https://www.youtube.com/watch?v=Faf1ch7Q9XE
After a hiatus, we are back.
Welcomed back into the swl, the circus begins it's seasonal campaign second round in, replacing a team which had dropped out. Not too much to report so far, with a pair of games against a Wood Elf and another Pact teams resulting in two wins, one fairly mundane, the other an unlikely comeback in the second half.
Props to the Wood Elf coach, who had the balls to stick around as his team was pitch-cleared. It didn't happen until the very last turn of the game, with the goblin failing something like six (heavily assisted) fouls in a row, but eventually every elf was removed from the pitch. There was much rejoicing.
The Pact game was a mirror, which is a first for me as I'd never played against a Chaos Pact team before. My opponent had gone for the full compliment of big guys, something that I had started my team with. And, quite expectantly, the triple Guard, complimented by some Guard marauders as well, worked to completely lock me out of really achieving much during the 1st half. Armour was broken, injury dice were rolled, but despite the onslaught, the circus didn't fare too badly, only coming out with a 0-1 deficit. In the second however, the enemy Pact fell afoul of the big guy curse, and after burning through the majority of the re-rolls, my opponent couldn't catch what I've come to call "clutchrat", who equalised for a 1-1 score.
With a few turns left to play, luck once again swung further in my favour, with a Blitz on the kick, locking the ball in my opponent's endzone. Because he'd committed to a massed front line (all dat dere Guard, yummy), and after another couple of boneheads and raging wild animals, clutchrat was able to recover the ball and streak in for the win.
So, goals for the season:
1. finish positive in w/l ratio
2. finish positive in w/l ratio
3. buy a troll. This is something that I've been mulling over, and goes against my initial judgement on the triple big guy option. In fact, the fact the reason my opponent lost the last game, was in part due to the failure cascade. Even moreso, I've already run into this first-hand, when hitting the 1600~1700 tv cap, and being matched against well-tuned bash teams. The ratio of tv-effectiveness versus what one gives up in skills is heavily skewed towards skills. HOWEVER, I think there might be a middle ground to be figured out somewhere.
4. Get some skills on the marauders, beyond the basic Block
Onwards!