Tebowling had a pair of nasty killers ready to wipe out our team, and started this way, removing skinks one by one, helped by our noobish fouling which resulted in an banned journeyskink.
On turn one we didnt knockout with pushback a goat to put pressure on the ballcarrier with Jumbo (the kroxigor), so we had to wait until another chance to annoy him would raise. It happened few turns later: the chaotic players reacted quite well managing to knock down any threat, but we had a 1d blitz on the ballcarrier with Jumbo, and he made it! Knockdown, bounce in 2 TZs, 5+ pickup from the last skink still alive and then... tripping in the 2nd dodge of 3. Skink was alive=we were still happy
Then, managing to run around the sauri wall on the sideline, one ram couldnt resist fouling the last skink: 3+3+1=7! Nothing done but the careful ref gets rid of him and we have a 2d blitz on the ballcarrier! There were all the odds for a draw at halftime, but a blodger Saurus catching the ball gave us the chance to land a counterscore, wich arrived on turn 8. 1-0 and we'll get out of this undefeated at least!
On 2nd half, the chaos team moved aside on turn 1: making one gfi with the ballcarrier would have given us a clear chance to score on 2nd turn, without any more trouble than a pair of gfis. But we missed that chance, and the 3 turns coming later have seen our play degenerating to random running here and there and dice trusting above all. This madness found his end with a 3+/5+ cagebreaking dodge for Jimmy: it worked out with a RR, then doubleskulled on the skink with a block+tackle blitzer! Epic ending!
GG and see you next time, again clawmbpo gets defeated!”
Tebowling had a pair of nasty killers ready to wipe out our team, and started this way, removing skinks one by one, helped by our noobish fouling which resulted in an banned journeyskink.
On turn one we didnt knockout with pushback a goat to put pressure on the ballcarrier with Jumbo (the kroxigor), so we had to wait until another chance to annoy him would raise. It happened few turns later: the chaotic players reacted quite well managing to knock down any threat, but we had a 1d blitz on the ballcarrier with Jumbo, and he made it! Knockdown, bounce in 2 TZs, 5+ pickup from the last skink still alive and then... tripping in the 2nd dodge of 3. Skink was alive=we were still happy
Then, managing to run around the sauri wall on the sideline, one ram couldnt resist fouling the last skink: 3+3+1=7! Nothing done but the careful ref gets rid of him and we have a 2d blitz on the ballcarrier! There were all the odds for a draw at halftime, but a blodger Saurus catching the ball gave us the chance to land a counterscore, wich arrived on turn 8. 1-0 and we'll get out of this undefeated at least!
On 2nd half, the chaos team moved aside on turn 1: making one gfi with the ballcarrier would have given us a clear chance to score on 2nd turn, without any more trouble than a pair of gfis. But we missed that chance, and the 3 turns coming later have seen our play degenerating to random running here and there and dice trusting above all. This madness found his end with a 3+/5+ cagebreaking dodge for Jimmy: it worked out with a RR, then doubleskulled on the skink with a block+tackle blitzer! Epic ending!
GG and see you next time, again clawmbpo gets defeated!”