So first half I received. I set up against a possible blitz. I tagged the ball and went for some 2 die blocks, and 1/89'd on my second block. This allowed the opp to move in and force me to try to fight to get to the other half of the field. Sometimes opening blocks (and I used the RR because I knew this would happen) set the pace for the rest of the half. I was able to set a screen and a few other loose cages. But when I needed a 3 plus dodge to just punt the ball away - snakes. Opp looked to score. But typical khorne with frenzy and nobility is a weird mix because I can dictate where some of his blocks are going to end up. It allowed a lino to rush and 1 die blitz the carrier, with a failed pickup after.
I liked my choices for where his players would end up. I dont know what I couldve done differently with the first blocks. With the ball tagged, you go for your 2 die blocks. But maybe I should have led with the wrestle pieces for the blocks in case you roll like this.
Second half was interesting. We both kind of had the same idea of tagging and trying to see where blocks would take us. I had an early foul with a 1 on the bribe - thanks fumbbl may I have another.
I committed to some 1 die blocks so give me a blitz on the carrier and it worked initially. I was also able to scoop the ball. It even looked better when the opps blitz on him was 4 pushes. BUT this game, I am bot allowed to make 3 plus dodges. Another critical failed 3 plus RR dodge put me in a bad spot. I had 2 1 die blocks on the carrier that went to push, then skull.
I guess what I take from here is I had multiple opportunities to sack the carrier. Since my choices led to this, I consider it successful. The dice said otherwise but this is the game we agree to play.
As for dice,
Blocks and injury rolls pretty much make sense on both teams. My 4 injury rolls in 37 blocks is a bit low considering marauder AV BUT, I think my blocks were directed at the gores and the warriors more. Opps 15 injury rolls in 50 plus blocks is a little low. But for both of these, I dont really see them as crazy - just a little low.
Failing 6/11 3 plus dodges is bananas. This ultimately sealed my fate. Man, just one of those 3 plus dodges succeeds on a RR and im golden in the second half.
I really liked when the opp drew back with the gore in the second half. He knew I had 0 mobility and my guard would just sit there and take it until they couldnt. That was a good move.
Always a good time playing with gridiron. ”
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So first half I received. I set up against a possible blitz. I tagged the ball and went for some 2 die blocks, and 1/89'd on my second block. This allowed the opp to move in and force me to try to fight to get to the other half of the field. Sometimes opening blocks (and I used the RR because I knew this would happen) set the pace for the rest of the half. I was able to set a screen and a few other loose cages. But when I needed a 3 plus dodge to just punt the ball away - snakes. Opp looked to score. But typical khorne with frenzy and nobility is a weird mix because I can dictate where some of his blocks are going to end up. It allowed a lino to rush and 1 die blitz the carrier, with a failed pickup after.
I liked my choices for where his players would end up. I dont know what I couldve done differently with the first blocks. With the ball tagged, you go for your 2 die blocks. But maybe I should have led with the wrestle pieces for the blocks in case you roll like this.
Second half was interesting. We both kind of had the same idea of tagging and trying to see where blocks would take us. I had an early foul with a 1 on the bribe - thanks fumbbl may I have another.
I committed to some 1 die blocks so give me a blitz on the carrier and it worked initially. I was also able to scoop the ball. It even looked better when the opps blitz on him was 4 pushes. BUT this game, I am bot allowed to make 3 plus dodges. Another critical failed 3 plus RR dodge put me in a bad spot. I had 2 1 die blocks on the carrier that went to push, then skull.
I guess what I take from here is I had multiple opportunities to sack the carrier. Since my choices led to this, I consider it successful. The dice said otherwise but this is the game we agree to play.
As for dice,
Blocks and injury rolls pretty much make sense on both teams. My 4 injury rolls in 37 blocks is a bit low considering marauder AV BUT, I think my blocks were directed at the gores and the warriors more. Opps 15 injury rolls in 50 plus blocks is a little low. But for both of these, I dont really see them as crazy - just a little low.
Failing 6/11 3 plus dodges is bananas. This ultimately sealed my fate. Man, just one of those 3 plus dodges succeeds on a RR and im golden in the second half.
I really liked when the opp drew back with the gore in the second half. He knew I had 0 mobility and my guard would just sit there and take it until they couldnt. That was a good move.
Always a good time playing with gridiron. ”