“Nah - I was always underdog. Elves + magical assistance should whoop regen teams, especially when your trump card (Mr. Count) can't do his job and evade the fireball. One bad turn in each half and crappy KO and regen dice (2/8 combined) was enough for the Elves to comfortably win the game. I just didn't get the rolls at the important times - even after the (super-lucky) wizzie I looked good to tie (if without a stall), but I just had too many rubbish block dice for two turns running, and I got all clogged up with no chance of a break-out. Don't mind losing games I should lose, but the manner of defeat was a bit of a downer. Ho-hum.
Edit - Game left me in such a downer I got the KO + CAS rolls wrong. Two Zombies awoke. Whoop.”
First half was looking good for undead as the darkies had their DP sent off and snaked a pointless dodge to leave the ball snatchable. Darkies resonded by smashing the undead cage with a wizzie that hit all FIVE players, including the count, breaking armour on four of them! This was too much for undead and they caved mentally, going down 1-0 at the half.
Steadfastly staying KOd, the undeads could only field 10 largely unskilled players against the mighty skilled 11 of the darkies. MB wasn't cutting it for the undead and with a couple of cheeky non-DP fouls the undead ranks dwindled. The count couldn't find a way through the dark defense and after a bad turn the ball was smashed free on a RRed 2d block on the count. As expected the onlt delf who hadn't moved that turn yet caught the ball and scampered away to make it 2-0.
Victory for PeteW5 Blighty! Two down, 3 to go... who will be next? Spub? Grit? Rijs?
P.S. Purp thought he would lose and he did. The dice helped, but I like to blame negativity. :P”
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Edit - Game left me in such a downer I got the KO + CAS rolls wrong. Two Zombies awoke. Whoop.”