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Human OCC - Dazed and Contused

Discussion in 'Team Blogs' started by NieA7, Sep 1, 2014.

  1. NieA7

    NieA7 Well-Known Member

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    Who's the most hybrid of the hybrids? Who can do pretty much anything, just none of it very well? Who's barely hanging in there right at the bottom of tier 1? Humans, that's who! So who better for a mediocre coach to play than a bunch of mediocre humans? Nobody!

    After applying late in the day I just managed to sneak into tier 7B of the OCC, an all rookie division with an "interesting" spread of teams. First off let's take a look at the boys:
    [​IMG]
    Ah, auto-updating roster images, thou art both a blessing and a curse. For the benefit of anyone looking after the first match I've gone for the bog-standard bashy human team - an ogre, 4 blitzers, thrower, 5 linemen and 3 re-rolls with 30k in the bank for an apo ASAP. Hardly adventurous but a solid beginning with a nice spread of skills. After the apo I'll be looking to get a second thrower, then a couple of catchers (though if any linemen snuff it I'll replace them first) - that'll give a roster of 14 players which feels about right, with maybe another lineman against bashy teams or another catcher if, by some miracle, the other two manage to survive long enough to be useful.
     
  2. NieA7

    NieA7 Well-Known Member

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    Dazed and Contused, Season 1: Tier 7B (season 24)

    The fresh meat at the OCC this season are an odd bunch. In matchday order we have:

    MD1: CrazyIvam - Dark Elf - Splash goes the anchor
    MD2: Francach - High Elf - Plastic Paddies
    MD3: yarrick - Ogre - Da Tiny Titanz
    MD4: feel_inx - Human - Hochland Highjackers
    MD5: Telekinesis - Elf - Wounded Wildcats
    MD6: midievil - Chaos - Horned Harassers
    MD7: pinkie - Necromantic - Paws for Effect
    MD8: Ama_Nesciri - Norse - Hoodcrow Tzars
    MD9: jw109v - Ogre - Game of Ogres (OCC)

    That's two stunty, three elf, two hybrid and two bash sides, not often you see everything represented so evenly. I've not played any of the coaches before, but looking at the Cynaide stats they're all at least as experienced as I am and frequently more so, apart from feel_inx and Ama_Nesciri who have haven't played much online (though as Ama_Nesciri handily won his first game against the very experienced midievil I suspect he's played a fair bit of Blood Bowl before). The ogre coaches both have a low win rate but looking at their teams they clearly play ogres a lot, jw109v particularly, and specialists are always challenging.

    The match order is pretty kind though. With two of the three elf teams up first they won't have had time to get much (if any) dodge so they'll be eminently punchable, while the chaos, human and necro teams probably won't have developed all that much by the time they roll around. The Pro Elfs mid-season will be tricky, though their coach has gone for a positional heavy one re-roll team: a few casualties along the way could make my life a lot easier. The norse will be nasty by the time I get to them but I'll hopefully have a few tricks of my own by then (especially dirty player), while ogres will pretty much always be hard to play against - though not necessarily hard to beat - at any point in the season.

    Given the strong coaches in the tier I'll be happy with finishing fourth, especially if I can get there with a minimum of casualties and a nice spread of development. The blitzers are the priority of course, but every player on a human side benefits from a couple of skills so I'll be taking SPP wherever I can. Preferably from the blooded remains of mine enemies of course, but touchdowns will do in a pinch.
     
  3. Everblue

    Everblue Active Member

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    I like your "no catcher" build. I went with the same on my UKBBL humans. Good luck!

    It looks like quite a tough division - most of those teams will outbash you at low TV. I don't know any of the coaches to give you intel there.
     
  4. NieA7

    NieA7 Well-Known Member

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    S1, MD1: Splash goes the anchor (CrazyIvam, Dark Elf)

    Rookie humans against rookie DElves is an interesting match up - the humans get more skills and an extra re-roll compared to the universal Ag4 of the elfs, but otherwise they're pretty similar. A simple plan then - keep the play tight, maim elfs wherever possible, foul if a good number advantage is established. Look for a long grinding drive when receiving and either forcing a quick score on defence or stalling out the drive completely.

    What could go wrong?
    [​IMG]
    Contused won the toss and, looking to do some damage, chose to receive. A pitch invasion completely flattened the DElf scrimmage but failed to open any convincing gaps in their defence, so Contused were happy to cage/screen up just inside their own half. Splash pressed in looking to both close off the advance and pressure the cage, but there was enough space within the screen for Contused to continue their advance into the DElfs' half. Sensing a chance Splash started to directly pressure the carrier, blitzing off the corner of the cage near the edge of the field and running a blitzer in, but all he got for his pains was a broken jaw while a lineman was KO'd and another suffered a groin strain.

    Suddenly down in numbers the DElfs continued their attack, but with extra bodies available the humans could just about keep control despite some slightly hairy moments. A couple of turns of ineffectual blocking from both sides left a massive snarl of players locked together on the edge of the field, but a little chain push saw the carrier freed with enough space for him to run downfield and be re-caged while the rest of the humans made a DElf sandwich. Spash did their best to continue the pressure but with half their remaining players tied up it wasn't enough, allowing Contused to run it in on turn 8.

    Spash's KO'd lineman recovered for the second half, making it 9 v 11. Looking to stretch Contused's defence the DElfs run a number of receivers through the lines while the runner picked up the deeply kicked ball and held it out of reach. Showing the tactical acumen that has propelled humans to the bottom of tier 1 Contused simply chose to ignore the ball altogether and victimise any elf in their half of the field. Sensing that spreading out may not be a good plan Slash consolidated their position and caged up on the scrimmage, but the humans were happy to play the bash game and pressed into the cage, marking the carrier. The DElfs did their best to escape but a double :skull: block turned them over with the carrier only semi-protected. Sure enough he was blitzed the following turn but managed to dump the ball off to a nearby lineman, who was subsequently marked.

    Feeling the noose tighten Splash switched to the other side of the field and passed the ball back to the runner, but it wasn't enough - with two lineman stunned and another KO'd a gap was opened to the runner who was blitzed again. With no open receivers he chose to keep hold of the ball this time, only to get a :pow: in the face for his consideration. The ball was spilled out of reach of the humans allowing Splash to retrieve it again: running out of elfs they opted for a long passing play to the bltizer who had been lurking in the deep most of the half. While the play was successful the blitzer was left with only one other sadist for company, though despite half the humans running back he managed to stay on his feet. Desperate for a way out a blitzer went for a one dice block but managed to :skull: out despite using a re-roll, leading to an inevitably flattening on the following turn.

    Sensing a chance to put the game completely out of reach Contused's thrower grabbed the ball and made a neat short pass upfield to an unmarked blitzer, who sprinted deep into DElf territory, but an attempt to cover him failed early with a lineman flubbing his dodge. Sure enough the DElfs who'd been stuck on the scrimmage piled back and downed the blitzer, but with time running out and no re-rolls left moving the ball three quarters of the length of the field proved too much of an ask, leaving it 1-0 to Contused at full time.

    =-=-=-=-=-=-=-=-=-=

    Dazed and Contused rolled -4.2 on the D6 (38 rolls) and 3.8 on the 2D6 (47 rolls) with 50% successful blocks (92 dice) at an average of 1.84 dice per block with 1 turnover
    Splash goes the anchor rolled 11.0 on the D6 (51 rolls) and -3.3 on the 2D6 (35 rolls) with 62% successful blocks (75 dice) at an average of 1.79 dice per block with 4 turnovers

    =-=-=-=-=-=-=-=-=-=

    A game that spun on a single turn - getting three elfs off the field early in the first half secured my drive, while lining up with only nine players in the second made their drive that much harder. Not a vintage match of Blood Bowl then, but a solid game to get things under way with a nice spread of SPP (the MVP landed on a blitzer) and 60k in winnings to boot. Given I'd tipped the DElfs to finish in the top three it's a good victory to have under my belt as the season goes forwards - hopefully it's a good omen for the next match against HElfs.
     
  5. NieA7

    NieA7 Well-Known Member

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    S1, MD2: Plastic Paddies (Francach, High Elf)

    Rookie HElfs (Francach didn't get any levels in his first match, though he did lose two lineelfs meaning he was setting up with a couple of loners) are an interesting comparison to DElfs - two less blitzers mean they're easier to push about, but the thrower gives them a few more mobility options while the extra re-roll in conjunction with the Ag4 makes them frighteningly reliable. Same plan as last time then, only more aggressively - if I can lever my extra block and strength it should be that much easier to push these posh pointy eared gits back than their emo cousins.

    Punching elfs for fun and profit is the plan then, and it sounds like a good one:
    http://bbm.jcmag.fr/BloodBowlManager.WebSite/ImageMatchReport.aspx?Id=296946&lang=en&bg=orca
    Contused won the toss and chose to receive, hoping some early violence would tip things in their favour. Things got off to a good start, with the ball successfully caged and an elf KO'd on the scrimmage. The Paddies contented themselves with screening off the human advance, allowing the carrier to move forward and consolidate. Picking up the pace early the HElfs chose to blitz a back corner off the cage and double mark the carrier, and while Contused managed to push them back the cage was left badly out of shape, with elfs poised on a corner. Sure enough the marked corner was downed but it needed a re-roll to achieved, so when the blitzer sprinted through and :skull: against the carrier it was curtains for the HElfs.

    Having committed to marking up the cage to get their blitz in there was nothing stopping half the humans moving downfield and reforming mostly out of reach while the other half punched all the elfs they could reach, KO'ing one in the process. A couple of elfs made it back in front of the cage, but when one failed its dodge a cavernous space was left for the humans to run through which they duly did (with a third elf KO'd in the process). Running out of options the Paddies went for a hero blitz dodging into the cage, but their only reward for this was a badly hurt lineelf sinking into the turf. Three humans ran up to the endzone (handing the ball off to a blitzer in the process) while the rest of the team surrounded the remaining elfs on the field, most of whom were having a bit of a lie down by this point. Their blue blood informed the Paddies that discretion was the better part of valour in this situation so they continued their impromptu sunbathing, leaving Contused with nothing else to do but give one of the blitzers a ground hug (result: one sent off lineman) and run it in on turn 8. Fired up by their poor showing to date, as well as any possibility of a 1TTD being scuppered by the block dice, the HElfs went for a foul of their own on the last turn of the first half but the eagle eyed ref was on to them in a flash, leaving the only result a sent off elf.

    With two of their KO's recovering the Paddies lined up 8 v 10 for the second half, with both their loners still on the field. A perfect defence let the humans get right into their face from the start, stopping them getting any of their players over the scrimmage. With the HElfs consolidating backwards Contused pressed forward, double marking every elf in reach and killing one of the lineelfs in the process. Seeing their possibilities running out the HElfs made a break through the human lines, sending two receivers deep while the thrower eyed up his options. One receiver was flattened by a blitz, leaving the double marked loner as the only option - it was a long shot but it was the only option available. Clearing one of his markers with a block, and assisted by two of his comrades who came sprinting through, the loner HElf waited with baited breath as the thrower ran forwards, wound back his arm and... dropped the ball at his own feet.

    As soon as they'd finished laughing the humans pounced, surrounding the ball, clearing the elfs near it and securing it on the thrower. With desperation plays the only option left the nearby HElf blitzer made a succession of dodges and GFI's to get a one dice hit on the thrower and managed to down him, but the ball bounced awkwardly leaving a second string of dodges required for its recovery but this time the lineelf wasn't elf enough for the job. With a touchdown in easy reach Contused had a slight brain fade and managed to push the HElf blitzer back next to the ball, scuppering their chance to grab it and run: doubtless infuriated by this their next two blocks handed out serious injuries to both the loners.

    With only 5 elfs left on the field it was do or die time. Seeing his brother blitzer double marked but within reach of the endzone the blitzer near the ball knew what he had to do. Dodging into two tackle zones he grabbed the ball, dodged through and out, ran down field and threw a long pass to his comrade, which was promptly intercepted by one of his markers. Pausing only for the laughter to subside a second time Contused rushed forwards, but the HElf blitzer wasn't done yet - dodging through multiple tackle zones he ran through the human screen and downed the carrying blitzer, letting a nearby lineman grab the ball from within two tacklezones (thanks to a re-roll) and make a long pass to the other blitzer lurking downfield. The pass was inaccurate though, landing agonisingly short at the feet of the blitzer. A massive scrap ate up the last few turns, punctuated by multiple double :skull: and failed dodges, but as the dust settled only the humans were in a position to score: despite needing a whole series of pick ups, catches, throws and GFI with no re-rolls they just about managed to pull it off, leaving it 2-0 at full time.

    =-=-=-=-=-=-=-=-=-=

    Dazed and Contused rolled 8.4 on the D6 (31 rolls) and 5.4 on the 2D6 (47 rolls) with 49% successful blocks (105 dice) at an average of 1.91 dice per block with 3 turnovers
    Plastic Paddies rolled 1.1 on the D6 (55 rolls) and -14.7 on the 2D6 (20 rolls) with 72% successful blocks (32 dice) at an average of 1.78 dice per block with 1 turnover

    =-=-=-=-=-=-=-=-=-=

    A solid game, though my drive could easily have gone to pieces if that blitzer hadn't :skull: against the carrier - that's the second time my cage has nearly collapsed, clearly it needs stronger foundations. The dice were fun: the Paddies made any number of improbable dodges through one or two tacklezones, but they couldn't move the ball to save their life, leading to several desperate scrabbles. It was a good win though, and with another nice spread of SPP - the blitzer who won the MVP last time got a touchdown, interception and casualty, while the MVP for this match landed on the blitzer who scored the second touchdown and levelled him up too. Coupled with 80k in winnings Contused are looking pretty good at the moment. Up next: ogres...
     
    Last edited: Sep 8, 2014
  6. NieA7

    NieA7 Well-Known Member

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    Continuing Professional Development: The Blitzers


    So, with two blitzers having skill rolls pending now seems like a good time to talk about their development. With solid stats and good skill access blitzers are very useful, but I'm slightly stumped on how I want them to look en masse. There are three main roles they can fulfill by my thinking, all largly determined by when and if they take guard - blockers, utility players and killers.

    Blockers
    With MA7 it seems a waste to build blitzers to stand next to stuff, but guard is an essential skill for all sides and these are the guys that can take it naturally. First skill is guard then, with the second probably being mighty blow to both give them some hitting power and discourage flimsy types from trying to mark them out of the game. After that there's a whole load of useful skills they can take - stand firm, grab, dauntless and tackle all spring to mind, the exact order depending on how the rest of the team looks. Dodge is a natural fit for doubles, followed by sidestep if they don't already have stand firm. Any stat would be useful, though I'd go for AV over MA and probably only take it after they've got guard in place.

    Utility Players
    A little bit of everything, excelling at nothing but capable of standing in should a specialist get injured. Guard first, then tackle, then mighty blow. After that it'll depend on what's missing elsewhere - juggs, wrestle, strip ball and stand firm could all be useful. Dodge on doubles, with MA probably edging AV for this guy depending when it's rolled.

    Killer
    Ah, the universal killer, loved by all. Mighty blow, piling on and tackle to kick things off, then probably guard because you literally can't get enough. Juggs and dauntless would both be handy for the last skill should he live that long, though jump up on a double would beat either of them. Extra strength would be lovely, Ag would be somewhat wasted while the skills are probably more useful than MA or AV (though the extra AV might discourage fouling).

    Three good builds for the blitzers then, but the question is how many of each should there be? I think it'll have to be at least two of the support types, if not three. I'd love a killer but delaying guard that late leaves me uncomfortable (especially if the ogre continues to be as dangerous as a wet handkerchief), while the utility player would be handy in any number of situations. There's also the question of what two skills would be most useful now, never mind what the player might look like twenty games hence.

    Right now I'm leaning towards guard (for a support player) and mighty blow (for the killer) as the two skills, assuming normals are rolled, but thoughts for the crowd are very welcome.
     
  7. Nikolai II

    Nikolai II Super Moderator Moderator

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    Guard is central to blitzers, but you can't really go wrong with putting tackle on one (to kill stunties, gutters and wood elves) and mighty blow (to kill everything else) on the other. That way you have a "blitzer for every occasion". Afterwards the other ones get guard. The blitzers can get guard too, or they can get MB on one and PO on the other if you want to keep the punch flowing.
     
  8. tys123

    tys123 Courier Staff

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    With that schedule I think I would go for 1 guard and 1 MB
    Tackle would be useful against the ogres and possibly the elves but you will need the guard for the humans and the choas.
    Not many of the elves will have dodge so MB to get them of the pitch is the best skill there. They aren't likely to remain in contact so 1 guard should be enough.
    MB is also really good for removing snotlings.
     
  9. NieA7

    NieA7 Well-Known Member

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    Rolls have been made, two normals. It was with half an eye on the fixture list that I was considering Guard and MB I admit, though there's a potential spanner in the works as my ogre opponent hasn't responded yet. Take that game out the picture and not only am I unlikely to get any more level ups before playing the other human team but MB gets slightly less appealing (though it's be just lovely against the pro elves after that).
     
  10. Barmution

    Barmution Well-Known Member

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    Kudos for going into OCC with Humans! It'll be rough but very rewarding when you get off some nice plays.

    Having some experience with Humans I'd say go for MB and Guard. Tackle is good but should be the 2nd skill for the MB players unless you're facing a lot of Dodge, ie. 'Zons, Gobbos, Uwd and developed Elves. Vs Ogres I'd prefer MB to get the most out of 3D Snot bashing (given that you actually get to play that match).

    Some other notes: Do not discount +AG on a Blitzer. Vs ST teams you will need that boost to reliably get out of adjacency of bigger players and hit your targets and that flexibility is vital to your success with Humans. Also, stock up on Dirty Players and Wrestle on the Linemen. Guard on doubles goes without saying. Do not have more than 2 Catchers and recycle those who do not roll anything interesting (+MV/+AG) by 31 SPP unless you are really short on cash.

    Good luck and have fun with your lovable underdogs :)
     
  11. NieA7

    NieA7 Well-Known Member

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    In further weird 7B news the Pro Elf coach has been banned for some reason, the ogres I was set to play last have been replaced by skaven and the ogres I'm due to play now still haven't shown up. This means the remaining schedule looks like this:

    MD3: Ogre (may not happen)
    MD4: Human
    MD5: Unknown
    MD6: Chaos
    MD7: Necromantic
    MD8: Norse
    MD9: Skaven

    I don't think there's any reason there to change from Guard and MB (guard on the 12SPP blitzer I guess, seeing as he's closer to lvl 3 and guard won't help him get any SPP), but with dodge pretty likely on MD7-9 tackle's more of a priority now.

    I'd never discount +Ag on any player on an Ag3 side, it just makes everything so much easier. Definitely planning on a nice spread of dirty players too. As for catchers, I'm not yet sure. Certainly an offensive one for 1TTD possibilities, possibly a defensive one too. I kinda like the idea of a fouling catcher, who could be a third - wrestle, dirty player, sneaky git. Not as cheap as a lineman, but a lot easier to get into the right places.
     
  12. NieA7

    NieA7 Well-Known Member

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    S1, MD3: Da Tiny Titanz (Yarrick, Ogre)

    Ogres have to be the biggest troll team in BB (which is ironic really) - virtually incapable of winning a game yet remarkably handy at smearing teams off the field. The good news is that having suffered a death early on the Titanz have only four ogres and two re-rolls. The bad news is that gives them exactly 200 in inducements to play with, which could turn nasty (a merc ogre, two more re-rolls, a wizard...). No point worrying about that though, best to concentrate on what the squishy humans can do - score lots of touchdowns and do their best not to die horribly.

    Prior to the match I found out that the team replacing the Pro Elfs are a bunch of Amazons, so I stuck with the MB/guard plan but gave MB to the blitzer on 12SPP. With any luck he can murder a couple of snotlings and pick up tackle ready for the girls:
    [​IMG]
    The Titanz took two extra re-rolls for their inducements, won the toss and chose to kick. Contused took advantage of a quick snap to shuffle their lines about, as Detached Retina the thrower gathered a deep kick into a screened half cage as the MB blitzer Broken Ribs christened his new found skill by badly hurting a snotling. The ogres responded by lining up in front of Contused screen allowing Detached Retina to run to the scrimmage but on the following turn they got nasty, running in and marking up the humans that had started edging forwards. Contused pushed back, but all this achieved was flattening the teams into two long lines facing one another.

    The ogres knocked but couldn't get in, but Broken Ribs once again led the charge by injuring another snotling on the edge of the field. There was a choice here: Contused could pull back and regroup slightly, stay where they were and wait for the ogres to implode or run through the new gap and get behind the ogre line, albeit with a few GFI necessary to keep folk safe. Being highly talented professionals they of course chose the latter, only to watch on as Detached Retina double one'd his first GFI and spilled the ball. Several turns of undignified scrabbling followed as the ogres recovered the ball but were forced to fall back to their own endzone. On turn 7 Brain Trauma, Contused's own ogre, managed to down the ogre with the ball which bounced next to the side again, and the Titanz rolled a :bothdown:/:skull: before they could secure it. With only one turn left Detached Retina redeemed himself from his past sins by dodging away from his marker, grabbing the ball and making an accurate quick pass to a nearby blitzer who was just fast enough to run it in.

    The Titanz attempt at a 1TTD fizzled out though they did manage to MNG a lineman, making it 1-0 at half time. It was 9 v 8 in the humans favour for the second half kick off (Broken Ribs stayed snoozing), though it didn't stay that way for long as first one lineman was KO'd, then Brain Trauma was given a groin strain! The apo thought that smashing his hand may help with this for some reason, but his offer was politely declined. With the alarm bells ringing Contused moved quickly to divide the Titanz' in two, pressuring the ogre with the ball. The ogres tried to join up but couldn't quite make it, leading to a few turns of push-me-pull-you as the humans contained the carrier without getting enough bodies nearby to hit him as the ogres pressed into the humans without regaining control of the pitch. Finally the Ag3 ogre chanced his arm and dodged away from his markers to freedom (albeit with the help of a re-roll), with the humans not dealing with an ogre-to-the-face in hot pursuit.

    After a couple of turns of this it was clear the ogre had virtually escaped, leading to a desperation two against blitz by Contused. Amazingly this worked, downing the carrier and spilling the ball next to a snotling. Nasty Splinter the lineman saw a chance for glory and took it - dodging away from his marker he grabbed the ball from beneath the snotling's nose (literally), dodged away again and three an accurate quick pass to a blitzer further upfield. Snotlings and humans had continued to abandon the field in droves making it 6 v 6 at this point, but with all four ogres left the Titanz still had all their strength. Three times they downed the carrier, with the humans recovering it twice but abandoning the effort on turn 16 when it landed between two ogres and a snotling, leaving it one nil at full time.

    =-=-=-=-=-=-=-=-=-=

    Dazed and Contused rolled 9.2 on the D6 (41 rolls) and 14.5 on the 2D6 (32 rolls) with 53% successful blocks (81 dice) at an average of 2.38 dice per block with 2 turnovers
    Da Tiny Titanz rolled 8.0 on the D6 (113 rolls) and 18.1 on the 2D6 (36 rolls) with 47% successful blocks (69 dice) at an average of 2.03 dice per block with 1 turnover

    =-=-=-=-=-=-=-=-=-=

    This was a really scrappy game, with several key mistakes along the way. My positioning in the second half in particular was bad, especially with so few players left, but I got away with it thanks to a combination of the ogres boneheading out at critical points and a few mistakes by Yarrick. The good news was that between the touchdown, casualties and MVP two blitzers and the thrower levelled, but losing the ogre is going to make the mirror match up next more difficult than it needs to be.
     
    Last edited: Sep 16, 2014
  13. NieA7

    NieA7 Well-Known Member

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    So, the skill ups, and what skill ups they are! The thrower rolled a normal but both blitzers (including the one with MB) came up with 11 :eek: Taking +Ag on each will really change the way the team develops in the short term, especially on the putative killer - going without tackle against 'zons is not going to be fun. On the other hand it's surely be madness to turn down two +Ag rolls, so I intend to take them with block on the thrower.

    If anybody has another opinion speak up fast, the next match is scheduled for Wednesday evening.
     
  14. NieA7

    NieA7 Well-Known Member

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    S1, MD4: Hochland Hijackers (feel_inx, Humans)

    Contused were down their ogre and a lineman for this match while the Hijackers were missing a lineman, but thanks to our plethora of skills and stats the TV was more or less the same after the journeymen were added. Rather than end up with two loners I dipped into the treasury and picked up a second thrower. Plan is simple enough - whack stuff with the MB blitzer until they break, stop the ogre marking up too many players, lever the Ag4 wherever possible. The rookie blitzer is a priority to level, with the Ag4 only blitzer close behind.

    A simple plan for a simple team, it makes sense:
    [​IMG]
    Contused won the fame but the Hijackers won the toss and chose to receive. Lining up aggressively and helped by a quick snap they pushed forwards into Contused's lines, KO'ing the rookie blitzer before attempting to recover the ball but fumbling the pickup. Luckily for the Hijackers the kick was deep enough that there was no chance of stealing it, so Contused contented themselves by reforming in front of the screen and KO'ing a lineman. The Hijackers response was cut short by an ambitious dodge into four tacklezones from a lineman went wrong (apparently the coach's instructions wee misheard but the plucky chap went for it anyway), leaving a blitzable hole in the screen. Seizing their chance Broken Ribs the blitzer punched through, closely followed by most of his team mates who built a screen between the thrower next to the ball and the rest of his team.

    Rather than try to contain the breakthrough the Hijackers opted for a riskier passing play. It came off with the ball successfully delivered to a blitzer, but with only a shaky screen to deal with Contused pulled back and downed him, bouncing the ball into a huddle of players. The Hijackers managed to clear a couple away but still didn't dare go for the pickup, surrounding it instead with yet more bodies. Trying to be cunning Contused pushed one of them onto the ball, only to see it bounce into the hands of Man Flu the lineman who'd just stood up! A little chain pushing managed to manoeuvre him into some small degree of safety, and the Hijackers response didn't speak well of their training - first the ogre went stupid, then a blitzer ate a re-roll to get next to Man Flu, then another blitzer badly hurt himself on a one dice block against Broken Ribs.

    Sensing a chance Contused moved forwards, with Man Flu sprinting past the thoughtful ogre into a cage formed just over the scrimmage. Having had his moment of consideration the ogre returned to the game and blitzed into the cage, but with Shattered Ribs the Ag4 blitzer on the far corner the play was obvious - hand off the ball, sprint away for victory. It didn't quite play out like that though: first a :skull:/:bothdown: for a lineman ate the re-roll, then Shattered Pelvis dropped the hand off only for it to bounce back and be caught by Man Flu standing in the shadow of the ogre. For his trouble he was, of course, immediately flattened, but the ball landed square in the middle of another huddle making any attempt at a pickup unwise. The Hijackers contented themselves with injuring the loner and pressing in, but without any of their bodies next to the ball apart from the ogre it was easy enough for Shattered Pelvis to push him away (albeit on a one dice hit), dodge onto the ball, grab it and break for freedom.

    Broken Ribs continued to make his presence felt by killing the lineman marking him (a result the apothecary could do nothing but confirm), and when the Hijackers found they couldn't reach the carrier it was all over. Well, nearly all over - before Shattered Pelvis ran it in Broken Ribs gave the Hijackers thrower a smashed collar bone and Torn Ligament, the guard blitzer, badly hurt the kick lineman. Shocked by this double blow and with only 7 players to Contused's 10 for the second half the Hijackers cut their losses and threw in the towel, giving away a 2-0 victory.

    =-=-=-=-=-=-=-=-=-=

    Dazed and Contused rolled 27.7 on the D6 (13 rolls) and 5.3 on the 2D6 (28 rolls) with 57% successful blocks (53 dice) at an average of 1.77 dice per block with 0 turnovers
    Hochland Hijackers rolled -7.8 on the D6 (18 rolls) and 2.7 on the 2D6 (17 rolls) with 54% successful blocks (39 dice) at an average of 1.63 dice per block with 1 turnover

    =-=-=-=-=-=-=-=-=-=

    There's not a huge amount to say about this. Broken Ribs was on fire, causing three casualties in the 8 turns played, while the rest of the team performed nicely. Getting the blitzer I was keen to level KO'd on the first turn was a pain but the extra winnings (100,000 in total) and SPP more than made up for it. The first MVP landed on Shattered Pelvis taking him to 14 in total, while the second touchdown and MVP both landed on the new thrower, taking him to 8 and levelling him in the process. Good times for now then, let's hope they continue against the Amazons.
     
  15. NieA7

    NieA7 Well-Known Member

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    Continuing Professional Development: The Throwers​

    With the second thrower playing his first match and levelling in the process (thanks to doing pretty much nothing at all) now seems like a good time to talk about how they can be developed. One of them is easy - I need a running carrier, so block, kick-off return, fend and accurate, probably in that order, feel like good picks with dodge on a double (though I could be tempted by guard depending on how the rest of the team look). Pretty much any stat would be useful, with MA edging it over AV. With Detached Retina having taken block he's part way there already.

    The other thrower is trickier. I'd like to do something different with him rather than have a backup prior to the inevitable injuries and death, but I'm not sure what. Either he could be a full on thrower for when I need a quick touchdown, taking accurate, kick-off return, safe throw and block with strong arm on a double, or I could turn him into a semi-hybrid safety/thrower for defence, with wrestle, tackle, accurate and dump-off. I'm tempted by the safety role as the running thrower should be able to move the ball pretty fast when needed, but I'm not sure if it's a really effective use of his skill access. I'd like to fit leader in somewhere too (nothing says average like taking a lot of re-rolls) but there's no obvious space on either of them.

    While we're on the topic of skill-ups the two +Ag rolls for the blitzers have changed things a bit. I don't want to take piling on with a +Ag player as it would be unlikely I'd ever use it, and dodge is the obvious double pick over jump up, so Broken Ribs will be developed into a support blitzer with guard as his next skill (same for Shattered Pelvis). That means the rookie blitzer is now the only candidate for the killer and will be taking mighty blow whenever he manages to stay awake long enough in a match to do something, but that does leave me rather low on guard in the short term. Really need to rack up the SPP on the blitzers as a matter of urgency, though with Ag4 that hopefully won't prove too difficult.
     
  16. NieA7

    NieA7 Well-Known Member

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    S1, MD5: PMS Avengers (Razon, Amazon)

    I went for secret option number 3 for the thrower - block, with tackle next, then either kick or accurate. That gave me a total of six block players but no tackle, but with only a couple of games under their belt the 'zons didn't have too many skills to play with - guard on two blitzers, diving catch on the catcher and sure hands on the thrower. Oddly they have 12 players but no apothecary, so any casualties will stick.

    So, 'zons against humans, what's the worst that can happen?
    [​IMG]
    200TV inducements went on a babe and a wizard for the Avengers, who won the toss and chose to receive. The ball landed around the middle of the field and was recovered by the thrower as a couple of receivers ran down the left flank and the human scrimmage was flattened. Contused opened their account with Detached Retina the thrower giving one of the guard blitzers a pinched nerve, making a space to double mark the amazon thrower. As a coup de gras Brain Trauma the ogre wrapped up the turn by smashing the hand of the other guard blitzer. Nuffle then granted a linewoman :skull:/:bothdown: re-rolled to :bothdown:/:skull: against a blitzer, turning PMS over on their first action. The thrower managed to stay on her feet for a while but was finally downed by Shattered Pelvis the Ag4 blitzer, who grabbed the ball and ran for the endzone. The thrower got to her feet, dodged her marker and made both the GFI she needed to blitz, but having used the re-roll on a GFI when her block came up :bothdown: there was nothing to stop the blitzer running it in the following turn (though he did wait for one linewoman to be killed, another badly hurt and a third KO'd first).

    After that horrendous start the Avengers could only field 8 players on turn 3, but they didn't let it stop them pushing down the left flank aggressively as the thrower held the ball deep. Contused pushed back, marking up the amazon screen and downing the catcher who ran deep, but PMS responded by running the thrower down the right flank and flattening all the nearby linemen (KO'ing one in the process). Angered by this cunning plan Detached Retina gouged the eye of the catcher he was marking while Shattered Pelvis ran round the back of the 'zons but could only manage a push on the carrier. PMS arced into the middle of the field, marking up any nearby players they didn't manage to knock down, but they still couldn't prevent a two dice blitz on the carrier... who managed to stay on her feet despite a re-roll. Sensing time was running out the 'zons dodged away from their markers, blitzed away one of the three humans gathered around the thrower who then made the dodge and two GFI needed to score on turn 6.

    With only 7 amazons left Contused were confident of scoring in two turns. The ball landed right in the endzone so as one thrower ran back to grab it the other stood in midfield for a handoff the following turn as two receivers ran down each wing. The 'zons did their best to cover but with two of their players stunned on the scrimmage they couldn't cover all the options - a blitz cleared the marker away from the receiver on the right, the hand off, quick pass and catch were all made successfully and the ball run in just before the half time whistle.

    With Contused receiving things looked grim for the Avengers. Aiming for a quick score the humans pushed downfield, knocking over all the 'zons they could reach and successfully badly hurting one of the remaining blitzers on a foul. PMS called on their wizard to fireball four humans standing close together but only came away with a KO, while a lone linewoman managed to blitz through the screen and mark the thrower with the ball. With no support she was easily counter blitzed away and the ball passed to Torn Ligament the guard blitzer, who was screened upfield - with no 'zons able to reach him it was simple enough to run it in the following turn.

    A riot pushed the clock on to turn 12 to the relief of the 6 remaining amazons, who celebrated by badly hurting one of the linemen on the scrimmage. The ball was recovered by the thrower from the endzone but the pass scattered away from its target and landed in empty space just within reach of Contused's Ag4 blitzers, who grabbed it while Compressed Fracture the rookie blitzer fractured the skull of a nearby linewoman. The carrier was downed on the following turn then KO'd on a foul as the amazon thrower recovered the ball, but it wasn't enough to stop the thrower being downed in turn as Detached Retina sprinted up and grabbed the ball. Managing to stay on his feet after the inevitable blitz it was a simple matter for him to run it in the following turn to make it 4-1.

    With the clock running down there was little to do - PMS failed a dodge, Contused made a vanity pass, then as the final action of the match the amazon thrower managed to :skull: a blitz and became the eighth casualty the Avengers suffered.

    =-=-=-=-=-=-=-=-=-=

    Dazed and Contused rolled 9.6 on the D6 (46 rolls) and 19.0 on the 2D6 (54 rolls) with 57% successful blocks (95 dice) at an average of 2.07 dice per block with 0 turnovers
    PMS Avengers rolled 7.5 on the D6 (51 rolls) and -2.4 on the 2D6 (33 rolls) with 51% successful blocks (77 dice) at an average of 1.71 dice per block with 4 turnovers

    =-=-=-=-=-=-=-=-=-=

    What can I say? Everything worked, the amazons melted, Contused earned a truck load of SPP levelling up three blitzers and a thrower in the process - if it wasn't for the riot it probably would have been 5-1 by the end. If every game's like this I've got the OCC in the bag...
     
  17. NieA7

    NieA7 Well-Known Member

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    So, the bonanza of SPP yields 4 level ups - the rookie blitzer, the guard blitzer, the Ag4 blitzer and one of the block throwers, all of which came up as normals. Looking back the idea was to get guard and mighty blow on the support blitzers as soon as possible, so the guard blitzer gets MB while the Ag4 blitzer gets guard. The rookie blitzer should, by rights, get guard as the other Ag4 blitzer took MB first, but Ag4 feels a bad match for a dedicated killer so I'll go for MB instead - that's 4 MB players and 2 guards after 5 games, not too shabby.

    The thrower either gets fend or kick off return if he's the runner, or tackle if he's the safety. I've got a chaos side up next with necro after that, but with the other thrower on 12SPP (hopefully close enough that I can level him next match) I'll go down the runner route with this one, probably kick off return rather than fend.

    Levelling priorities are the Ag4/MB blitzer (24SPP, needs guard ASAP) and the 12SPP thrower (gotta get some tackle somewhere), though some SPP for the blitzer who just got MB would be nice. It'd be great to get guard on the ogre but I'm not keen on taking too many risks with him, while with all the MVP landing on positional players the linemen remain woefully underdeveloped. A dirty player or two would be pretty handy, as would some wrestle. I've got more than enough cash to buy the two catchers I'm planning on getting but I'll leave them for now - partly to keep my TV in the same range as the other teams I'm playing, partly because I want to focus on levelling the blitzers and throwers.
     
  18. NieA7

    NieA7 Well-Known Member

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    S1, MD6: Horned Harassers (Midievil, Chaos)

    I went for all the skills as stated, with kick-off return on the thrower. Simple plan for this game: with only three chaos warriors, all of them rookies, I leverage my guard and mighty blow to beat the crap out of them all, with plenty of fouling once the numbers are on my side. The ST6 mino will be a massive pain, but if he uses him to blitz a lot he's bound to lose a few to wild animal, and with any luck I'll be able to get a shot or two with the ogre (followed by fouling, natch).

    A straight up slugging match against a chaos side, how could that go wrong?
    [​IMG]
    Contused won the toss, chose to kick and immediately borked up their scrimmage so that the rookie linemen had two dice hits while the MB blitzers had one. So desperate scrabbling managed to fix things on one side, but when the ogre threw his two dice rather than the planned three they inevitably came up :skull:, turning Contused over without them having gained any ground or even cleared the scrimmage. From here on the Harassers had the upper hand: despite recovering the ball Contused never built a secure cage, leading to an impressively shonky advance upfield that relied on numerous one dice hits and unskilled dodges. All their mighty blow may as well have been lovely cuddle for the damage it did, though it's not like the Harassers were having much luck - their mino repeatedly went wild when called on to blitz, eating re-rolls in the process, while several gang fouls on the ogre achieved little. By turn 6 the drive was such a shambles that the touchdown had to be scored in a slightly risky move that used Contused's last re-roll.

    3 turns for the Harassers to score then, now somewhat hampered by the rain that started to fall. As the Ag4 beast recovered the ball his team mates pushed mainly down the left flank, with a single receiver on the right. Contused spread out over the field in a column defence, blitzing down the receiver on the left and double marking the one on the right, but as a defence it was pretty thin which encouraged the chaos outfit to press hard on the left, running through a beast and a warrior as potential receivers as well as getting the carrier within double GFI range of the endzone, though it cost them their last re-roll. The human's response was cut short when an Ag4 blitzer failed his dodge away, but the Harassers had no better luck as the carrier failed the first GFI needed for the touchdown.

    Second half and the Harassers received again, or would have done had Contused not been gifted a Blitz. With the ball landing very short on the right one of the Ag4 blitzers managed to get underneath it and make the catch despite the rain, but thanks to a nearby warrior he couldn't be caged. A succession of blocks opened up a route for the mino, who managed to not go wild for a change and downed the carrier. Contused's attempt to recover didn't get very far as one of the Ag4 blitzers flubbed the pickup in the mino's shadow. The Harassers' luck was a bit better, as a chain push managed to bounce the ball into the crowd who obliging threw it back into the middle of their half next to the Ag4 beast, who grabbed it and was caged by the remaining free beasts.

    Over the next few turns Contused applied as much pressure as they could on the cage, but they couldn't stop it moving first to the left, then across to the right of the field and away from the bulk of their players (though after going wild one too many times the mino was successfully crowd surfed on a two against hit). In response the Harassers managed to MNG the MB blitzer (saved from death by the surprisingly competent apo) but got increasingly spread out over the field, so that by turn 15 their carrier was within reach of the endzone but was starting to look vulnerable. Rather than risk losing the ball they ran it in, giving Contused two turns to equalise - a tough ask but by no means impossible. Well, not until a riot pushed the clock on a turn that is - 1-1 at full time.

    =-=-=-=-=-=-=-=-=-=

    Dazed and Contused rolled -11.0 on the D6 (42 rolls) and 5.2 on the 2D6 (39 rolls) with 60% successful blocks (74 dice) at an average of 1.76 dice per block with 1 turnover
    Horned Harassers rolled -9.0 on the D6 (38 rolls) and 7.5 on the 2D6 (42 rolls) with 55% successful blocks (86 dice) at an average of 2.05 dice per block with 3 turnovers

    =-=-=-=-=-=-=-=-=-=

    A horrible, horrible game, where the astounding volume of my mistakes was matched only by the general crapiness of my dice. What saved me from losing was Midievil's dice being almost as bad as mine, though he played a better game than I did. All the SPP went on the wrong players too, with no level ups to show for it. A match best forgotten overall, though hopefully the shadow of its memory will encourage me to not make so many stupid decisions in future.
     
  19. NieA7

    NieA7 Well-Known Member

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    S1, MD7: Paws for Effect (Pinkie, Necro)

    With no skills on the wights and ghouls and block only on the wolves there's a simple plan for this match too - beat the crap out of the dead until they stop moving once and for all. Two block golems will make life hard, but ultimately I've got more mighty blow, more block, more guard, more agility and no less overall speed. Ideally a long grinding drive in the first half will remove a few key players, with the second half spent beating up the remnants. Good times!

    Killing the dead for fun and profit:
    [​IMG]
    Contused won the FAME and the toss and chose to receive, looking to get a good start at the dead smashing. The ball landed short on the left where it was recovered and screened, though distressingly few dead folk fell down. Paws swung round to the left, blitzing down and fouling an overextended lineman (getting a stun and an ejected zombie for their trouble), but their wholesale move encouraged Contused to move back towards the centre. A spectacular turn of blocking saw a KO'd zombie and a dead golem who got hit so hard he couldn't even regen, putting Paws firmly on the back foot. Well, paw. So things remained for the rest of the first half - Paws would move in front of Contused, Contused would smack a few dead folk about and swing to a flank or back to the centre, rinse and repeat. Little damage was done beyond a few KO's and stuns, with the exception of a fractured leg on a lineman, so that by turn 7 Contused had the ball half way down the field in a sideline half cage. Paws pushed towards it but didn't block off the route through, allowing Tennis Elbow the thrower to run it in with a couple of GFI on turn 8.

    Contused casually set up for a single turns punishment, clumping the bulk of their players deep in the middle of the field. A nagging concern started worrying at the back of their minds as Paws set up for a 1TTD attempt. The concern was promoted to an worry as the kick off gave Paws a re-roll, then active horror as the necro put together a perfect set of chain pushes, pick up and hand off, allowing the wolf to merrily gambol down the open flank, make both GFI and score - 1-1 at half time.

    With all KO's recovering it was 11 v 10 in Paws' favour, and with them receiving things were starting to look a little grim for Contused. The ball landed right on the scrimmage where it was dropped by a wolf, bounced into the human's half and was promptly given back to the wolf on the touchback. Rather than block the wolf free to let him run into cover Paws instead opted to block with the wolf, knocking down (then fouling) the lineman next to him but leaving him a little exposed. Brain Trauma the ogre ran in to mark but a blitz to get a second marker on only managed a push. A one dice hit by a skilless zombie came up :skull: eating the re-roll, so when a wight blitzed the ogre and only managed a :skull: things took a turn for the ugly. Initially the ogre got distracted but a re-roll saw him right, downing the wolf and spilling the ball into a scrum of players. A mad scramble to recover it consumed the next few turns, with Brain Trauma breaking the ribs of a wolf in the process, until a ghoul caught the ball when it bounced on to him and made good his escape down the right flank deep into Contused's half.

    Unluckily for him none of his teammates could follow, though a wolf and a zombie provided a partial screen. The zombie didn't last long though, getting killed all over again by Detached Retina the thrower, allowing Broken Ribs the blitzer to sprint back and pin the ghoul on the sideline. With no re-rolls left Paws' turn ended early when a one dice block came up :skull: and badly hurt a wight, allowing the ghoul to be surfed. The ball landed in the middle of Contused's half next to an unmarked zombie, but with no re-rolls left themselves when a two dice block came up double :skull: they were turned over before they could get any cover on to it. Paws ran a golem back for extra support but the other ghoul flubbed the pickup: Contused piled in but couldn't quite reach the ball (though they did surf the remaining wolf), but Paws' first action was to :skull: a one dice hit by a golem so it made little difference. Shattered Pelvis the blitzer cleared the way by gouging the eye of the ghoul, but Detached Retina fumbled the short pass up field. Paws attempted to blitz down the receiver but failed their last GFI, leaving one more turn for Contused to score in. Feeling confident the humans first went for a three dice hit with Brain Trauma which of course came up :skull:/:skull:/:bothdown:, ending the game on a suitably amateur note - 1-1 at full time.

    =-=-=-=-=-=-=-=-=-=

    Dazed and Contused rolled 4.6 on the D6 (35 rolls) and 10.9 on the 2D6 (48 rolls) with 52% successful blocks (97 dice) at an average of 1.87 dice per block with 4 turnovers
    Paws for Effect rolled -3.0 on the D6 (27 rolls) and 3.7 on the 2D6 (38 rolls) with 40% successful blocks (84 dice) at an average of 1.75 dice per block with 5 turnovers

    =-=-=-=-=-=-=-=-=-=

    A game I basically won aside from an idiot turn where I just tuned out into my own personal la-la land, yet despite that I'm pretty happy with the draw. Clearly I should have gone for the touchdown on turn 16 (a sure handed pickup and a hand off - 59%), but as a three dice hit with the big guy is always tempting and has less than a 4% chance of turning over I went for it, and was suitably punished for my hubris. Irritating as it is to draw a game I probably should have won it doesn't change much - 50k in winnings is pretty handy, and with both the nearest teams in 7B slipping up Contused are still fairly comfortable at the top of the table.
     
  20. NieA7

    NieA7 Well-Known Member

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    Two levels out of this match, one on the ogre and one on the block thrower, both of which came up doubles. Block for the ogre is a given, though the thrower's a bit trickier. Guard would probably be the best pick but being so ubiquitous on a double it feels a bit dull. Chances are I'll need as much of it as I can get in the long run though.

    The other good news is that several players are now closing in on lvl 4, with the Guard/MB blitzer on 28, the block/KOR thrower on 27, the Ag4/MB blitzer on 24 and the Ag4/guard blitzer on 23. There's useful picks to be had on all of them so getting them some SPP as soon as possible is a priority, though having a skilled lineman or two would be pretty helpful at this point as well. I've got 13 rostered players with one MNG, so I may well pick up the first catcher before the match against the norse depending on what their TV looks like after this match day.