“Alright going in my plan was to try to keep the game close, but work more on pounding away on lobo's team for the first part ofthe game.
Instead my armour rolls were crazy good and I could just focus on scoring. I think I played well with my first drive. with really the only decision being to stall or not to stall. I chose not to for 2 reasons. #1- I can't lose a score #2-- I thought with the damage already done I might be able to score a defensive TD. A poor defence and good dodges allowed my lobo to score the equalizer. I have 3 turns before halftime and I play it very aggresivly (read dumb) but his 2db block against my GR doesn't work out and I am able to score before the half ends.
Then we go to the 2'nd half where I became an idiot. I think I played good D, but whenever I got the ball I turned on the idiot switch. Only my opponents poor timing for bad rolls allowed me to win the game. key rolls in the 2'nd half
!I am real close to scoring but I decide I want to get a comp. Well the blinding sun stops that and I throw a horrible ball which gives him the ball
!Very end of the game Lobo has a 3+ Chance to tie the game. 1
Leasons learned:
1. Unless your up by 2 or more points no SPP plays!
2. No more playing important matches when your tired.
3. PROTECT THE FREAKING BALL”
“Second round of Season 1, Golden Axe vs The Cliff of Insanity Bandits!, TTT.
Handicaps: palmed coin for them.
Weather: very sunny.
Players: we 11 - they 10.
Tos - they win it and start on offense.
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I do what every skaven coach does first turn, pray that only 2 will disappear first turn, and "only" two do, one KO, one mng on a spotted foul. I try to put some pressure on their ball carrier but roll snake eyes on a dodge. They KO another and form a cage. They hurt another of ours, and we are down to 6, they do a handoff without rr and score. We manage to score in two turns after some nice dodges, and a rather offensive defensive line up by them. This leaves 3 turns for them to score. They do a rather risky play and we get a twodicer on their ball carrier, but cant get him down in spite of rr. They score turn 7. We have two turns to tie it but a stone from the crowd (Tigga probably) stuns one of ours, and they do a risky 2 gfi blitz without rr for our ball carrier and make it of course. I try to recover the ball but the twodicer results in bothdown/bothdown, rerolled to double skulls, and our player is badly hurt.
Second half. We have 7 players, they get perfect defense and a kick next to one of their players. I get the ball, and two rats down, not even stunned of course, and they KO one of ours. Then they get to our ball carrier and catch the ball when he goes down. We get it back, but not for long. They stun 1-2 players each turn, but in spite of this lose the ball spp-harvesting (not a very good idea). However, only one of our players is standing up at the time, and all we can do is pick up the ball and throw it far far backfield. They concentrate on fouling (?) instead of protecting the ball, and we actually are just a 3+ dice away from getting a tie last turn...
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Thanks for the game mate. Fun and close one, in spite of us not having Nuffle with us.Dont think we even got a single KO during the game - although we didnt block to much as we didnt have that many players hehehe.
Edit: changed the number of the round hehe. ”
Click on the charts to toggle relative statistics.
Instead my armour rolls were crazy good and I could just focus on scoring. I think I played well with my first drive. with really the only decision being to stall or not to stall. I chose not to for 2 reasons. #1- I can't lose a score #2-- I thought with the damage already done I might be able to score a defensive TD. A poor defence and good dodges allowed my lobo to score the equalizer. I have 3 turns before halftime and I play it very aggresivly (read dumb) but his 2db block against my GR doesn't work out and I am able to score before the half ends.
Then we go to the 2'nd half where I became an idiot. I think I played good D, but whenever I got the ball I turned on the idiot switch. Only my opponents poor timing for bad rolls allowed me to win the game. key rolls in the 2'nd half
!I am real close to scoring but I decide I want to get a comp. Well the blinding sun stops that and I throw a horrible ball which gives him the ball
!Very end of the game Lobo has a 3+ Chance to tie the game. 1
Leasons learned:
1. Unless your up by 2 or more points no SPP plays!
2. No more playing important matches when your tired.
3. PROTECT THE FREAKING BALL”