A daft thing repeated often enough becomes tradition and is sacred.
From the book of Helio
Just had a disastrous game against JCloth's orcs, following hot on the heels of a disastrous gobbo game against orcs in the Open. This was worse though - my first roll of the game was snakes, and it went downhill from there. One of my best (+mv) and few remaining original players got eaten by a troll, plus I got Cyanided at one point. Offensive. The only amusing diversion was JCloth setting up to delay for the entire second half, only to realise that he'd sent his +mv, +ag blitzer into foul central. He only took a BH in the end though.
Anyway, I think I'm pretty much done with goblins, at least for a while. I can't take it any more. I'll switch to orcs or chaos and get nuffled with them instead.
Div E: Thunderbox Scramblers (Gob, Dog Pants) 1 - 3 Kings of the Northmen (Nor, Groovychainsaw)
The Kings of the Northmen opt receive for the first kick, taking a touchback and piling down the left flank. They make fast progress as they smash the flimsy goblin defence out of the way. The Thunderbox Scramblers manage to regroup enough to gang up on one corner of the cage and make contact with the call carrying Werewolf, but the lycanthrope simply uses the goblin as a focus for his frenzy and crashes onwards. By the time the touchline is within striking distance there is only a single goblin left standing behind the ball, and the wolf walks the first point in.
The trolls edge sideways on the Scramblers' line of scrimmage, making it clear that they are going to try to throw in a teammate in an attempt at a quick equaliser before the end of the half. The Norse kick the ball wide, handing back to the gobbo projectile, and the troll launches him wide. For a brief moment it looks like he might land in the crowd, but the greenskin finds his feet right on the line. Against the odds he slips by the Werewolf guarding the flank and flails over the line, making the score even.
The second half starts with the Goblins trying for a repeat airborne touchdown, but this time the play ends with the ball carrier flat on his face in the middle of the opposing half. The ball is quickly recovered by the Kings who then proceed to set about the diminished goblin side. The ball carrier hurries down the undefended right flank with no resistance as his teammates thrash the surviving Scramblers, and he trots a second touchdown over the line.
Predictable as it is, the remaining six players receiving the ball from the goblins make another attempt at a lobbed gob touchdown. Despite a long kick by the Kings, the ball is just barely shuttled to the projectile-to-be, and the troll hefts him half heartedly over the defence. Well short and inexpertly thrown, the goblin crashes again. A Norse Berserker quickly takes up the ball and sprints up the right field. A lone goblin makes an attempt to catch him but sprawls in his wake just before contact. The Norse cage smashes onwards while the few remaining Scramblers scuttle around them trying to hold the offensive back, but the ball is sauntered in for another touchdown to the sound of crunching gobbos.
With little time on the clock the Scramblers make one final touchdown attempt, but the ball is too wide and the pogoer fails to pick it up. The Kings occupy the rest of the game by kicking a few greenskins about. In a last piece of showboating the Norse run forward for a pass from the ground by the pogoer, but the Scramblers get the last laugh as he intercepts it.
Skinks happened to dwarfs in Div G but forgot to bring dice without skulls. Two dead skinks and two touchdowns for the Grimstone Greybeards who had to apothecary a blocker dwarf by breaking his arm, dwarf-style. Just like in the mines. Cheers for the midnight match, Darkmalice!
*Sniff* Those skinks were the glue that held this team together.
I think the krox was feeling the grief lashing out like he did on that blocker.
Jclooth next, then cyber's poor gobbos last. Maybe I can finish your team off for you cyber ;-)
One conundrum however, need some help - My second beserker got a double on his second level. He already had mighty blow, so that's mighty blow, frenzy, jump up and block. I'd like to use the double but not sure where to go with the build (normal access is S or G). Piling on would have been my likely move to match my other zerker and remain super-bashy. As it is, I see 3 Ag options:
Dodge (for survivability and 'surprise attacks')
Sidestep (for being annoying - I can get stand firm on a later roll though, but I will spend time on the sideline with frenzy)
Diving tackle (bit of an odd one, but it works well with jump up and currently I'm a bit lacking in anti-elf stuff - could combine with tackle later and marking up runners with a diving tackle beserker is quite nasty i reckon)
DT is an interesting choice, a double-pincer attack just in case you fail to knock that elf over.
Yeah, with frenzy, mighty blow, block and (eventually) piling on, he'll be quite a threat with DT. Hold them there if the initial blitz goes wrong. 'Course, dodge would probably keep him alive longer...
Norse really need to win the numbers game, and the runners can get diving tackle on a normal roll - I'd be tempted to stick with the killy plan. If sidestep's better than stand firm I don't think it's so much better it deserves a double, so I'd probably go for dodge (then carry on building as a normal killer) or skip it for piling on.
After having my Nagg Norse pummeled by a Halfling team that rolled nothing but Defender Stumbles all game... I'm going to say Dodge, Dodge and more Dodge...
Not discounting the usefulness of Dodge, but how often would you give DT to a runner? DT/Tackle/Jump Up is a great combo for someone you will inevitably stand next to opposing players, and will help in thinning out the opposition numbers. Is a runner going to make that kind of skill commitment, or try and stand so close?
I've not played much norse, admittedly.
/Intersting aside, the 'runners' actually make better linemen with dauntless, used them quite effectively against the trolls last night, blodge makes them harder for big guys to take down too. The zerkers are a better choice for chasing people down which is why I'm seriously looking at diving tackle. Only the MA difference gives the runners the edge.
"MA difference"?? *ears prick upward* Give your runners Shadowing instead! :D
They're only MA7, so I don't think its worth it - it only has a low chance to trigger against most of the players you'd like to hang on to.