First half I had to kick. We did that stand off thing for a good bit. The gnomes moved it downfield well. I had some blocks on the fox, but each block stunk. With an easy 2 plus dodge, it got n the EZ. But I pressured enough to leave turn to score. In about 4 turns I moved it down field and was able to tie. Im starting to figure out how to deal with tricksters, like if you go to block and you have 2 players in a line on either side, you keep that 2 die in the open. But if I cant do that, just tag them and let them try to dodge to me. This score wasnt too wacky, had some flings with protectoon and just made it to the EZ.
Second half I recieved and I was up by 3 players. Things were looking up. Nothing too crazy here either. I hit his trees on the line to keep them down and almost non-factors. I think one caught up with my players toward the end of the drive. After some good blocks - and a mistake in my favor when I hit the fox and he side stepped, I made it in the EZ. I gave 3 trns to score. I was really hoping with limited turns and no RRs he flub something but it was not meant to be. I had 2 catchers as safeties. On a 3 die BD form the opp tree, I had a shot at the fox, 2 die in ym favor with RR and hes still standing. I had nother block on him, failure again. And he scores. Id even be happy with a BD in any of those die. Kinda unlucky toward the end.
Takeaways:
- I feel gnomes have a definitive edge on flings with their tricksters and guard pieces and def the fox. They basically get a stunty elf. It felt uphill in spite of dodge.
- I was happy with how I moved and with my second defense (even though the dice crapped on my face). Im not certain about my first defense. I deployed close and it stopped his trees from following on their opening blocks. But it let the fox run wild.
- 1 death each, Khorne is pleased. Khorne cares not from where the blood flows.
Good game, played this coach before, would def play again. ”
First half I had to kick. We did that stand off thing for a good bit. The gnomes moved it downfield well. I had some blocks on the fox, but each block stunk. With an easy 2 plus dodge, it got n the EZ. But I pressured enough to leave turn to score. In about 4 turns I moved it down field and was able to tie. Im starting to figure out how to deal with tricksters, like if you go to block and you have 2 players in a line on either side, you keep that 2 die in the open. But if I cant do that, just tag them and let them try to dodge to me. This score wasnt too wacky, had some flings with protectoon and just made it to the EZ.
Second half I recieved and I was up by 3 players. Things were looking up. Nothing too crazy here either. I hit his trees on the line to keep them down and almost non-factors. I think one caught up with my players toward the end of the drive. After some good blocks - and a mistake in my favor when I hit the fox and he side stepped, I made it in the EZ. I gave 3 trns to score. I was really hoping with limited turns and no RRs he flub something but it was not meant to be. I had 2 catchers as safeties. On a 3 die BD form the opp tree, I had a shot at the fox, 2 die in ym favor with RR and hes still standing. I had nother block on him, failure again. And he scores. Id even be happy with a BD in any of those die. Kinda unlucky toward the end.
Takeaways:
- I feel gnomes have a definitive edge on flings with their tricksters and guard pieces and def the fox. They basically get a stunty elf. It felt uphill in spite of dodge.
- I was happy with how I moved and with my second defense (even though the dice crapped on my face). Im not certain about my first defense. I deployed close and it stopped his trees from following on their opening blocks. But it let the fox run wild.
- 1 death each, Khorne is pleased. Khorne cares not from where the blood flows.
Good game, played this coach before, would def play again. ”