“The season finally starts. We face a broken Wood Elves team. A single wardancers and linemen. Mostly rookies. Some injured, some loners. We have two block sauri and an AG4 skink. The elves won't have fun.
We receive. We punch hard (2 KO and a stun!). We cage. Python blitzes double skull. Not worth a reroll. We advance. Another KO and a permanent injury. By turn 2 is 11 vs. 7. Ouch. The wardancer does his thing and blitzes the skink inside the cage. Ball down but on our side. They still pick it up but fail a pass. We have to restart the cage in our half, but there is plenty of time to score. And lizards are fast so we are quickly back in their half. More leaping wardancer craziness and the ball is down again. We still score by turn 8 but this was too close given our huge number advantage. Should probably have scored in turn 7 instead of underestimating the threat.
Second half is 10 vs. 9 in our favour. We can almost tag all their players with our stronger ones. They pass and get the ball going but leave it unprotected. Both down is enough to get it on the ground. Snake eyes for them and they fail a pickup with reroll. Ouch. Copperhead is luckier with his pickup and we are playing offense again. This time the wardancer leaping blitz can't get the ball down, but pushes it for a follow up block by a lino instead. Both down and Cobra the saurus catches the bounce on a 6. Nice. A sauri cage is too much even for the wardancer. But he doesn't give up and gets a push on a -2D, only to then dodge himself into a KO thanks to the niggling injury. We stall but an heroic elf manages a series of difficult dodges and gets a both down on a -2D blitz. The ball is down, another game with no saurus touchdown - should have probably scored in the last turn. We injury more players and Copperhead again has to score in turn 8.
Lesson learned? There probably is such a thing as too much stalling. ”
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We receive. We punch hard (2 KO and a stun!). We cage. Python blitzes double skull. Not worth a reroll. We advance. Another KO and a permanent injury. By turn 2 is 11 vs. 7. Ouch. The wardancer does his thing and blitzes the skink inside the cage. Ball down but on our side. They still pick it up but fail a pass. We have to restart the cage in our half, but there is plenty of time to score. And lizards are fast so we are quickly back in their half. More leaping wardancer craziness and the ball is down again. We still score by turn 8 but this was too close given our huge number advantage. Should probably have scored in turn 7 instead of underestimating the threat.
Second half is 10 vs. 9 in our favour. We can almost tag all their players with our stronger ones. They pass and get the ball going but leave it unprotected. Both down is enough to get it on the ground. Snake eyes for them and they fail a pickup with reroll. Ouch. Copperhead is luckier with his pickup and we are playing offense again. This time the wardancer leaping blitz can't get the ball down, but pushes it for a follow up block by a lino instead. Both down and Cobra the saurus catches the bounce on a 6. Nice. A sauri cage is too much even for the wardancer. But he doesn't give up and gets a push on a -2D, only to then dodge himself into a KO thanks to the niggling injury. We stall but an heroic elf manages a series of difficult dodges and gets a both down on a -2D blitz. The ball is down, another game with no saurus touchdown - should have probably scored in the last turn. We injury more players and Copperhead again has to score in turn 8.
Lesson learned? There probably is such a thing as too much stalling.
”