#6 Madok – Smashed Hand (MNG) #9 Aldrik – Dead (RIP)
“Clue: it's not just about how many skulls you roll, it's how many double skulls you roll.
A coach rolling 12 single skulls in 2d blocks could still be fine, while a coach rolling 4 double skulls in important turns could have his drive messed.
That because a push-skull, unlike a double skull at start of a turn, doesn't force to use a rr.
That meant that I lacked the rr when I needed to score with GFIs.
Not all the dice have the same importance, it's when and how often happen that may change a game.
Who cares about breaking armours when I just needed to GFI twice to score and failed.
I could have scored with fewer AV breaks but fewer double skulls. You rolled a quad skull at the very start of the game in the end of turn 1, when it was not gamechanging. If you don't admit I rolled above average double skulls and that cost me the game well I can't discuss with you.”
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PS : sure, that's why you break 1/2 armors. Cause you roll double skulls. Every game is the same against you. ”