View Poll Results: What should the new look divisions look like?

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  • No change! I fear change!

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  • GC's lovely 1-2-quad based tier system. It's clearly the best!

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Thread: RPS Blood Bowl League - The many, many Divisions of Death!

  1. #4741
    Activated Node Cacamas's Avatar
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    The Top Brass 2 - 1 The Knuckle Heads

    Damn snotlings. One down. Elves being elvish. All square. An opening. Some serious luck. The clincher. Catching own kick. Couldn't score. Tough game. Good game X_kot!

  2. #4742
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    Beauty and the Beast (PresterJohn) 3 - 0 Rock, Paper, Sneaky Git (Squirrelfanatic)

    Good game for Prester, the Orcs failed to do any serious damage to the Woodelves and failed pretty much at everything else as well. Bad play saw me getting my Frenzy Blitzer getting CSed in the first half. My +1MV Thrower got his ankle smashed which was quickly fixed by the Orc team's apothecary who in the process stepped onto the players head, causing a serious skull fracture. -1AV, yay.

    Good play by Prester, bad play by me.

    Someone please validate the game.
    Last edited by squirrelfanatic; 13-05-2012 at 08:55 AM.

  3. #4743
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    Div 5: Beasts of Bembridge vs Lucky Lycanthropes

    (Going to double-post here, because I still haven't match-reported last week's game!)

    Finally, Janek and I got our match in! Wasn't sure we were going to, honestly. I kicked off in the first half, using my Kick zombie to boot the ball deep into his backfield. He responded by smashing my necros all over the field, injuring a wight (thankfully regen'd) in the first turn. The bashing continued, with a casualty on a rotter, then two KO'd zombies. Then an injured WW, also regen'd. Then an injured ghoul (no regen!). Then a KO'd wight. The first drive was a splendid example of classic Nurgle play, beating the crap out of the other team before running in a late TD. The ball was never even at risk; I only got a marker on it once, and that was a long-shot. My necros were down to 5 men on the field by the end of the half, and Janek stalled so he could run in a turn 8 TD. Though fortunately for me, all the KOs woke up. I used my one turn to try desperately to injure a Nurgle Warrior or Janek's Beast, but to no avail.

    Second half, the kick went straight to my receiving ghoul, and I started the laborious process of punching a hole in the Beasts. I got a KO! Then promptly saw my wight get BH. But after getting punched around the field for a couple turns, my ball carrier broke through, making it to the Nurgle team's backfield. But it was always a slim chance, with blitzing Pestigors available for cleanup duty, and they came through for Janek. The Lycanthropes did succeed in KO'ing the Beast of Nurgle, though, getting rid of his aggravating tentacle-y presence. Two turns of failed pickups kept the ball bouncing around. The game went on in this vein until the end, basically; both teams punching each other around the ball, nobody picking it up, and Janek's team stubbornly refusing to stay on the ground. My injuries lost a little of their blistering pace, but he still got another KO in on a key WW, and soaked up all my rerolls in the fighting.

    Beasts of Bembridge 1 - 0 Lucky Lycanthropes

    Well played, Janek! The bashiest team I've yet played, and oh dear it showed. My Lycanthropes got a thorough thrashing, even if the scoreline wasn't too lopsided.

  4. #4744
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    Div 5: Tuftybushe Fruitcakes vs Lucky Lycanthropes

    The match opened with a halfling Quick Snap, which they used to surround the necro flesh golems with treemen. The kick went fairly deep and along the side, and the halflings recovered it nicely. But my necros were maneuverable enough to follow after the halflings switched sides of the pitch, taking down the ball carrier, injuring two haflings, and successfully stunning a treeman. A halfling recovered the ball with an obscene amount of dodging (didn't get a count, but it was something like six in a row, in one turn?), but was promptly knocked down again. The necros recovered the ball this time, getting their star ball-carrier ghoul free and clear, well away from any opposition by turn 4. At which point, the remaining halflings stayed on the ground to keep getting too badly smashed, while the necros ganged up on the treemen and hoped for the best. No luck on murdering the treemen, sadly, but the half did end in a turn 8 necro TD, with five injured halflings and one KO'd. 1-0.

    The second half started off more evenly; the Master Chef stole a RR, and while the necros had a good start up the side, a two-man halfling blitz pulled the ball free. Continual jockeying and shoving over the ball occurred; at one point the necros picked it back up, and watched it get knocked back down again. But with the halflings at an ever-widening numerical disadvantage, every passing turn helped the Lycanthropes. My boys eventually got the ball out (with our SPP-hogging carrier ghoul), and handed it off to the junior werewolf to run in. He stalled the rest of the half while the team pummeled more halflings, before running one in at turn 8. 2-0.

    But wait! The three remaining players (two treemen, one halfling) on the Fruitcakes team had one turn left to play. They lined up to punch the three zombies on the line. And lo and behold! They killed one. (who didn't regen, I think, but he was my only 0-SPP player anyway, so no big loss). But a clear moral victory for the Fruitcakes.

    Tuftybushe Fruitcakes 0 - 2 Lucky Lycanthropes

    Thanks for the delightful match to Kapouille! He kept remarkably good humor despite the utter evisceration of his team, and was a perfectly pleasant opponent. The Fruitcakes actually made it with remarkably few lasting injuries, just a single Damaged Back; but they had 9, count 'em, 9 injuries by the end of the match. While I lost one deeply beloved yet easily replaceable zombie.

  5. #4745
    Network Hub Prester John's Avatar
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    Quote Originally Posted by squirrelfanatic View Post
    Beaty and the Beast (PresterJohn) 3 - 0 Rock, Paper, Sneaky Git (Squirrelfanatic)

    Good game for Prester, the Orcs failed to do any serious damage to the Woodelves and failed pretty much at everything else as well. Bad play saw me getting my Frenzy Blitzer getting CSed in the first half. My +1MV Thrower got his ankle smashed which was quickly fixed by the Orc team's apothecary who in the process stepped onto the players head, causing a serious skull fracture. -1AV, yay.

    Good play by Prester, bad play by me.

    Someone please validate the game.
    WElves and Orcs played to type with Orcs not doing enough damage to the fantastic BATB to swing it their way. If i wasn't playing WElves i'd say they are all cocks but i am and they're not.

    Briefly, BATB recived and scored in 2 turns. Yes i know this is bad strategy but i don't care. Score score score. RPSG recieved and tried to cage but a goddam wardancer jumped in and knocked the ball loose. Bit of melee and BATB ended up with the ball and scoring. Couple of turns at the end of the half not enough time for the Orcs.
    Second half RPSG recieved and moved the ball downfield before one of those spawny WElves knocked it free and won the catchy ball melee to throw it to the waiting catcher and score.

    That was it really. Well fought by Squirrelfanatic who caught some sucky dice.

    Bring on the next season and humilation/death of my precious WElves...


    (Precious)

  6. #4746
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    Div E: Anupshi Rises (DogPants, Khe) 1 - 1 Barebones Bareboners (Skydancer, Khe)

    Division E's two Khemri teams face off for the penultimate game of the season. The cards are already on the table - the Bareboners need a good win to avoid relegation on goal difference, and Anupshi Rises need at least a draw or face a similar tie-break to win the division.

    The first half begins with the Barebones Bareboners receiving, and as is to be expected for a game between two fighting teams things become attracted into a mass of brawling players. By mid half it looks like things might turn around when an Anupshi Blitz-Ra and retinue swing around behind and get hands on the ball carrier. The ball gets loose, but the Bareboners recover. The overexertion by the defenders causes a gap to open and the Bareboners' 4ST Thro-Ra hammers through. He isn't fast enough though, and a blitzing Tomb Guardian sends him crowd surfing. The ball is sent back onto the pitch, landing deep in the Barebones half where the flanking BLitz-Ra is lazily circling. With most players bunched up in a barney on the sideline he makes a go of it, and for his audacity Nuffle awards him with an AG2 pickup, four successful GFIs, and a touchdown. The trailing Bareboners, on the other hand, are smacked down for attempting their own defensive GFIs.

    The second half starts badly for the Bareboners. The offence weight their line heavily by placing two Tomb Guardians on the left field, and the ball happens to land right behind them. Capitalising on the advantage, Anupshi Rises cage up and hit hard. Things grind back down though, Khemri not being famous for their speed and agility, and in a mirror of the first half the game turns into a knot of violence. Coach Skydancer is heard to comment "I've never seen so many players in such a small area". A particularly successful round of blocks sees the offence barred mainly by prone figures, so in an attempt at something vaguely tactical the Anupshi ball carrier slips across the field with a two skeleton escort. At first the defence struggles to react, desperately backpedaling to get players behind the ball, but the running game is not what Khemri teams excel at. It takes a little while, but the attacking run is swamped by defenders and the ball carrier is brought down well short of the touchline, the ball bouncing out of play. When it returns it lands mere yards from the Barebones touchline, and a scramble ensues. The Barebones win, and the rest of the half is taken up by a dramatic dash almost the entire length of the field as the ref winds up to blow the whistle. The Anupshi players are tied up, and an ambitious block and dodge by the defenders' last skeleton fails miserably. With the ball carrier sprinting full tilt the result is in the hands of Nuffle, four GFIs and one reroll. The hefty Thro-Ra crosses the touchline as the ref draws his breath to blow the whistle, and the game ends a spectacular draw.

    Coach Dog Pants enters the tomb office of the pharaowners strutting with confidence. His smile fades, however, when he notices an extra figure. The ball goblin from the final game is sat to one side of the table greedily counting half the team's winnings. Realising the futility of arguing superior tactics over blatant cheating, the coach retreats with his tail between his legs, grateful for the promotion which has yet again saved him from being buried alive with his growing collection of cats.

  7. #4747
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    Quote Originally Posted by Prester John View Post
    That was it really. Well fought by Squirrelfanatic who caught some sucky dice.
    Thanks for the write-up, I have to disagree with that last sentence though. Still, I am unsure why the game went as badly as it did. My positioning surely needs some work but that alone wouldn't be enough to explain the sucky result.

    Surprisingly, the dice weren't as bad as they could have been, I even managed two dodges with my Blitzers (these dodges shouldn't have been necessary in the first place, but oh well). Your Treeman did very little damage and quickly took root during the second half. Sure, your Wardancers played the Elven blocking game well, blitzing one teammate free and then assisting in getting another one free from the opposition. Furthermore, I consistently tried to give away as few free blocks as possible, marking with my BOBs as often as I could and had to.

    Maybe the Orcs had too few skills that allowed them to engage freely in the blocking war? I don't know. In the end, I stopped caring somewhere in the second half and just tried to do a bit of damage to the shemales, which ultimately didn't work out. I mean, three foul attempts on downed Wardancers, two of them with 4+ players. Only one stun. What the hell.

  8. #4748
    Lesser Hivemind Node Jiiiiim's Avatar
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    Ladies and Gentlement, gutterskink has levelled up. Currently he has +Move, +Agility and Diving Tackle. He rolled a double. I can think of at least thirty skils I'd like to give him, including Pass, Pass Block, Sure Hands, Block, Strip Ball, Wrestle, Guard and Leap. Whaddya reckon.
    Last edited by Jiiiiim; 13-05-2012 at 09:10 AM.

  9. #4749
    Network Hub Prester John's Avatar
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    Quote Originally Posted by squirrelfanatic View Post
    Thanks for the write-up, I have to disagree with that last sentence though. Still, I am unsure why the game went as badly as it did. My positioning surely needs some work but that alone wouldn't be enough to explain the sucky result.

    Surprisingly, the dice weren't as bad as they could have been, I even managed two dodges with my Blitzers (these dodges shouldn't have been necessary in the first place, but oh well). Your Treeman did very little damage and quickly took root during the second half. Sure, your Wardancers played the Elven blocking game well, blitzing one teammate free and then assisting in getting another one free from the opposition. Furthermore, I consistently tried to give away as few free blocks as possible, marking with my BOBs as often as I could and had to.

    Maybe the Orcs had too few skills that allowed them to engage freely in the blocking war? I don't know. In the end, I stopped caring somewhere in the second half and just tried to do a bit of damage to the shemales, which ultimately didn't work out. I mean, three foul attempts on downed Wardancers, two of them with 4+ players. Only one stun. What the hell.
    Orcs have an AV advantage which should translate to more injuries to the WElves. That i think is in theory enough for you to win the Blocking war. Damage seemed prety even though which left me on the board with the more tangible advantages of speed and agility (skills seeming pretty even).

  10. #4750
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    Wrestle or Strip Ball. Probably wrestle for the boost to survival.

  11. #4751
    Network Hub Prester John's Avatar
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    Quote Originally Posted by Jiiiiim View Post
    Ladies and Gentlement, gutterskink has levelled up. Currently he has +Move, +Agility and Diving Tackle. He rolled a double. I can think of at least thirty skils I'd like to give him, including Pass, Pass Block, Sure Hands, Block, Strip Ball, Wrestle, Guard and Leap. Whaddya reckon.
    Sounds like a TV hog, retirement is surely the only option at this point?

  12. #4752
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    Quote Originally Posted by Prester John View Post
    Orcs have an AV advantage which should translate to more injuries to the WElves. That i think is in theory enough for you to win the Blocking war. Damage seemed prety even though which left me on the board with the more tangible advantages of speed and agility (skills seeming pretty even).
    I would say the team which throws more blocks wins the blocking war. High armor protects against injuries (in theory) but doesn't help you get rid of your opponent. Which is exactly what is needed against Welfs.

  13. #4753
    Lesser Hivemind Node mrpier's Avatar
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    Block imho, make him a ballcarrier and then sidestep/leap. Shadowing could have been a good option, but with +AG he's too valuable for marking duties. Leap would make him even better for one turn TD attempts and general being a dick to stop scoring.

  14. #4754
    Network Hub Rakysh's Avatar
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    I demand you give him Leap. It's the best skill ever.

  15. #4755
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    Leap is a total waste on a player who can dodge anywhere on a 2+. You'll only ever consider using it when DT is pinning you which is waaay to situational for my tastes.

  16. #4756
    Quote Originally Posted by somanyrobots View Post
    Thanks for the delightful match to Kapouille! He kept remarkably good humor despite the utter evisceration of his team, and was a perfectly pleasant opponent. The Fruitcakes actually made it with remarkably few lasting injuries, just a single Damaged Back; but they had 9, count 'em, 9 injuries by the end of the match. While I lost one deeply beloved yet easily replaceable zombie.
    Thanks a lot for the writeup somanyrobots. It's been a pleasure being trampled by you!

    Although I agree that we consistently get few long lasting injuries, it kinda balances the fact that we do get a lot of them, quite a bit above the odds :S

    I'd like to point out that it was a HALFLING getting the kill. Not only that, but he also got promoted to level 3 in the process... I never expected to see a halfling live long enough to get there. Awesome!

  17. #4757
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    Hi there
    Just to let you know I was going to start in your league as Undead, but I'd like to change to Chaos if you don't mind. I've updated the Season Info tab of the spreadsheet.

    I just wasn't really getting into the Undead playstyle at all, and I'd rather play a team I understand a bit better. The team is called Doomdark's Revenge, with all the players named after characters from the old Spectrum game Lords of Midnight.

    Looking forward to meeting some of you when the season starts. Cheers

    EB

  18. #4758
    Secondary Hivemind Nexus President Weasel's Avatar
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    Quote Originally Posted by Zoraster View Post
    Leap is a total waste on a player who can dodge anywhere on a 2+. You'll only ever consider using it when DT is pinning you which is waaay to situational for my tastes.
    Surely not "anywhere": if you're dodging a player into 3 tackle zones, like you would need to if you want to get into an unbroken cage, surely you'd need more than 2+?


    Interesting that there's a free chaos slot; I remember it being very hard to get one when I wanted to move back to chaos after being stuck in Division B for so many seasons with the dark elves.
    That hasn't happened to me with chaos though, no siree! Instead, I've been stuck for several seasons in Division 2 instead, which is completely different because it's numbers.
    Last edited by President Weasel; 13-05-2012 at 03:33 PM.

  19. #4759
    Lesser Hivemind Node laneford's Avatar
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    Quote Originally Posted by President Weasel View Post
    Surely not "anywhere": if you're dodging a player into 3 tackle zones, like you would need to if you want to get into an unbroken cage, surely you'd need more than 2+?
    Stunteeeeeeeeeeee

  20. #4760
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    Quote Originally Posted by laneford View Post
    Stunteeeeeeeeeeee
    Gutter Runners are awesome but they ain't stunty.

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