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Match Result · Competitive division
Match recorded on 2024-07-03 03:37:50
CTV 1150k Dwarf
Mega-Star CR 1707 (+6) Jambon
1
Winnings 60k
5k Spectators
+1 Dedicated Fans
Casualties 3/2/0
Vampire CTV 1160k
JuggerGonzo CR 1555 (-8) Super Star
0
50k Winnings
Spectators 5k
Fanfactor No change
1/0/1 Casualties
Player Performances
 
 
comp
cas
def
int
td
mvp
spp
turns
pass
rush
block
foul
#1
-
1
-
-
-
1
6
15
-
-
4
-
#2
-
-
-
-
1
-
3
15
-
29
1
-
#3
-
1
-
-
-
-
2
15
-
-
4
-
#4
-
-
-
-
-
-
-
15
-
-
4
-
#5
-
-
-
-
-
-
-
15
-
-
3
-
#6
-
-
-
-
-
-
-
15
-
-
5
-
#7
-
1
-
-
-
-
2
15
-
-
5
-
#8
-
1
-
-
-
-
2
15
-
-
3
-
#9
-
-
-
-
-
-
-
15
-
-
1
-
#10
-
-
-
-
-
-
-
15
-
-
4
-
#11
-
1
-
-
-
-
2
8
-
-
3
-
 
TOTALS
-
5
-
-
1
1
17
158
-
29
37
-

#11 Brok Windbellows – Dead (RIP)
Another Vampire puzzle.

This is our 4th game against the Vampires, and I think we were able to manage it a little better. They certainly play a different brand of Blood Bowl.

There is much more to think about, with gaze skill creating the ability to remove tackle zones. We had to ensure we had multiple tackle zones which did cost us extra time, which my opponent punished...

Whilst my speed is improving, during a critical turn I was slow in measuring tackle zones and gaze ability. My opponent does time me out, as I am putting last pieces of cage and screen in place.

This did detract from the nature of the game, in my opinion. Time is a resource that must be well managed, it is true. There is perhaps an element of social contract, but there is no requirement to follow it. It would go against my beliefs to do Time Out, especially in the critical turn of an opponent, as it removes the interest.

But I do understand it, and thank the Coach JuggerGonzo for this lesson, and a reminder to work on speed.

T16 fouling, however, is well within the spirit of the game. Coach JuggerGonzo does this, and I accept it as a sign of respekt as a game well played. There is also a chance that another one of my players could die, and be raised from the dead to add to his team. It is well played, and adds interest.

Learnings:

1. Stabilisation phase good. T1 we were able to bring pieces back for cage + screen. T2 we advance to half way line within strong cage.

2. T1 we place Guard piece on edge, ready to be blitzed. Should always position Guard central. Silly.

3. Patience under pressure... There is compression on our cage, but we find a way to fight out of it.

4. The Varg is a fearsome can opener. I am not sure how best to shut this one down. It takes a sack attempt on our ball, but does not hit and we frenzy trap it.

5. T7 we do not advance ball carrier, leaving 8% chance of sack (no RR). It would cost us nothign to advance, and then there is 0%.

6. H2T2 we commit runner into LOS to bolster it. This is a mistake, as we then lack coverage in backfield, which is slightly penetrated, but we do have recovery options.

7. H2T4 we enjoy the frenzy surf. It is our first one of this type. In general, we manage the frenzy much better this game, and do not rely on dauntless to hit.

8. T5 we block a Fend player, thereby freeing him up for next play. Better to smother, and keep in contact.

Summary:

Keep adding layers of tackle zones. Get quicker.
Player Performances
 
 
comp
cas
def
int
td
mvp
spp
turns
pass
rush
block
foul
#1
-
1
-
-
-
1
6
11
-
-
10
-
#2
-
1
-
-
-
-
2
15
-
-
4
-
#3
1
-
-
-
-
-
1
15
1
-
2
-
#4
-
-
-
-
-
-
-
4
-
-
-
-
#7
-
-
-
-
-
-
-
14
-
-
3
-
#9
-
-
-
-
-
-
-
4
-
-
-
-
#11
-
-
-
-
-
-
-
10
-
4
1
-
#12
-
-
-
-
-
-
-
14
-
-
-
1
#13
-
-
-
-
-
-
-
15
-
-
4
-
#14
-
-
-
-
-
-
-
15
-
-
3
-
#17
-
-
-
-
-
-
-
11
-
2
1
-
 
TOTALS
1
2
-
-
-
1
9
128
1
6
28
1

#4 Ruinar Belinda – Seriously Hurt (MNG)
#7 Jabbert Gastly – Serious Injury (NI)
 
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