“Things that make beating Slann really hard:
1) having six dwarfs Stunned by a Pitch Invasion when kicking off to start the game.
2) On the resulting return kick off, facing a Blitz.
3) 1-rr-1-ing a GFI to set a cage corner turn 2, leaving your runner wide open. the only important die roll of the turn.
4) above all else, not being able to do any damage whatsoever to your opponent's team.
That's life. Shadeknight took advantage well, made my recovery from all the mishaps nigh on impossible and deserved the win. Investing my megre Inducements in a spare Apoth in case of unlucky injury rolls was also a waste.”
1) having six dwarfs Stunned by a Pitch Invasion when kicking off to start the game.
2) On the resulting return kick off, facing a Blitz.
3) 1-rr-1-ing a GFI to set a cage corner turn 2, leaving your runner wide open. the only important die roll of the turn.
4) above all else, not being able to do any damage whatsoever to your opponent's team.
That's life. Shadeknight took advantage well, made my recovery from all the mishaps nigh on impossible and deserved the win. Investing my megre Inducements in a spare Apoth in case of unlucky injury rolls was also a waste.”