- Ive had a lot of trouble trying to sport 1 RR. I get 2 bribes and the undead team is just a starting teamwith no skills added. If I don't receive I give the edge to the undead, who can beat me with attrition and then speed.
First Half Thoughts:
- I used the chevron defense suggested to me by a friend. I feel it worked well. I got lucky with none of the blocks taking the trolls down initially. But even if it did, I had enough in the back to meet a possible early rush for a score.
- I had opportunites on 2 consecutive turns to dodge, get to the ball carrier, and single die blitz him. I failed both dodges on back to back turns. But those were the right plays I think. I prioritized dodging for position with the stunty stuff. Just couldnt get it to work early on.
- I had 3 separate attempts at a single die blitz and failed each one. I would have even been fine with a BD.
- After my third attempt, I was out of players in range to continue to go after the ball. Opp walked in the score and gave me 2 turns because I had 3 globins that could reach him in the back field. So in this instance, while my attempts at sacking the carrier were failures, I made the most of it and set up players to pressure this score. Only in that aspect do I feel I am successful here.
- Bomber was a dud, blew himself up when I needed him to take out some ghouls. SO technically not a blitz but another shot at the carrier where the dcie just disagreed.
I had 2 turns but a deep kick and 2 failed pickups on consecutive turns.
Second Half Thoughts:
- I set two goblins 2 spaces away in front of the ball as suggested by a friend of mine earlier and it works well because I cant pick the ball up. I had 2 more turns of failed pickup (including using the RR for it and failing). 2 ghouls were right on the ball.
- Ball and chains was a mesnace. even if he didnt hit anything, he was always in the way and had a buddyt o avoid getting ganged up on. Ive been getting better at not allowing larger pieces to get stranded on islands.
- Technically the troll was stranded at the top with a zombie BUT, he already took out another player and kept the zombie busy. It's still a 2 for 1 swap.
- The chainsaw either threatened or kept breaking players. It was nice to see it useful and I made sure to keep it where it wouldnt get blitzed afterward.
- I ran a goblin into the opp backfield as a target for the ball or as a diversion depending on if the opp cared about it. The mummy blitzed him and then got cas'd by the goblin. This I feel was a good decision and it worked out too.
Overall Thoughts:
- I need another RR. I was trying to run around with 1 but I continue fail picking up the ball a lot. I just need a little more mitigation I think.
- Undead are a tough team to beat for goblins - the mummies activate without stupid and are the same str as the trolls, and even with removal, regen may allow the cas to not be a loss. I consider myself lucky for a draw in this, especially since no troll blocks really went bad.
- Ive had a lot of trouble trying to sport 1 RR. I get 2 bribes and the undead team is just a starting teamwith no skills added. If I don't receive I give the edge to the undead, who can beat me with attrition and then speed.
First Half Thoughts:
- I used the chevron defense suggested to me by a friend. I feel it worked well. I got lucky with none of the blocks taking the trolls down initially. But even if it did, I had enough in the back to meet a possible early rush for a score.
- I had opportunites on 2 consecutive turns to dodge, get to the ball carrier, and single die blitz him. I failed both dodges on back to back turns. But those were the right plays I think. I prioritized dodging for position with the stunty stuff. Just couldnt get it to work early on.
- I had 3 separate attempts at a single die blitz and failed each one. I would have even been fine with a BD.
- After my third attempt, I was out of players in range to continue to go after the ball. Opp walked in the score and gave me 2 turns because I had 3 globins that could reach him in the back field. So in this instance, while my attempts at sacking the carrier were failures, I made the most of it and set up players to pressure this score. Only in that aspect do I feel I am successful here.
- Bomber was a dud, blew himself up when I needed him to take out some ghouls. SO technically not a blitz but another shot at the carrier where the dcie just disagreed.
I had 2 turns but a deep kick and 2 failed pickups on consecutive turns.
Second Half Thoughts:
- I set two goblins 2 spaces away in front of the ball as suggested by a friend of mine earlier and it works well because I cant pick the ball up. I had 2 more turns of failed pickup (including using the RR for it and failing). 2 ghouls were right on the ball.
- Ball and chains was a mesnace. even if he didnt hit anything, he was always in the way and had a buddyt o avoid getting ganged up on. Ive been getting better at not allowing larger pieces to get stranded on islands.
- Technically the troll was stranded at the top with a zombie BUT, he already took out another player and kept the zombie busy. It's still a 2 for 1 swap.
- The chainsaw either threatened or kept breaking players. It was nice to see it useful and I made sure to keep it where it wouldnt get blitzed afterward.
- I ran a goblin into the opp backfield as a target for the ball or as a diversion depending on if the opp cared about it. The mummy blitzed him and then got cas'd by the goblin. This I feel was a good decision and it worked out too.
Overall Thoughts:
- I need another RR. I was trying to run around with 1 but I continue fail picking up the ball a lot. I just need a little more mitigation I think.
- Undead are a tough team to beat for goblins - the mummies activate without stupid and are the same str as the trolls, and even with removal, regen may allow the cas to not be a loss. I consider myself lucky for a draw in this, especially since no troll blocks really went bad.
Very fun and good opp, would def play again.
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