“H1 t3: plan was to escape down. Less block players. Required either 1d block or 3+ 3+ dodge for 2d. Failed with snakes. Route up is only guarded by single block player and I could have made that blitz 2d and the second block 2d to open up the route.
t5: ends with a super risky 1d. I was figuring push is enough and had rerolls.
t6: I left one dodge elf based... didn't see the symbol behind the minotaur.
Half 2 setup: Maybe it's a good idea to not keep ofsetting these at all. The chance for a perfect blitz event is slim and now on t1 I'm far away.
H2 t2: sack attempt succeeds, hard leap, couldn't find (and can't now in hindsight) a better solution to this.
turn 3: I was trying to find a chain outwards for the wardancer but couldn't. This solution is worse than blocking #11 as well and then blitzing #12 to make the leap out 3+.
T5: should have been #4 blocks #14, follows up. If he's not down, #5 blocks #14 again. None would be based after that. And there are players for a screen.
To be fair, there were more skulls than expected for the opponent, although the distribution passes the chi test - same with my "not push" results.”
t5: ends with a super risky 1d. I was figuring push is enough and had rerolls.
t6: I left one dodge elf based... didn't see the symbol behind the minotaur.
Half 2 setup: Maybe it's a good idea to not keep ofsetting these at all. The chance for a perfect blitz event is slim and now on t1 I'm far away.
H2 t2: sack attempt succeeds, hard leap, couldn't find (and can't now in hindsight) a better solution to this.
turn 3: I was trying to find a chain outwards for the wardancer but couldn't. This solution is worse than blocking #11 as well and then blitzing #12 to make the leap out 3+.
T5: should have been #4 blocks #14, follows up. If he's not down, #5 blocks #14 again. None would be based after that. And there are players for a screen.
To be fair, there were more skulls than expected for the opponent, although the distribution passes the chi test - same with my "not push" results.”