#5 Timber Rattlesnake – Broken Ribs (MNG) #6 Asp II – Broken Ribs (MNG)
“Chaos vs Necros. We have Nobbla hired and they get one handicap of buzzing for a flesh golem. Their only wolf is niggled, but doesn't miss the game. With blodge and +MA he's going to be a pain.
We receive and fail to start up the chainsaw on T1, despite a reroll, though we do -AV injure a zombie on the LOS (regen). T2 and the chainsaw is started as push the ball in a CW's hands into their half. We have the way through to Nobbla screened with tackle zones - but their blodge wolf makes a go for it... tripping over on the 2nd 4+ dodge and knocking himself out! Nobbla's first blitz stuns theirs +AGI ghoul but the following turn they score 2 KOs on beastmen making it 9 vs 9 on the pitch. Their +AGI ghoul bounces up the next turn and 1d blocks over Nobbla - not even breaking his armour! T6 and we have the ball fairly safe by their endzone and Nobbla badly hurts their dodge flesh golem - though unfortunately he regens. Their ghoul blitzes and knocks him over again - and this time it's only a stun - so they dodge a zombie away to foul him... and he's KILLED! A zombie Nobbla joins their side :)
We bash onwards to stall out the remaining turns in safety and make it 1-0 on our last turn. They put in a foul with the eye on them managing a KO + sending off. The KO wakes up immediately - in fact all of them have woken up on both sides.
We kick off with 11 vs 11 and a zombie on halfway line by one side catches the kick so they advance down that way, getting a KO on one of our beasties. We pile in the players and they drop back to hand off to their ghoul and then do a nice side switch. We manage a double GFI blitz that KOs their wolf (the main TD risk this turn) so they run their ghoul backwards deep into their own half, then DP foul a CW for a MNG.
We counterfoul a wight, but can only stun, while sending a couple of beastmen into their half towards the ghoul. He makes a diagonal run for it - hoping to pass to a zombie who's standing near our endzone, ignored, but he trips up trying to dodge past a beastman and knocks himself out! We're able to steal the ball and run way, way away from the rest of their team. They MNG a beastman and sprint a wight back into threat range of the ball carrier. Our beastie tries to blitz him over but double skulls gives the ball right back to them. The following turn it's more 1s on GFIs and 2+ dodges, stopping us getting a blitz on him. And instead everything goes right for them as they knock down every player, leaving us with practically no chance at the ball. Our only possible attempt is a dodge blitz with our troll, but the 5+ roll doesn't work and they make it 1-1.
GG Faramir - unlikely comeback those last few turns but with key rolls coming up magic like that what can ya do :)”
We receive and fail to start up the chainsaw on T1, despite a reroll, though we do -AV injure a zombie on the LOS (regen). T2 and the chainsaw is started as push the ball in a CW's hands into their half. We have the way through to Nobbla screened with tackle zones - but their blodge wolf makes a go for it... tripping over on the 2nd 4+ dodge and knocking himself out! Nobbla's first blitz stuns theirs +AGI ghoul but the following turn they score 2 KOs on beastmen making it 9 vs 9 on the pitch. Their +AGI ghoul bounces up the next turn and 1d blocks over Nobbla - not even breaking his armour! T6 and we have the ball fairly safe by their endzone and Nobbla badly hurts their dodge flesh golem - though unfortunately he regens. Their ghoul blitzes and knocks him over again - and this time it's only a stun - so they dodge a zombie away to foul him... and he's KILLED! A zombie Nobbla joins their side :)
We bash onwards to stall out the remaining turns in safety and make it 1-0 on our last turn. They put in a foul with the eye on them managing a KO + sending off. The KO wakes up immediately - in fact all of them have woken up on both sides.
We kick off with 11 vs 11 and a zombie on halfway line by one side catches the kick so they advance down that way, getting a KO on one of our beasties. We pile in the players and they drop back to hand off to their ghoul and then do a nice side switch. We manage a double GFI blitz that KOs their wolf (the main TD risk this turn) so they run their ghoul backwards deep into their own half, then DP foul a CW for a MNG.
We counterfoul a wight, but can only stun, while sending a couple of beastmen into their half towards the ghoul. He makes a diagonal run for it - hoping to pass to a zombie who's standing near our endzone, ignored, but he trips up trying to dodge past a beastman and knocks himself out! We're able to steal the ball and run way, way away from the rest of their team. They MNG a beastman and sprint a wight back into threat range of the ball carrier. Our beastie tries to blitz him over but double skulls gives the ball right back to them. The following turn it's more 1s on GFIs and 2+ dodges, stopping us getting a blitz on him. And instead everything goes right for them as they knock down every player, leaving us with practically no chance at the ball. Our only possible attempt is a dodge blitz with our troll, but the 5+ roll doesn't work and they make it 1-1.
GG Faramir - unlikely comeback those last few turns but with key rolls coming up magic like that what can ya do :)”