“Our chaos dwarves face khemri for the first time in blackbox. They have 2 DPs and all their mummies have their first skill- lets see how we do!
We kick and with perfect defence get to mess up their initial blocks.. well not quite- they blitz with a mummy and then get a few good hits in followed by a DP foul that BH's our troll straight into the reserves box! We won't see him til the 2nd half now! They grab the ball and really start putting the hurt on with a mummy block BH'ing a guard dwarf and a nice mummy frenzy pushing another guard dwarf into the BH box! This could get very messy for us with only 1 reserve player! They push forwards, at one point KILLing our rookiest dwarf with a DP foul (apo saves him) and the skelly is sent off. We can't really threaten the ball but we are starting to get players nearby so they score on turn 7 just in case.
We spend our two turns pointlessly beating up a few rookie skeletons on the LOS while the rest of the khemri hide deep in their backfield. We do manage to kill one with a gang-DP-foul, but he regens!
We receive with 9 for the 2nd half though annoyingly our rookie centaur stays in the KO box despite two wake up calls. We manage to KO a rookie and then our DP seriously injures another rookie skel- no regen- so the numbers are even! They blitz through and knock down the ball but we use our 2 spare hobgoblins to grab it, hand off and run right up the far side of the pitch. A 1d block by a dwarf also SI's a mummy (regens), so we are seeing the player advantage now.
They go for a genius series of blocks that almost pushes a mummy within blitz range- he's close enough but will have to dodge to make it and with a reroll he makes the 5+ dodge! Luckily for us double skulls turns up on the block, saving our bacon!! we are then able to get players into position and run the hobgoblin to the other side of the endzone and stall for a few more turns before deciding to score on turn 7 rather than 8 for safety sake (those slow khemri will need more than 2 turns to score, surely!)
Oh no! Bad kick.. touch back! They have a chance now, but fortunately with no RRs they will still need GFIs to score in 2 turns with a blitz-ra and he slips! They do however kill our about-to-skillup hobgob with their blitz, ow! And in their final turn they knock down our skilled centaur and then manage to dodge their DP skeleton over and foul +4 to the BH box! Lucky it wasn't worse for us!
A hard-hitting draw is the final result- good fun all round!”
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We kick and with perfect defence get to mess up their initial blocks.. well not quite- they blitz with a mummy and then get a few good hits in followed by a DP foul that BH's our troll straight into the reserves box! We won't see him til the 2nd half now! They grab the ball and really start putting the hurt on with a mummy block BH'ing a guard dwarf and a nice mummy frenzy pushing another guard dwarf into the BH box! This could get very messy for us with only 1 reserve player! They push forwards, at one point KILLing our rookiest dwarf with a DP foul (apo saves him) and the skelly is sent off. We can't really threaten the ball but we are starting to get players nearby so they score on turn 7 just in case.
We spend our two turns pointlessly beating up a few rookie skeletons on the LOS while the rest of the khemri hide deep in their backfield. We do manage to kill one with a gang-DP-foul, but he regens!
We receive with 9 for the 2nd half though annoyingly our rookie centaur stays in the KO box despite two wake up calls. We manage to KO a rookie and then our DP seriously injures another rookie skel- no regen- so the numbers are even! They blitz through and knock down the ball but we use our 2 spare hobgoblins to grab it, hand off and run right up the far side of the pitch. A 1d block by a dwarf also SI's a mummy (regens), so we are seeing the player advantage now.
They go for a genius series of blocks that almost pushes a mummy within blitz range- he's close enough but will have to dodge to make it and with a reroll he makes the 5+ dodge! Luckily for us double skulls turns up on the block, saving our bacon!! we are then able to get players into position and run the hobgoblin to the other side of the endzone and stall for a few more turns before deciding to score on turn 7 rather than 8 for safety sake (those slow khemri will need more than 2 turns to score, surely!)
Oh no! Bad kick.. touch back! They have a chance now, but fortunately with no RRs they will still need GFIs to score in 2 turns with a blitz-ra and he slips! They do however kill our about-to-skillup hobgob with their blitz, ow! And in their final turn they knock down our skilled centaur and then manage to dodge their DP skeleton over and foul +4 to the BH box! Lucky it wasn't worse for us!
A hard-hitting draw is the final result- good fun all round!”