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15-04-2013, 04:24 PM #1781
M can also move on (if it hasn't been already).
[EDIT] Ah, Sandman/Shards isn't validated yet.
Last edited by Darkmalice; 15-04-2013 at 04:31 PM.
15-04-2013, 05:12 PM #1782
We tend to just move the divisions on at the date on the spreadsheet, unless there's a good reason for doing it earlier (such as someone wanting to get their game in before they go on holiday).
15-04-2013, 06:27 PM #1783
15-04-2013, 08:20 PM #1784
My Vicious Violets (WElf) just faced Alleycat's Night of Knife (DElf) in what was the very first match for both teams. And it showed. Good Lords of Nuffling, did it show.
I opted to Kick the ball, and the first half already showed the freshness of both teams. Alleycat handed the ball to his runner and shuffled and caged carefully ahead. A bit overcarefully, allowing me to push his runner into the waiting hands of another lineman of mine. The runner opts to dump the ball off - and gets intercepted.
Some exciting dodging occurs, and I manage to make a short pass to a free player who makes a run to a lineman near the Touchdown line, who blitzes free of his marker and proceeds to score a stylish goal.
With three turns left, Alleycat has plenty of time to reciprocate. I get a Blitz but fail to capitalize on it as my Wardancer decides to fall flat on her face instead of marking the runner.
We enter the second half 1:1, with my receiving. I decide to play it carefully, and a lovely dance occurs on the left sideline where both of us are trying to carefully break each others cages and maneuver each other to set up some crowd-surfing opportunities, of which none come.
My catcher and a lineelf harass the touchdown line and tie up some of Alleycat's players, until I decide to make a break for it with two turns on the clock. I push a few darkelves around, position my catcher on the touchdown line, make a leap and a dodge with my wardancer, bring her into a position for a very short pass.... and scatter the launch.
The ball ends up in the possession of the dark elves, who try their very best to protect it. To no avail, as the blitzer holding the ball goes down. Again I bring my Catcher into position. A nearby lineelf needs to make a 2+ pickup and hand-over the ball for victory... and fails the pick-up, leaving this a 1:1 that was a lot more exciting than the score betrays.
15-04-2013, 10:14 PM #1785
15-04-2013, 10:32 PM #1786
15-04-2013, 10:34 PM #1787
15-04-2013, 10:48 PM #1788
Div I: The Flaming Balls (CDwa, ChainsawHands) 4 - 0 Thunderbox Scramblers (Gob, Dog Pants)
The Thunderbox Scramblers win the toss and opt to kick, dropping the ball midfield and then starting before the whistle blows or the ball hits the ground. An over-eager troll lobs his handler after the airborne ball, and astonishingly lands him right next to where it's due to land. Meanwhile another goblin takes the opportunity to slip past the chaos dwarf line and hurl himself at the feet of the dwarf nearest the ball. The game proper starts with the landed goblin getting punched for his audacity, and as a hobgoblin collects the ball for the Flaming Balls a Blitzing dwarf injures the first of many greenskins. The Scramblers backpedal a little to close the gaps left by their keen attack while one of the forward gobbos gets up to go for the ball carrier only to fall over again, knocking himself out. The chaos dwarf push continues, making space for the hobgoblin to rush forward and hand off to the bull centaur. A couple of goblins intercept to slow the charging quadruped, but at the cost of a career-ending injury for the debuting pogoer who can't extract himself from his markers. As the bull and his markers push for the line another goblin is landed in the injury box, and the Flaming Balls score.
The chaos dwarves punt the ball deep for their kick, which is chased and recovered. Having lost the team's fanatic to the ref the last remaining special player, the bomber, entertains himself by tossing an explosive to one of the blockers in the line of scrimmage. Surprisingly he catches it, but fails to throw it further than his own feet and takes down the entire line, bar the two trolls. The offence descends into chaos, both figuratively and tactically, as two more gobs are KOd in the chaos dwarf counter-charge. Having not moved since he picked up the ball, only five teammates left on the pitch, and surrounded by four opposing players, the plucky ball carrier slips away. Sprinting up the pitch, away from the cluster of angry opponents, he trips over his own feet while showboating. A nearby hobgoblin moves in to easily pick up the loose ball, and expertly passes to another hobgoblin who charges in a second touchdown.
With little time left of the half Flaming Balls line up on their touch line in order to catch any flying goblins, but they needn't have been concerned as their kick leaves the ball well out of troll-range.
The Thunderbox Scramblers begin the second half with eight players after some recover consciousness. Things look to be evening up a little too, as a troll injures a chaos dwarf blocker and a pair of goblins race forward through the defence. The positive turn is short lived, however, as one of them is killed. The rest of the Flaming Balls close in on the huddle that composes most of the rest of the Scramblers, but the ball carrier and a pair of escorts slip by and charge linewards. A couple of dwarves intercept, sacking the ball carrier and killing one of his pals. The last standing goblin interloper manages to recover the ball, despite a growing throng of chaos players around it, but falls just short of escaping with it. A nearby hobgoblin capitalises and rushes the ball off to hand it to the bull centaur, but the ball falls loose again. Both sides make a grab, and the bull centaur makes good his fumble. With few opponents left standing the bull starts to trot towards the line, while his colleagues ensure that no opponents are left standing, and with little else to do he saunters across for a third touchdown.
A final chance for the Scramblers to make the scoreboard starts with a failed pick-up and the ball precariously close to the centre line. The chaos dwarves make a token movement towards it, but mainly concentrate on beating up the surviving trolls and goblins on the line of scrimmage. The bull centaur takes the ball away towards the line for a final run, and a few goblins break from their huddle to pursue. As another chasing goblin is injured a single one makes it to the bull and tries to bring him down but succeeds only in surviving, leaving the bull centaur to saunter in a fourth and final touchdown as the whistle blows.
15-04-2013, 11:22 PM #1789
All that block and tackle straight out of the box; I'd say Chaos Dwarfs were goblin kryptonite, but that would be to imply goblins were super most of the time. Don't worry though, not all matches will be vs Chaos Dorfs and luckily not all coaches are Chainsawhands. Dark elfs and orcs aren't likely to be fun for your little mans, but I think you've got your worst game out of the way first.
15-04-2013, 11:46 PM #1790
Read in Tooth and Claw (Necro, me) vs. The Beasts of Bembridge (Nurgle, Janek)
Oddly enough Janek and I ended up playing one another twice in a row - both relegated from the Champs into Div 2. The last match had been a pretty miserable experience for Claw. Nothing had really worked properly, and the Nurgle armour dice were on fire allowing them to smash the weakened Necros around to their hearts content. The initial plan had been to kick if possible, stall out the attack then use whatever speed was left to escape once the ball was spilt, fouling at any opportunity.
Turns out that was a shit plan, so let's try a new one!
The casualties inflicted by the Beasts previously gave Claw enough inducements for a babe and a wizard. Winning the toss and electing to receive this time the undead went on the attack, trying to get mighty blow hits on the 'gors wherever possible while stopping the nurgles from clumping together. The actual attack went rather awry when a seemingly safe breakout by a ghoul turned out to be about the least safe thing he could possibly have done, but the bashing was going better with a steady stream of KO's and (regenned) cas for both sides.
With the Nurgle team a little stretched across the pitch some more turns were burned away while they attempted to secure the ball, allowing Claw just enough time to regroup and counter attack. The ball was spilled again, and with only one turn left each rather than risk the pickup the Beasts opted to mark the threatening wolf and put tackle zones on the ball. Claws response was brutal but effective - a lightning bolt outright killed the block/tackle/MB 'gor marking the wolf, while a wight blitz knocked the other marker away. With the re-roll spent the wolf managed the pickup in tackle zone, dodge into space and GFI needed to score, leaving it 1-0 to Claw at half time. Crucially while all the Necro KO's got back to their feet the only ball handling 'gor remained soundly asleep on the sidelines, meaning the Beasts could only field 10 players in the second half.
Then, just to rub salt into the wound, it started raining.
The Nurgle attack got underway well, a rotter recovering the ball while a nasty group pushed down the left and a couple of warriors loitered around the right to leave their options open. Pushing forward aggressively Claw sent three players through the middle of the pitch while the rest of the team moved to stall the advance, but careless positioning allowed the betentacled beast to pin two of the attackers down while the rest of the diseased stars went looking for a fight. Crucially though this time it was Claw that got the better of the bashing, successfully getting first a warrior, then the horrific block/MB/Claws/PO/tackle 'gor off the field for the low low price of a few zombie casualties.
Outnumbered and largely blocked off the Beasts opted for a heroic dash for freedom on the ball carrying rotter, but a wolf blitz that didn't manage to knock him down did at least push him back up the field and mire him in tackle zones. Sure enough a dodge was failed on the following turn, spilling the ball and leaving the rest of the rotting pack pinned down. A wolf managed to grab the ball and sprint off towards the end zone while the rest of Claw set about victimizing the remaining brutes, allowing an easy run in on turn 16 to leave it 2-0 to Claw.
It's immensely satisfying to comprehensively beat the team that just comprehensively beat me, but I'd be lying if I didn't say the dice were on my side when it really mattered (statistically less so according to BBManager than Janek's dice in the first match, but that just shows that numbers only tell half the story). While the armour dice were fairly even it was almost exclusively zombies that were getting KO'd and injured for me, while Janek was steadily losing vital players all through the match (he had nearly 300SPP off the pitch by the end). Ultimately the Nurgle side was outbashed, and when a bashy team suffers that at the hands of a faster, more agile side then they're always going to be in trouble.
Last edited by NieA7; 16-04-2013 at 12:26 AM.
15-04-2013, 11:49 PM #1791
16-04-2013, 12:19 AM #1792
I took +ag on a chaos dwarf in the Open and have been mildly regretting it ever since; it's bloat. Even if he were to get +ag a second time he'd still, as well as being ridiculously expensive, be slow as hell. Guard and mighty blow and stand firm (and claw if you get a double), we've got hog gobblers to do the fancy stuff like picking the ball up.
Now +ag on a gobbler, that would be lovely (for the three or four games until his career was ended)
16-04-2013, 12:42 AM #1793
16-04-2013, 12:47 AM #1794
Global Warping went down 3-2 to Agathis Avengers in a seesaw contest. First half saw the elves score fast before breaking the skaven drive to take a 2 TD lead. The skaven one turner failed on the throwers GFI (blizzard so couldnt make the pass distance)
The second half the rats settled down better and despite getting sacked in the backfield still managed to work their way upfield for a score. A blitz on the next kick off gave the rats a chance to pressurise the ball and a brief scuffle broke out just outside the elf endzone. Eventually a gutter picked himself up from the floor and snatched the loose ball to run in a score and set up a tense finale. Three turns left, all the elf rerolls burnt and 11v11. The elves secured the ball easy enough and settled for protecting it for the first turn before slipping some scoring threats down the side of the rat columns. The rats marked up, took down the closest scoring threat and made a slight but crucial positioning error, putting the SS gutter next to the rat ogre rather than protecting the sideline. AgP took full advantage, handing off to an AG5 catcher that was marked by the ogre, dodging away and double GFI'ing in the winner.
Good game and well coached by AgP. Jumbce Creep, my block/SS/big hand/two heads gutter is turning into a real star and is forming a great tag team with the ag5/wrackle/dauntless gutter.
16-04-2013, 10:11 AM #1795
- Join Date
- Jun 2011
Oh, incidentally drawlien and I played our game at the weekend. a 1-1 draw with a surprising lack of violence, the only casualty happening to the Dwarves.
I almost snatched an ultra unlikely win when the dice started to align and with 3 turns left and kicking off I rolled a blitz Drawlien then doubled skulled and then failed the pickup but he had enough dwarf coverage that it would have required a near unbelievable string of dice rolls which I failed on the first one. And also I camr really close to stopping his turn 8 score in the first half due to some superiour quality one dice blocking combined with getting the ball off the pitch but a damn Dwarf Blitzer managed to scoop up the loose ball and waddle in.
16-04-2013, 10:13 AM #1796
16-04-2013, 10:26 AM #1797
And thats not even mentioning the limitations that MV4 would give you
16-04-2013, 12:58 PM #1798
16-04-2013, 01:31 PM #1799
Hey, come to think of it though I totally did mention the limitations MV4 would give, when I said he'd still be slow as hell even if he was ag4.
16-04-2013, 06:54 PM #1800