CTV 1000k+140k Black Orc
1
75k
7k
No change
0/0/0
Inducements: 1 part-time assistant coach, Mercenary Merc Black Orc 1
Lizardmen CTV 1080k+70k
1
75k
6k
No change
1/0/0
Inducements: 1 bloodweiser keg, 1 temp agency cheerleader
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1. Lizardmen are Fast
Just amazing how quickly the lizards cover ground, especially when playing as a very similar team type with Black Orcs. I had quite a bit of movement envy this game. Especially after getting a draw on a rush into the endzone.
2. Positioning
Final drive I put up a screen that was effectively useless because I hadn't accounted for how for the skinks could actually move. Likely a winning play if position the goblin in a way that forces dodges rather than assuming I can cut off the path based on movement.
3. Progress the Ball When You Can
Being that Black Orcs are so slow, I think it's important to not just view the first 1-5 turns as a mash fest, but instead to constantly be looking for anyway to progress the ball even a square - perhaps especially a square. One big issue I run into when trying to push the ball on turns 6-8 is that my bigs are just too slow to move the cage a significant distance. Instead of the idea that we'll go 4,4,4 in the final turns, it's better to think of how we can be going up a square whenever possible. ”