injure another, who regens. He is pretty well caged up on turn 7 until he moves a skeleton to foul on my might blow wolf results in a sending off. My agile wolf has a pretty easy route to blitz the ball carrier, a Str 4 Throw rah. It'll be 2d against but I had a reroll, so I had around a 20% chance to take him down, I think. It paid off and the ball was knocked off the pitch. It's picked up and thrown successfully, but a Tomb guardian fumbles the catch, making it 0-0 at of the first half.
All important players recover from being knocked out at half time.
The second half starts with a blitz. A Tomb guardian hits a flesh Golem but doesn't take him down, he engages on the LOS, and spreads his players out more on the right (where the ball will land). I then have a very good turn, taking a few of his players off the pitch and move the ball to the left, well guarded with a numbers advantage.
I then have a bad turn, due almost entirely to bad coaching. Instead of making sure the ball carrier is well protected, and moved up the field, I see that by moving the guard ghoul into the scrum on the right, I can get 2d blocks for my Wight and killer Wolf. Greedy for more blood after my last turn, I do this, and just roll pushes. I try and dodge away with the wolf and fail. This lets Zulu get a Tomb guardian free, threatening to agile ball carrying Wolf. I don 't have enough players not tied up to screen effectively, so I make a break for it. The Wolf scampers away, out of reach of the TG, close to the Str 4 Throw Rah, who I mark with a Wight. If I can just get my ghoul up there too, it would be pretty hard for the throw rah to do anything, even if he manages to dodge away. My ghoul fails his dodge, the throw rah doesn't, with the use of a reroll, takes out the wolf, and picks up the ball.
There is then a scrum for a few turns, the ball being picked up, knocked free a bit, without anyone able to protect it. After a bit of luck, on 15 I knock the ball free somewhere where my AG+ sure hands wolf can get to it safely, in comfortable range to score next turn. Double ones.
Zulu gets a stand firm blitz rah next to the ball. Two blocks fail to take him down. The wolf can score but it needs a 3+ pick up in a tackle zone, a 3+ dodge, a 2+ dodge and two go for it's. Which he makes, giving me a 1-0 win in a game where a draw would have been the fairer result.
Next up, Orcs with lots of Mighty Blow