As of writing this, I have been here on Fumbbl for nearly two months, and in this time, I have faced an obscene number of vampire teams. There have been some wins, and there have been some losses. But, all of these matches have been learning experiences. Here is some of the wisdom I have learned.
The secret to beating vampires is this: time management. Though vampires are superior to most other "average" players, they are still not very fast. MA6 will only get you so far. So, they tend to bash their way through your team as they make towards the endzone, and have one vamp dodge away for an easy pass reception for the touchdown. The trick is to cage them in, slowing down their progress, and set up so that the vamps have to keep making rolls. Bloodlust, dodge, hypnotic gaze, blitz and block. The more rolls they make, the better, because sooner rather than later, the die are going to turn against them, and by then, they have to make a risky maneuver in an attempt to score. By then, they should be out of rerolls, and you can turn their bad die in your favor.
That's what happened in this match. As it got late into the first half, the vamps attempted to throw a pass to a open thrall in the endzone, who fumbled the catch, leaving the ball open for Naverak and his companions to rush the ball, coast to coast, to make the game 1-0 at the half. The second half started out a mess, with a thrown rock and a fumbled pick-up attempt. Thankfully we had superior numbers, and managed to recover the ball, and make some progress towards the goal line. But the vamps set up some defense, knocked the ball loose. A few blocks and a blitz later, we celebrated our second touchdown of the match. A bad kick, and the vamps were in a potential scoring position, that is until the curse of the rolls took effect, and them found themselves with a vamp in need of two dodge rolls, two GFI's to even get close to the endzone, before the pass was even attempted, and not a reroll to be seen. AG4 is good, but not 4 rolls worth of good.
All in all a fun game, though.”
Click on the charts to toggle relative statistics.
As of writing this, I have been here on Fumbbl for nearly two months, and in this time, I have faced an obscene number of vampire teams. There have been some wins, and there have been some losses. But, all of these matches have been learning experiences. Here is some of the wisdom I have learned.
The secret to beating vampires is this: time management. Though vampires are superior to most other "average" players, they are still not very fast. MA6 will only get you so far. So, they tend to bash their way through your team as they make towards the endzone, and have one vamp dodge away for an easy pass reception for the touchdown. The trick is to cage them in, slowing down their progress, and set up so that the vamps have to keep making rolls. Bloodlust, dodge, hypnotic gaze, blitz and block. The more rolls they make, the better, because sooner rather than later, the die are going to turn against them, and by then, they have to make a risky maneuver in an attempt to score. By then, they should be out of rerolls, and you can turn their bad die in your favor.
That's what happened in this match. As it got late into the first half, the vamps attempted to throw a pass to a open thrall in the endzone, who fumbled the catch, leaving the ball open for Naverak and his companions to rush the ball, coast to coast, to make the game 1-0 at the half. The second half started out a mess, with a thrown rock and a fumbled pick-up attempt. Thankfully we had superior numbers, and managed to recover the ball, and make some progress towards the goal line. But the vamps set up some defense, knocked the ball loose. A few blocks and a blitz later, we celebrated our second touchdown of the match. A bad kick, and the vamps were in a potential scoring position, that is until the curse of the rolls took effect, and them found themselves with a vamp in need of two dodge rolls, two GFI's to even get close to the endzone, before the pass was even attempted, and not a reroll to be seen. AG4 is good, but not 4 rolls worth of good.
All in all a fun game, though.”