“The Glory used their apothecary before the match to bring in star Hobgoblin Slurppa Smashednose and quickly found themselves on the backfoot when the Ambassadors flattened their line of scrimmage and injured their Troll with a foul in the opening seconds of the match.
The Ambassodors scored quickly (2 turns) and the Glory were confident of a reply (7 turns) but a long riot (5 turns) errupted and the Glory chose to play safe in the reduced half.
In the second half, the Glory started with the ball and moved the ball upfield carefully, tying up the Ambassadors most dangerous player (Str 4) with a single Chaos Dwarf who stood firm against his repeated blocks. The Ambassadors also disadvantaged themselves by using two players to pin a Hobgoblin in the Glory's own backfield which gave them numerical superiority further upfield.
The Ambassadors managed to attack the ball carrier once but only succeeded in pushing him back. The Glory then used their numerical superiority to secure a TD.
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A tight tactical game. The riot in the first half really screwed me. Not only because I lost 5 turns to score, I lost 5 turns to hit, and my players hit harder than my opponent's as I have a few Mighty Blows around. This reduced my second half offence significantly as I did not have the chance to KO or injure more players which Chaos Dwarf teams need to do to succeed.
My opponent said he would have won if he had got a Pow on one of two dice on my ball carrier but I think not. I had two AG4 players nearby and more Guard and Tackle up that end of the field, so it would have been just a minor inconvenience.
Anyway, it was a close match, just a pity about the riot which led me to play for the draw.
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Addendum/Reply
Strong chance of getting the ball? Come on man, you were going to push the player inside a chain of my own players, including my AG 4 Bull Centaur who would scoop up the ball in the next turn.
And the one turn TD was impossible with a MA8 non Side Step player as you had no way of chain pushing him TWO squares in the right direction.
Yes we both had some good and bad luck and believe me, you had a lot more good luck than me (eg getting a Cas on my Troll from a foul in the first turn and him not regenerating), but nothing affected the game more than a 5 turn riot. That is almost a third of the game removed. Sheesh!
“addition : i got a big chance of getting the ball during his offence and i always manage to get very less armor/injury rolls. before the 2db blitz was a lucky 1db multiple block without rr . addtionial the Perfect Defence didnt allow my ma 8 catcher the posible one-turner in a chainreaction.
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The Ambassodors scored quickly (2 turns) and the Glory were confident of a reply (7 turns) but a long riot (5 turns) errupted and the Glory chose to play safe in the reduced half.
In the second half, the Glory started with the ball and moved the ball upfield carefully, tying up the Ambassadors most dangerous player (Str 4) with a single Chaos Dwarf who stood firm against his repeated blocks. The Ambassadors also disadvantaged themselves by using two players to pin a Hobgoblin in the Glory's own backfield which gave them numerical superiority further upfield.
The Ambassadors managed to attack the ball carrier once but only succeeded in pushing him back. The Glory then used their numerical superiority to secure a TD.
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A tight tactical game. The riot in the first half really screwed me. Not only because I lost 5 turns to score, I lost 5 turns to hit, and my players hit harder than my opponent's as I have a few Mighty Blows around. This reduced my second half offence significantly as I did not have the chance to KO or injure more players which Chaos Dwarf teams need to do to succeed.
My opponent said he would have won if he had got a Pow on one of two dice on my ball carrier but I think not. I had two AG4 players nearby and more Guard and Tackle up that end of the field, so it would have been just a minor inconvenience.
Anyway, it was a close match, just a pity about the riot which led me to play for the draw.
----
Addendum/Reply
Strong chance of getting the ball? Come on man, you were going to push the player inside a chain of my own players, including my AG 4 Bull Centaur who would scoop up the ball in the next turn.
And the one turn TD was impossible with a MA8 non Side Step player as you had no way of chain pushing him TWO squares in the right direction.
Yes we both had some good and bad luck and believe me, you had a lot more good luck than me (eg getting a Cas on my Troll from a foul in the first turn and him not regenerating), but nothing affected the game more than a 5 turn riot. That is almost a third of the game removed. Sheesh!
”