CTV 980k+80k Vampire
1

55k
4k
No change

1/0/0
Inducements: 1 bribe, Star player Akhorne the Squirrel
Vampire CTV 1070k
3
75k

5k

+1
1/2/0
Inducements: 1 bribe
#2 Cymel Yureka – Seriously Hurt (MNG)
#6 Leagment Wright – Head Injury (-AV)
#12 Dalmarn Elphina – Seriously Hurt (MNG)
Click on the charts to toggle relative statistics.
GENERAL:
- if I take Akhorne, screen it a bit. Otherwise it’s a juicy target. Also use its frenzy ability to make space for a 2TTD.
- a 2db with your linos is a 4/36 fail rate (11%). Don’t use it like you had block.
- RR management. Use the RR wisely. If I don’t do silly actions, I’ll not need to spend RR on silly actions. Likewise, if I choose well your turn order, I’ll use less RR.
- always pay attention to the turn. How much time is left. How much time my opponent has. If they’ve only 1 turn, then aim for defending a 1TTD.
FIRST HALF
TURN 1: errors aplenty. The right move would have been attacking from the south flank. A runner gazes the thrower. Akhorne pushes up 2 spaces the south thrall with an assist, and voilà they now need to concentrate on the south flank. Instead, I've planned attacking north, leaving Akhorne partially unprotected and risking 3x 2db without block and burning one RR. While doing so, I left most of the field open to the opponent and I still don't have the ball!!!
TURN 2: the rage of Nuffle. A 2+ pick-up failed with RR. I feel that in this case, the action order was correct. I could have dodged first with the other vamps to screen, but at the end it required the same amount of dice rolls and I prioritized picking up the ball since the opponent was very close to take it.
TURN 3: the plan was to pick the ball, pass the ball to the east runner and then move as much as possible to the TD area. However, both the east thrower and runner are gazed. So the pass needs to be done, but there'll be no safety afterwards. I'm lucky and the pass succeeds, but the last RR is gone to avoid a BL on the thrower with the ball. Another BL fail on the west runner and instead of letting the turn end, she feeds on a thrall, leaving her oddly positioned and without the thrall, 2 of the opponent players are freed. Well done!
TURN 4: after the opponent skillfully gets the ball, I see no easy way to get any advantage. I prefer to make a 2db w/o block first, since it seems safer than activating a vamp. But I fail. Turnover.
TURN 5: Her runner is on a scoring range and I cannot screen. I go aggresive and I want to take the ball. The only option is a gaze and a blitz. No RR. The thrower trips while rushing, and MNG. An alternative would have been regrouping and saving the players for the 2nd half. The opponent would have stalled.
TURN 6: I receive the ball after my opponent TD. I kind of protect the ball, but I fail the 2+ pick-up (no RR).
TURN 7: the ball obviously was not super protected due to the failed pick-up. Now it's almost surrounded by opponents.1st db is ok. 2nd 2db is a fail. Those were the safests moves (all my players were based and the alternative was to activate a vamp and dodge away. Again no RR.
TURN 8: I come out with a move to 1db blitz the carrier and nuffle is kind to me and it works. However, the ball carrier (thrower) is not protected, and I'm already down on several players so I cannot screen. 2nd TD
SECOND HALF
I play a bit better here (not well, but far better than the 1st half). Not much to comment here. The biggest mistakes were done on the 1st half
”