I had one play early in the first half where I was able to get a possible 2 extra blocks on his DP Zombie. With the likely effectiveness of this player in the game it was really exciting to see how I could get a MB hit on a high value Blitzer, to then likely get two additional hits on another high value piece. There also were some moments where I was able to chain push the mummies around, not as highlight reely to me as the first one, but in one case it managed me to avoid a dodge to get my carrier out. No surfs, but good positioning moments.
2. Frenzy Thoughts
Opponent was very skilled in taking away frenzy blocks by having frenzy traps in place for the follow up. Nice to be able to see them. Also interesting to note that when you have guard, especially in a condensed scrum frenzy becomes very effective. Even if your frenzy player is in what would look like a frenzy trap, you can still manage effective blocks by canceling multiple assists while adding them. Guard + Frenzy = Good.
3. Guard Placement
I'm starting to be more aware of where my guard is relative to possible hits my opponent has and the continuity of my team. There was an instance in turn 1 of the 2nd half where I felt I needed to take a rush to preserve the structure of my line. I had gone for a MB blitz on his blitzer, but by doing that had created a possible lane for him to blitz my slayer, and separate 3 of my pieces from my main group. Those three pieces were also high value: 2 guards, and the Slayer. He likely only could've gotten a 1D on the slayer, but it would've divided us, and I believe made the defense much easier. The mummies could've been aggressive against the main group since they had cut off half of our guard support. Possibly way overthinking, but basically, I'm learning that keeping your guard together is important, the rush likely could've been avoided through some other moves, but the thought process behind it, I believe was good.
4. Removal City
We did the dwarf thing very well: removed their guys while not getting removed ourselves. The attrition game - especially in the 1st half - was nasty. Dice were heavily in our favor here, but it also is what we're made to do. We trust that we'll generally outlast most other teams in the bash, and once the number swing got up we were able to snowball things well.
5. Dicing
Opponent's dice loved to push, both down, and skull this game. This, combined with removals had us heavily favored throughout. ”
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1. Fun Chain Pushing
I had one play early in the first half where I was able to get a possible 2 extra blocks on his DP Zombie. With the likely effectiveness of this player in the game it was really exciting to see how I could get a MB hit on a high value Blitzer, to then likely get two additional hits on another high value piece. There also were some moments where I was able to chain push the mummies around, not as highlight reely to me as the first one, but in one case it managed me to avoid a dodge to get my carrier out. No surfs, but good positioning moments.
2. Frenzy Thoughts
Opponent was very skilled in taking away frenzy blocks by having frenzy traps in place for the follow up. Nice to be able to see them. Also interesting to note that when you have guard, especially in a condensed scrum frenzy becomes very effective. Even if your frenzy player is in what would look like a frenzy trap, you can still manage effective blocks by canceling multiple assists while adding them. Guard + Frenzy = Good.
3. Guard Placement
I'm starting to be more aware of where my guard is relative to possible hits my opponent has and the continuity of my team. There was an instance in turn 1 of the 2nd half where I felt I needed to take a rush to preserve the structure of my line. I had gone for a MB blitz on his blitzer, but by doing that had created a possible lane for him to blitz my slayer, and separate 3 of my pieces from my main group. Those three pieces were also high value: 2 guards, and the Slayer. He likely only could've gotten a 1D on the slayer, but it would've divided us, and I believe made the defense much easier. The mummies could've been aggressive against the main group since they had cut off half of our guard support. Possibly way overthinking, but basically, I'm learning that keeping your guard together is important, the rush likely could've been avoided through some other moves, but the thought process behind it, I believe was good.
4. Removal City
We did the dwarf thing very well: removed their guys while not getting removed ourselves. The attrition game - especially in the 1st half - was nasty. Dice were heavily in our favor here, but it also is what we're made to do. We trust that we'll generally outlast most other teams in the bash, and once the number swing got up we were able to snowball things well.
5. Dicing
Opponent's dice loved to push, both down, and skull this game. This, combined with removals had us heavily favored throughout.
”