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Match Result · Competitive division · Gamefinder game
Match recorded on 2024-03-16 04:35:39
CTV 1220k+50k Skaven
Star CR 1433 (+6) arazza
1
Winnings 65k
5k Spectators
No change Dedicated Fans
Casualties 1/0/0
Inducements: 1 bloodweiser keg
Black Orc CTV 1280k
CoachBuck CR 1600 (-6) Super Star
1
65k Winnings
Spectators 6k
Fanfactor No change
0/1/1 Casualties
Inducements:
Player Performances
 
 
comp
cas
def
int
td
mvp
spp
turns
pass
rush
block
foul
#1
-
1
-
-
-
-
2
16
-
-
9
-
#2
-
-
-
-
-
-
-
8
-
-
4
-
#3
-
-
-
-
-
-
-
14
-
-
5
-
#4
-
-
-
-
-
-
-
5
-
-
1
-
#4
-
-
-
-
1
-
3
12
-
5
-
-
#5
-
-
-
-
-
-
-
4
-
-
-
-
#6
-
-
-
-
-
1
4
8
-
7
-
-
#7
-
-
-
-
-
-
-
13
-
-
1
-
#8
-
-
-
-
-
-
-
16
-
-
8
-
#9
-
-
-
-
-
-
-
4
-
-
-
-
#10
1
-
-
-
-
-
1
9
1
10
2
-
#12
-
-
-
-
-
-
-
16
-
-
3
-
 
TOTALS
1
1
-
-
1
1
10
125
1
22
33
-

#4 Vermi Atcin – Seriously Hurt (MNG)
#5 Kirki Ritrik – Seriously Hurt (MNG)
#9 Var Hiskk – Dead (RIP)
#4 Hask Nagarzarr – Seriously Hurt (MNG)
Player Performances
 
 
comp
cas
def
int
td
mvp
spp
turns
pass
rush
block
foul
#1
-
-
-
-
-
-
-
16
-
-
3
-
#2
-
-
-
-
-
-
-
16
-
-
8
-
#3
-
1
-
-
-
-
2
16
-
-
8
-
#4
-
-
-
-
-
-
-
16
-
-
8
-
#5
-
-
-
-
1
-
3
16
-
4
3
-
#6
-
-
-
-
-
1
4
16
-
-
4
-
#7
-
1
-
-
-
-
2
16
-
-
5
-
#8
-
-
-
-
-
-
-
16
-
11
-
-
#9
-
-
-
-
-
-
-
16
-
9
-
8
#10
-
-
-
-
-
-
-
4
-
-
1
-
#11
-
-
-
-
-
-
-
9
-
-
-
-
#11
-
-
-
-
-
-
-
16
-
8
-
-
 
TOTALS
-
2
-
-
1
1
11
173
-
32
40
8
Tactical Takeaways -

1. Opening Drive vs. Skaven

I attempted a chevron defense, but the rat ogre is something I have to take into account. He wasn't able to get through, but he was able to put on of my bigs into the wall unable to stand up and tie up a goblin in the process. This doesn't seem like the optimal situation against Skaven knowing the Rat Ogre is there. Instead I would say it'd be better to just anchor if they are receiving the ball, and let them run up the sideline and try to pressure it as much as possible from the inside out. The defense I used makes more sense if I know they're going for the 2 turn score and we have to try and stop them. In this case, I know they're going to score, so trying to find a way to progress it along by giving them the edge makes more sense to me to have more time to counter score back.

2. End of 1st Half Score Attempt, Troll Stupid

We were able to secure a deep kick and start working it upfield, and I believe we had 4 turns to score. The opponent went to the flanks so we had a clean shot up the middle to try and make it. Pushing ahead everything was going well until our Troll decided to disappear for almost literally the rest of the game. We were progressing the cage and we needed the troll to be a corner, but after he went stupid we had to put a goblin in his place, and he also made movement difficult because we had to find ways to get around him to make the cage. Eventually we did end up in a decent position. We found a crease and were able to break away with good screens. The opponent was having none of it though and managed to dodge out of a pretty heavy mark, and sack the carrier. Reflecting on that, there were two possible blitzers, a gutter or the double marked blitzer. I almost knew the gutter could find a way to get out and make the 1D, and I knew that was likely, and I was willing to take that risk. I had one extra screener who I put near the carrier. Instead could've used him to further cut off the blitzer. Something to consider. Regardless, we didn't score.

3. Troll Unreliability

I don't actually have any quarrels with the troll. We had an unlucky go with him this time around, but there are games where the troll never goes stupid and we get away with a few 4+. In this game though, having him around versus essentially playing a 160k man down the entire time played a big role.

4. Turn 1 Failed Blitz

I made the mistake of going for a blitz on a player with a black orc without block while marking another player. This could've ruined the whole 1st half for me. Luckily we got away with a push, but had I had 2D and got a knock down, I could've flooded the ball after a turn 1 drop, and likely had a good chance at turning him over.

5. Fouling with the Sneaky Git Carrier

Probably not a wise thing to do, but I couldn't find any other way to set up the cage. I was running out of time, and I went for it, and got away with it. Desperate times, but I will say that I do know that the numbers on sneaky git fouls are very advantageous for us. It's why I don't feel bad about fouling every turn, even things that aren't that high value. Our opponent gave us a frenzy blitzer on the line of scrimmage which is the perfect target and we were able to grab him back and remove him turn 1 - the joy of fouling.
 
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