We're up against the Stonetroll's premiership heavyweights with a squad of 16 and rated 279/256 with several +STRs. Even with the count hired we are -78/-42 underdogs!
We get 4 handicaps: buzzing, knuckledusters, smelling salts and a ref bribe.
We kick first and get an early turnover chance on T2 when they reroll a pushback into double skulls trying to free up their claw/RSC from our supermummy. But we put in a fairly poor turn and can't threaten the ball or put in any pain with our DP using up our bribe on the first foul of the game - failing to break the CW's armour!
They nip the ball up one side but we can free up our frenzy mummy with the count's hypno gaze and he blitzes over the ball carrier! He stands right back up, dodges past the mummy to pick up the ball and then trips over for a KO - though the ball lands in another beastman's hands. This time the count makes the blitz and we recover with our ghoul. They do some nice chainpushing to get a decent chance at surfing him... but can only get a both-down! The count rescues him and he runs downfield with the ball.
They spend the next two turns getting unfortunate dice and we take advantage to stall out the last turns before scoring just before half time. We have also managed to BH one of their CWs, which will be handy!
We collect the kick and advance, with a KO scored by either side on the first turn. T3 and their RSC niggles our guard wight- no regen- we'll miss him!! The following turn they briefly knock the ball free but don't have the numbers near the ball and we easily recover. We MNG their +STR beastman and KO another and move forwards, scoring on T7 with relative ease.
Both teams put in a last turn foul without causing damage and the game ends with a much needed win for Cold Hands! GG Stonetroll”
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We're up against the Stonetroll's premiership heavyweights with a squad of 16 and rated 279/256 with several +STRs. Even with the count hired we are -78/-42 underdogs!
We get 4 handicaps: buzzing, knuckledusters, smelling salts and a ref bribe.
We kick first and get an early turnover chance on T2 when they reroll a pushback into double skulls trying to free up their claw/RSC from our supermummy. But we put in a fairly poor turn and can't threaten the ball or put in any pain with our DP using up our bribe on the first foul of the game - failing to break the CW's armour!
They nip the ball up one side but we can free up our frenzy mummy with the count's hypno gaze and he blitzes over the ball carrier! He stands right back up, dodges past the mummy to pick up the ball and then trips over for a KO - though the ball lands in another beastman's hands. This time the count makes the blitz and we recover with our ghoul. They do some nice chainpushing to get a decent chance at surfing him... but can only get a both-down! The count rescues him and he runs downfield with the ball.
They spend the next two turns getting unfortunate dice and we take advantage to stall out the last turns before scoring just before half time. We have also managed to BH one of their CWs, which will be handy!
We collect the kick and advance, with a KO scored by either side on the first turn. T3 and their RSC niggles our guard wight- no regen- we'll miss him!! The following turn they briefly knock the ball free but don't have the numbers near the ball and we easily recover. We MNG their +STR beastman and KO another and move forwards, scoring on T7 with relative ease.
Both teams put in a last turn foul without causing damage and the game ends with a much needed win for Cold Hands! GG Stonetroll”