Now, the side-stepper definitely makes this way easier, as people have told me, but this is the first time I've actually tried to set it up myself. I've seen it done many times, but I've never played a team with a viable 1-Turner. Lizardmen are supposed to be one of the groups that can, and here we are. Wow...It feels strange to be one of those one-turner types - something I despise quite a bit normally haha. Gratitude to my opponent for letting me set it up in this match.
2. Opponent Goes To War
In the first half the opponent heavily marked at one point, baiting out the 1/9. We didn't have a choice, but to respond with the hits, and we luckily skated by without the failure. It felt good though to see it for what it was. An earlier me would've laughed at how many 2D blocks he was giving up, but this time around I had the sense to at least retreat my carrier in the event that this did turn south.
3. Bonehead Destroys the Sack
We had what I felt was a very legitimate 2D on the ball to finish the game. We needed the Krox to force a chain push to free one of our Saurus. Wasn't meant to be. The Krox did go 1/16 on Boneheads though, so we can't feel too bad. My question is -2D with wrestle vs. the Chain push to 2D situation and which would've been better. The Chain push seemed too straight forward, but it likely meant at least a Bone Head Roll, 2D Block, possibly another 2D block to free him if we got a push, followed by the actual Sack. I may have been guilty of being too clever.
4. Bad Krox Follow, S4 not S3
Had a situation Turn 1 where I followed with the Krox on assumption that the S3 Players wouldn't be able to get assists in to get 2D. This was foolish for so many reason. I'm pretty sure I was following into the Troll, meaning I was about to give up a 2D MB hit, and they were Warriors not Goats. So the Krox got pinballed heavily to start the 1st half. Very, very bad play.
1. I Can 1-Turn
Now, the side-stepper definitely makes this way easier, as people have told me, but this is the first time I've actually tried to set it up myself. I've seen it done many times, but I've never played a team with a viable 1-Turner. Lizardmen are supposed to be one of the groups that can, and here we are. Wow...It feels strange to be one of those one-turner types - something I despise quite a bit normally haha. Gratitude to my opponent for letting me set it up in this match.
2. Opponent Goes To War
In the first half the opponent heavily marked at one point, baiting out the 1/9. We didn't have a choice, but to respond with the hits, and we luckily skated by without the failure. It felt good though to see it for what it was. An earlier me would've laughed at how many 2D blocks he was giving up, but this time around I had the sense to at least retreat my carrier in the event that this did turn south.
3. Bonehead Destroys the Sack
We had what I felt was a very legitimate 2D on the ball to finish the game. We needed the Krox to force a chain push to free one of our Saurus. Wasn't meant to be. The Krox did go 1/16 on Boneheads though, so we can't feel too bad. My question is -2D with wrestle vs. the Chain push to 2D situation and which would've been better. The Chain push seemed too straight forward, but it likely meant at least a Bone Head Roll, 2D Block, possibly another 2D block to free him if we got a push, followed by the actual Sack. I may have been guilty of being too clever.
4. Bad Krox Follow, S4 not S3
Had a situation Turn 1 where I followed with the Krox on assumption that the S3 Players wouldn't be able to get assists in to get 2D. This was foolish for so many reason. I'm pretty sure I was following into the Troll, meaning I was about to give up a 2D MB hit, and they were Warriors not Goats. So the Krox got pinballed heavily to start the 1st half. Very, very bad play.
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