Brothers Grim Games and Collectibles

It is currently Tue May 21, 2013 8:56 am

All times are UTC - 5 hours




Post new topic Reply to topic  [ 43 posts ]  Go to page Previous  1, 2, 3  Next
Author Message
PostPosted: Fri Mar 26, 2010 10:11 pm 
Offline

Joined: Tue Jun 26, 2007 8:36 pm
Posts: 71
Skaven Team vs:

D'Dust (Chaos)
Team Lineup:
Minotaur Level 2 Guard
Chaos Warrior
2x Chaos Warrior Level 2 Block
Injured Chaos Warrior
Journeyman Beastman
Beastman Level 2 Surehands
Beastman Level 2 Block
4x Beastman

2 Rerolls

Pregame: My opponent values 1200, leaving me with 260,000 gold to spend. I spent every last drop, picking up two mercenary linerats and an extra apothecary. Those mercs will make great scrimmage dummies.

1st Half: Chaos takes the ball. Before the players can even move, the fans toss a rock at one of my linemen, causing a KO. I try to wiggle some players into contact with his ball carrier, but he keeps it safe and carries it towards the endzone.

My opponent is a smart player. Although he has the opportunity to score, he decides to wait and let the bashing continue. Unfortunately, it only results in a badly injured beastman. As I start to move some players towards his ball carrier to force him to score, he disconnects.

Post-Game: ...that's annoying. The opposition was definitely playing better than me on the pitch. The lost of that beastman though reduced him to 10 players, making a Skaven comeback favorable. Instead I get a cheap, undeserved win.

Two linerats level up after the game. Although I want to get kick onto one of them as soon as possible, I roll doubles on the first linerat and give him guard. I roll again on the 2nd rat, and get the almighty boxcars. +1 Strength for me. For the finale, I take my winnings and purchase my 4th gutter runner.


Top
 Profile  
 
PostPosted: Sun Mar 28, 2010 9:08 pm 
Offline

Joined: Tue Jun 26, 2007 8:36 pm
Posts: 71
Dwarf Team vs:

Khorne's Kowboys (Chaos)

Players:
4x Chaos Warriors
6x Beastmen
Beast w/ Block
Injured Beastman

Rerolls x 3

1st Half:

I win the coin toss and choose to receive, preferring to score first than try to play catch up with dwarfs. As the ball soars through the air, the angry fans from my last dwarf match burst onto the scene, pounding 7 dwarfs players into the pitch. Meanwhile, only a single chaos warrior was beaten during the riot, apparently having been too close to a dwarf during the melee.

...crap.

My attempts to surround the ball fails to keep chaos at bay, plus a bad rerolled tackle sees that Chaos gets away and sets up a cage in my backlines. Trying to make the best of a bad situation, I perform some blocks on the remaining Chaos players and manage to smash a Warrior's knee (would have died if the apothecary hadn't stepped in). I sit back and wait for the score.

Instead my opponent fumbles a pass and grants me an opportunity. I rush a couple of dwarfs to the back field, standing my runners up to possibly assist in this mess. Lady luck smiles further upon me when during the chaos turn, the ball is knocked into the hands of my runner. I bash a player aside, and send my runner upfield to the awaiting support of 4 Dwarf players. With barely any chaos nearby, I move the ball smoothly across the field and score on the 8th turn.

Yep...exactly as planned...(wtf was that?)



2nd Half:

For my defense, I choose a dangerous line-up by placing 9 of my dwarfs on the line. With a surprisingly well-placed kick in the right backfield, I sit back and hope the chaos team messes up a block and lets me shove a player or two off the pitch with my troll slayers. Suprisely, my gamble pays off, and I shove a beastman into the fans; they break his collar bone in gratitude for the visit.

My opponent gives up at this point. This is his 8th injury in 6 games, which he believes to be rather bad luck (is it?) Instead of leaving the game though, we just keep ending turns.


Final Comments:

I had two upgrades: Runner and blocker. I put guard on the blocker, and got a +1 agility for my runner.


Top
 Profile  
 
PostPosted: Mon Mar 29, 2010 6:32 am 
Offline
User avatar

Joined: Thu Jun 14, 2007 11:48 pm
Posts: 1110
Location: Not in Prison
8 injuries in 6 games is bad luck....sort of.

If he's using a Chaos team, and he's letting people hit him enough where 8 injuries happen, thats a sign that he doesn't know what he's doing.

At AV 9, he should expect 1 critical injury approximately every 324 hits thrown. That means he's been putting himself in bad spots. A critical injury a game can be expected if you play Skaven (AV 7, and you treat your dudes as expendable). Orcs and Chaos should expect a critical injury a SEASON.

_________________
If you think nobody cares about you, try missing a couple of payments.


Top
 Profile  
 
PostPosted: Tue Mar 30, 2010 11:57 pm 
Offline

Joined: Tue Jun 26, 2007 8:36 pm
Posts: 71
Skaven Team vs:

Rotten Lizards
Saurus x 4
Saurus w/ wrestle
Saurus w/ wrestle, mighty blow
Skinks x 6
skinks x 2 w/ sidestep

Rerolls x 2


1st Half:

The opposition receives. In what I believe to be the 3rd time in the row for my team, a skaven linerat is removed first turn by the mighty blow saurus. He is badly hurt and will be spending the match in the infirmary. The opposition cages well, keeping their ball-carrier safe while continuing to do injury: a gutter runner is KO, a linerat will miss the next game, but one of their skinks is KO. The lizards score, though I think they could have waited longer since I wasn't applying enough pressure to really force the score. Their skink recovers, while my gutter continues seeing stars.

With a decent amount of time left to score, I play my thrower deep while trying to set up a gutter to score. He dodges a skink and does a short pass to a midfield gutter, who then blitzes a skink guarding my scoring gutter. To my chagrin, I discover that you can't blitz and hand-off with the same player. The sloppy play leaves my ball carrier out in the open, where I am unable to provide proper support to compensate. I fail to score in the drive, and had a gutter runner get KO in the process.


2nd Half:

Both of my KO gutters rally during the half, giving me plenty of scorers to work with. Out of lack of better term, I form a web about my thrower, keeping a half-cage about my thrower to provide a second layer of defense. The lizards can't beat it, and I throw the ball to a gutter for the score.

The game is close, but in favor of the lizardmen. The fans don't want it to end, and convince the ref, via fist and broken bottle, to turn the clock back one turn. The lizardmen once again cage successfully, though this time I would say I did a much better job of forcing them to score. Two more players are removed from the pitch: another skaven linerat is badly hurt due to the mighty blow saurus, plus a skink is badly hurt after being passed between two rats before being given to the fans.

Skaven down on the board again, but it is the 13th turn and a bell mysteriously rings across the stadium. The lizards fluff a kick right into the hands of a left field gutter, whom guides the team to far left, then the far right of the field. More ringing is heard across the field, and the lizardmen mysteriously become prone to injury: a saurus warrior almost had a knee smashed (workmanship of Hercules the +1 strength rat) before the apothecary saved it, a skink is badly injured in a "Go for it" attempt, plus another skink is badly injured by a blitzing storm vermin. Desperate to stop the score, a skink even tries a 2-dice block in my favor, but the red skull puts him down. The skaven score.

Game over. 2-2 tie.


Final Comments:

Best game so far. Match rating 20/20. The opponent, Paxynator, was an excellent coach to play against.

Three players ranked up to level 2 after the match: a gutter, the thrower, plus a linerat. In that respective order, I chose wrestle, accurate, and kick.


Top
 Profile  
 
PostPosted: Thu Apr 01, 2010 9:55 pm 
Offline

Joined: Tue Jun 26, 2007 8:36 pm
Posts: 71
The Coward Report

The dwarfs use the match-finder to find proper opponents, and are sent to play against a dark elf team. The opposing coach, however, disappears before the game can begin. Twice more the dwarfs are matched to play the dark elfs, only to arrive to an empty stadium.

The coach's screen name was olivius. I checked his team out and found the following roster:

10x lineman (one of them injured)
1x blitzer

He had several ranks, choosing the following upgrades:

Dodge x 5
Guard x 2
Block x 1

My guess is that he didn't want to play against a dwarf team, since the massive amount of tackle featured on my team negated his dodge advantage. So he avoided the game to find more favorable prey.

...at least his tactic was akin to the thinking of a dark elf. A win-loss record is rather meaningless though when you pick and choose your opponents.


Top
 Profile  
 
PostPosted: Thu Apr 01, 2010 11:44 pm 
Offline

Joined: Tue Jun 26, 2007 8:36 pm
Posts: 71
Dwarf Team vs:

Athelian Tornadoes (Wood Elves)
Linemen x 9
Mercenary linemen x 2
Treeman

4 Rerolls


1st Half

Winning the coin toss, the dwarfs receive the ball. The elves playing a rather relaxed game, letting me beat upon them at my leisure. Putting little effort into stopping my forward movement, I concentrate on injuring the elfs, knocking out two linemen and killing a mercenary. Unfortunately, my desire for violence got the better of me when I allowed one of the slayers the opportunity to face the treeman. His reckless charge brutally failed, the treeman's foot crushing the player with a sickening thud. The doctor was able to avoid permanent damage to the hip, but he'll still be missing a match due to a fractured skull.

Dwarfs score on the 7th turn. The wood elves, deciding that a two-turn touchdown would be rather difficult considering the there was still 11 dwarf vs 9 elfs, decided to use the opportunity to pass the ball about and gather sp. The elfs also attempt to foul, but the ref catches it and sends the player off the field.


2nd Half

One elf recovers, but my opponent accidently hits end turn without moving his players. The dwarfs move forward, eager to gang on the point ears and pound some more into the infirmary. With little to cover the back field though, an elf slips through. A long pass sucessfully reaches him, and dwarfs now find themselves returning to their half of the field to at least ensure that the elfs score quickly. Fortunately, they do.

With 5 turns left, the 2nd KO elf finally recovers to bring the elfs up to 10. Their defense is more calculated now, blocking avenues forward while remaining out of block range. Even so, they can't completely avoid contact, and the dwarfs remove 3 more players from the field. Unable to halt the dwarf drive, the last elf standing is dragged down a by 3-dwarf group as the ball carrier ran into the endzone.

2-1 Dwarfs


Final Comments

Unusual player roster. The opponent apparently started with 11 linemen and 4 rerolls, eventually saving up for the treeman. Speaking of which, I should just feed that thing a blocker next time. Instead I injuried one of my specialty players (I think choosing the -1 AV over -1 M was the right choice of penalty, dwarfs already move slow enough).

My earnings were just high enough to buy a death roller. No players upgraded, since I focused on using my +1 agility runner over the other guy. At the very least, I should score one more TD with the other guy so he can hit level 2.


Top
 Profile  
 
PostPosted: Sun Apr 04, 2010 10:45 am 
Offline

Joined: Tue Jun 26, 2007 8:36 pm
Posts: 71
Skaven Team vs:

Neverworld Killers (Dark Elves)

Blitzers x 3
Blitzers x 1 with Dodge
Linemen x 4
Lineman with Leader
Lineman with +1 Movement
Lineman with Block
Runner

Rerolls x 2


1st Half:

Winning the coin toss, the elves take the ball. I dive at their ball carrier early with some gutter runners, causing the ball to be dumped-off near the feet of another elf. Despite attempts of the skaven to prevent the ball from being grabbed again, the elves recover and send a lone player deep until he is about 25 yards from a touchdown.

Good luck trying to outpace the skaven though. Storm Vermin bring the elf down, and this time the elves can't retrieve it on their turn. A linerat grabs the ball, and manages to hold on to it for a turn. Opportunity has arisen, and the ball is brought all the way back up the field. Linerat, gutter runner, thrower, score. The cost was a single linerat, who was badly hurt in the confusion.

Dark elves try again, but have unfortunately used up their rerolls. A two-dice block results in double skulls, and once again the skaven blitz the ball carrier. The elfs can't recover this time, and player who retrieves the ball then fails a dodge roll. A few tackles later to clear the mess, and a gutter runner grabs the ball and score.

Dark Elf attempt #3. The elves play more conservatively, but don't have the turns to play in such manner. The only player who dares come within scoring distance is knocked from his feet, while defenses are set up to make moving the ball incredibly risky. The final turn is spent bashing elfs around, KOing the Leader Lineman plus a Blitzer.


2nd Half

Up by two, and the skaven receive the ball. Not wanting to take any chances, a web is set-up while the gutter runners dance about the dark elf side of the field. It twas a grand event, until one gutter missed a flying pirouette and badly injured himself. Even so, the spectacle disgusts the Elf coach greatly, and he has no wish to participate further. Rather than take some risks, the elf coach disconnects.

2-0 Skaven.


Final Comments:

The disconnect didn't bring me to the usual game results, and I frantically went to check that I got two MVPs- I did, but no ranks increased. I was able to confirm from the dice logs that apparently a player doesn't properly make a ball pick-up more difficult if he is already being checked. Otherwise solid play and good luck made this win definitive.


Top
 Profile  
 
PostPosted: Wed Apr 07, 2010 6:00 pm 
Offline

Joined: Tue Jun 26, 2007 8:36 pm
Posts: 71
Dwarf Team vs:

MALICE COWBOYZ

Two Injured Linemen
Linemen x 4
Lineman w/ Block
Runner w/ Dodge, Block
Witchelf
Blitzer +1 Armour
Blitzer Mighty Blow
Blitzer Dodge, Tackle
Blitzer

Rerolls x 1

1st Half

As per a continuing routine with each game, I start off examining each player, noting their abilities. Shame I'm too busy checking linemen to bother noticing that I'm receiving. On the sidelines sits the doomroller, and I wince at the mistake of not having it on the field.

The opponent makes good use of his players, marking each corner of my cage while blitzing in towards the center. The ball gets loose half in the turns, but I have an excellent chance of recovering...

...except when using my blitzer, I clicked for the location I wanted and he ran over the ball space, picking it up. At least he did pick it up. The screw up ruins my forward momentum, and I never score before the half ends. Fortunately, the dwarfs were able to remove alot of the elfs:

Lineman KO
Lineman KO
Lineman Gouged Eye
Mighty Blitzer KO
Witch Elf KO


2nd Half

Only the Witch Elf returns. Still annoyed at the 1st half though, I use an idiot defense formation that I used against the computer (team spread wide on the line). The witch elf celebrates her return by punting a blocker off the field; she had to use the team reroll to do it though.

Elfs flood into the back field. I check them all, ignoring one important player in the midfield. The elf uses that player to drive forward, away from all my slow players. 7 elves are making a joke of me.

I have two players who can reach the carrier. A runner gets into contact, but my blocker fails when I reroll a go for it, only to fail the 2nd one. The elf is almost in the clear. He runs support over, and does a two-block dice on my runner.

Double skulls. The elf coach really shouldn't have built a team with only one reroll.

Anyway, I'm still in it, and tackle the ball carrier with support from my clumsy blocker. The ball carrier is stunned, leaving only one elf on the field who can do anything. A skull in the next elf turn ensures that he fails also. The runner crosses the field cleanly while the elf team primarily lies prone on the field. I run the clock down and score.

1-0 Dwarf


Final Comments:

My defense sucks. I knew better, but my stubborn mentality meant that I waited for it to really smack me in the face first. I'll have to deploy deeper and closer to the center in the future.

The other runner ranked up to level 2 and received block.


Top
 Profile  
 
PostPosted: Fri Apr 09, 2010 9:40 pm 
Offline

Joined: Tue Jun 26, 2007 8:36 pm
Posts: 71
Skaven Team vs:

Broken Eyes
4 Injuried Beastmen
2 Mercenary Beastmen
2 Beastmen w/ Block
2 Beastmen w/ Block, Guard
Beastman w/ Big Hand
Beastman w/ Pass
2 Chaos Warriors w/ Block
Chaos Warrior

Rerolls x 5

Team Info: I inquired about the amount of injuries he had, and apparently his last match was against a Dwarf team. Also, his starting roster featured nothing but beastmen so that he could start with 5 rerolls.

1st Half: Coin toss favors Chaos, and they choose to receive. The opponent lines up heavy on the left field, and hands the ball to a chaos warrior. Unable to threaten a bruiser like that, the opponent scores, albeit with plenty of turns left for me to score. The field is already bloody, but oddly enough it didn't all come from ratmen.

KO Ratman Lineman
KO Beastman w/ Block (gets back up)
KO Beastman w/ Block, Guard
KO Ratman Lineman w/ Guard (gets back up)

With a few turns to spare, my thrower naturally wants to scare me by failing to pick up the ball. Since this occured before I even did my scrimmage blocking, I'm feeling more pressure than I would like. Instead of my usual scoring method, I handoff to a gutter rat, sending him downfield with two other gutters to make a semi-gutter cage (yeah, that's gonna scare a chaos warrior). My opponent is rather disinterested with stopping the score, rather focusing on bashing more rats. Two more Knockouts occur before the whistle half ends- a linerat, plus the +1 strength linerat.


2nd Half:

The halftime sees everybody except a basic linerat recover. I score quickly, dodging a tackle with my thrower, handing off to a gutter, and completing the chain with another gutter near the endzone. It wasn't as clean as I would have liked, but I was up on the scoreboards now.

Chaos lines up heavy on the left again, but the Chaos gods seem displeased. The pitch result gives me an extra turn, which I use to place a gutter runner right under where the ball will land. I have enough players to form a 3-man cage, and all I have to do is blitz one beastman out of the way.

Double skulls. Reroll. Double skulls. *%^$#@^ Khorne and his *^$%@(@ throne.

My gutter holds the ball for a few seconds before chaos controls it again. The gods have yet to leave the field though, as a short pass is fumbled in the backfield. The ball would remain there for a few turns, since neither me or my opponent could manage their turn without a turnover. With a linerat in gutter in the backfield, I finally get some...average rolls, and knock one of the two beastman away from the ball. The gutter swoops in, and makes a break for it, going for it twice to ensure nobody can blitz him. His arrival in the endzone is a monumental relief for the team; none of the 10 other rats lying on the ground have to stand up right next to the chaos team.

Doesn't mean nobody got hurt though. Chaos scores with the last three turns. Both teams suffer a KO, plus a Storm Vermin got badly injured. At least everyone will be healthy for next game.

3-2 Skaven


Final Comments:

A low profit from the game leaves my bankroll at 130,000. Ideally, I should be purchasing a Rat Ogre after next game.

Three ranks for this game, level 3 gutter, level 2 gutter, and a linerat. The level 3 got dauntless to go with his wrestle, improving his chancing of taking the ball carrier down when he dives deep. The level 2 gutter rolled double 5's; I chose the +1 movement. As he develops, I'll choose the skills associated with "Go for it" so that I can have a single turn scorer. Concluding the ranks is a double roll for the linerat. Not being particularly interested in having another guard, I chose dodge to increase his chances of surviving.


Top
 Profile  
 
PostPosted: Sun Apr 11, 2010 1:13 pm 
Offline

Joined: Tue Jun 26, 2007 8:36 pm
Posts: 71
Dwarf Team vs:

Les Rois Bleus (Humans)

Injuried Lineman
Mercenary Lineman
Ogre w/ +1 Strength, +1 Agility, Stand Firm
Blitzer
2x Blitzer w/ Guard
Blitzer w/ Guard, tackle
Catcher w/ Block
Thrower w/ +1 Movement
Lineman Dirty Player
Lineman Kick
Lineman -1 Agility

Rerolls x 4


1st Half:

To my surprise, the humans receive the ball. A bonus defense turn provides the opportunity to play aggressively, which I attempt to take advantage off. I cover most of his midfield players, leaving only the ogre alone. He takes advantage of my dwarfs not wanting to bother the ogre, and gives the monster the ball. The ogre in turn actually remembers that he is on a blood bowl pitch, and hands the ball off to another human further down the field. A quick score follows thanks to my two runners scaring him into the endzone.

Dwarfs tie things up before the half ends though. A human lineman is KO during the process, but he'll recover during halftime.


2nd Half:

The Deathroller comes onto the pitch. This is the list of human players removed from the pitch during the dwarf drive:

KO Blitzer
KO Mercenary Lineman
KO Blitzer w/ Guard, Tackle
Badly Hurt Ogre
Badly Hurt Lineman w/ Guard
Badly Hurt Lineman w/ -1 Agiity
Broken Back Lineman w/ Kick
Broken Neck Thrower

A dwarf was nearly killed during the half too, but the apothecary fixed him up.

2-1 Dwarfs


Final Comments:

Two blitzers, two blockers, and the death roller ranked up to level 2. I took Jaghatai's advice, and gave the death roller multiple block, and everybody else mighty blow. An additional blocker was also purchased, bringing the dwarf roster to 14 players. I don't plan on making any other player purchases now.


Top
 Profile  
 
PostPosted: Tue Apr 13, 2010 5:47 pm 
Offline

Joined: Tue Jun 26, 2007 8:36 pm
Posts: 71
Skaven team vs:

Hammer (Dwarf)
Troll Slayer w/ +1 Move, Tackle
Troll Slayer w/ Guard
Blitzer
Blitzer w/ +1 Move
Runner w/ +1 Strength
Runner w/ +1 Move, Block
Blocker w/ Guard
Blocker w/ Dodge
Blocker w/ Dodge, Sidestep
Blocker w/ Guard, Grab
3x Blocker

Team Reroll x 3


Pregame:

My opponent had over a 100,000 TV on me. I picked up an extra apothecary, a move that my opponent agreed with.


1st Half:

I win the toss and kick the ball off. My opponent doesn't cage well, so I'm quite successful in harrassing his ball carrier. The ball only makes it to the mid-left field before the melee for control breaks out. Skaven surprisely win out in the slug fest, but a spot of bad luck provides the dwarf team with the opportunity to stop the score. Both teams leave the field with a bloody nose:

Badly Hurt Troll Slayer w/ +1 Move, Tackle
KO Blocker
KO Gutter Runner
KO Storm Vermin


2nd Half:

All the KO players return for more 2nd half mayhem. Sending three of my gutters to the far left field tricks the dwarf team to into sending too many players off on that side. The skaven thrower bolts into the open, relying on the poor dodge ability of the dwarfs to keep him safe. The dwarfs are unable to compensate, and the skaven thrower runs the ball in for the score. As the thrower shamelessly flaunts himself in front of the crowd, stretchers come out for the unmoving players:

Broken Collar Bone Blocker w/ Dodge (opponent rerolled a ?Broken Back? and misclicked)
Badly Hurt Gutter Runner
Broken Back Storm Vermin (tried to reroll this one)


Skaven momentum can not be stopped. The dwarfs falter under the pressure to tie the game, unable to make a 2-dice block even with the reroll. The rats rush in again and this time sucessfully run off with the ball, ensuring the win. There is only one problem left.

The dwarfs have a grudge now, and the rats have to stand in front of them for two more turns.

The hatred focuses on the remaining Storm Vermin. Dwarf vengeance crashes forward, annihilating the wretched creature. The other players, having been educated by the scene, fled to the rear field as they watched the few remaining seconds tick down. The ratmen didn't even bother to grab their gear in the locker room when they fled the stadium.

2-0 Skaven


Final Comments:

I lost the storm vermin whom had suffered a -1 AV from a previous game. With 190,000 gold sitting in the bank, I can easily add another player to the roster. Next time I log on, I'll purchase the rat ogre.

Only the thrower leveled this game. I gave him block to improve his survival odds.


Top
 Profile  
 
PostPosted: Sun Apr 18, 2010 10:27 am 
Offline

Joined: Tue Jun 26, 2007 8:36 pm
Posts: 71
Dwarf Team vs:

Las Cabras apestosas

Chaos Warrior Injuried
Beastman Injuried
2x Journeyman Beastmen
Minotaur w/ Claw, Guard
2 Chaos Warriors
Chaos Warrior w/ Guard
2x Beastmen
Beastman w/ Block, Guard
Beastman w/ +2 Movement
Beastman w/ +1 Movement, Sure Hands, Extra Arms

Rerolls x 5


1st Half:

Dwarfs receive. An omen of disaster is seen early when the Chaos Minotaur actually brings the Doom Roller down, but the sign is currently missed. With only 11 players on the Chaos team, Dwarf confidence is at a high.

Problems arise when a sloppy multiple block by the Doom Roller allows the Chaos team to surround the ball carrier. Dwarf players consistantly get stunned on the field, consistantly forcing the Dwarfs to work with lesser numbers. When fortune does smile upon the dwarfs, and a beastman gets KO'ed to the sidelines, a chaos players returns the favor two-fold and crushes a dwarf in return. No score.

KO Beastman
KO Beastman +1 Move, Sure Hands, Extra Arms
Miss Game Dwarf Blitzer Mighty Blow
Miss Game Dwarf Blitzer Mighty Blow (this was a reroll to save the player from death)


2nd Half:

The only hope dwarfs have are dashed when the two KO beastman stand up. With both blitzers gone and the Doom Roller in the dungeons, the entire bench has to get up just to insure that dwarfs have 11 players on the field.

The kick goes out of bounds, and a Chaos Player near the midfield is handed the ball. With help from the minotaur, he gets past the midfield line easy and stands near the endzone the entire rest of the match. Without the aid of the Doom Roller, dwarfs are unable to match Chaos. The match goes by with a Dwarf runner consistantly being batted aside by the Chaos Warrior ball carrier, being too stubborn to know when to lie down.

0-1 Chaos


Final Commentary:

Blind confidence in strength 7. The result was two failed multiple blocks, which cost me the score. At the very least, I should have tied, since I wasn't going to stop a Chaos drive without reducing the number of players they had on the pitch.

I was originally thinking that I had skilled up incorrectly, but the replay shows that both of the knock outs in the 1st half only occurred because of the +1 modifier of mighty blow. With the addition of an extra stun or two, and it appears I was getting the proper mileage out of the skill. Fault to the coach.


Top
 Profile  
 
PostPosted: Mon Apr 19, 2010 9:08 pm 
Offline

Joined: Tue Jun 26, 2007 8:36 pm
Posts: 71
Skaven Team vs:

Orcazos De Trhall (Orcs)

Injuried Blitzer
Troll w/ Guard
2x Black Orcs
2x Black Orcs w/ Block
Thrower
Thrower w/ Accurate, Strong Arm
Lineman w/ Block
Blitzer w/ Dodge
Blitzer w/ Strip Ball, +1 Movement
Blitzer w/ Mighty Blow

Rerolls x 3


1st Half:

A 1st turn tradition has come to an end. It took the orcs around turn 2 or 3 to knock out my linerat w/ Dodge. The orcs continue to slip up, failing a short pass that gives a nearby gutter runner opportunity to run off with the ball. Skaven are up with plenty of time left on the clock.

Attempt #2, Orcs try to slide a blitzer down the side, but the rats knock the ball out of bounds. They recover the ball on the other side of the field, but still fail to score due to showing more interest in SP gathering and tackling rather than trying to score. What they lack on the scoreboard, however, is made up for in body count.

KO Linerat
Badly Hurt Linerat
KO Rat Ogre
Miss Game Linerat w/ Guard (had to use apothecary to prevent death)
KO Linerat w/ +1 Strength


2nd Half:

The Rat Ogre and the dodging linerat recover, leaving me with 9 rats vs 11 orcs. I set the +1 movement gutter on the line, hoping to send him down the field quickly for the score. It works, but in a very sloppy way. The gutter trips on a "Go For It!", and is surrounded by several orcs. Agility 4 plus dodge won't be denied though, and the gutter recovers the play and scores. Another point up plus another linerat stands up.

Orc drive #3 still fails. Opponent leaves the ball carrier open for a blitz, so my rat ogre rushes on over to say hello. Gutter once again dashes away with the ball, only being hassled by the strip ball blitzer before scoring. +1 strength rat, the final KO, recovers.

Having definitely won the game, the rats let the Orcs score on their 4th drive. With just two turns left though, the rats opt to score a 4th TD with the +1 movement gutter, since he needs the SP to level. The final turn is spent with the orcs smashing the scrimmage line apart in frustration, causing one KO and a badly hurt.

4-1 Rats


Final Comments:

In addition to the +1 Move Gutter, the +1 strength linerat also ranked up. Gutter Runner acquired the necessary sprint. Hercule's choice was more interesting though, as he rolled snake eyes on the roll. Although I would like to eventually give him wrestle, I used the opportunity to grow some claws on him. Perhaps I should start calling him "Freddy".

Not enough money to replace my dead storm vermin. With 70,000 in the bank, the next game guarantees another player purchase.

Regarding the last few turns of the game, that would have been a good opportunity to just pass the ball about and help my linerats gain SP. A combination of always wanting to score along with the desire to develop the one-turn scorer insured that I ignored the possibility. Not a problem, but something to be mindful of if I ever get another definitive lead on an opponent again.


Top
 Profile  
 
PostPosted: Tue Apr 20, 2010 7:02 am 
Offline
User avatar

Joined: Thu Jun 14, 2007 11:48 pm
Posts: 1110
Location: Not in Prison
A word of caution. Skilling up linerats, while it seems rational, may not be the best idea. The fact is, they will bloat your team value immensly, and ultimately they are just fodder to allow your gutter runners to survive, score, etc.

If you have 5 linerats with 2 skills each, thats an extra 200k in value, which either gives your opponent extra stuff, or takes away from the stuff you get. Either way, having a skilled linerat on the line next to a troll is no better off than having an unskilled linerat on the line next to a troll.

_________________
If you think nobody cares about you, try missing a couple of payments.


Top
 Profile  
 
PostPosted: Thu Apr 22, 2010 12:46 pm 
Offline

Joined: Tue Jun 26, 2007 8:36 pm
Posts: 71
Dwarf team vs:

Les Hommes-Bi

Ogre w/ Guard, Stand Firm, Break Tackle, -1 Agility
Catcher w/ Block
Super Catcher w/ Jump up, block, +1 move, sure hands, side step
Blitzer
Blitzer w/ strip ball
Blitzer w/ guard, strip ball, niggling injury
Thrower
Thrower w/ strong arm, accurate, leader, block
lineman w/ block
lineman w/ kick
lineman

Rerolls x 4

Pregame Inducements: Due to missing my two blitzers, I have 210,000 gold to spend. I purchase one bribe to keep the doom roller on the pitch for another round, and a 4th reroll.


1st Half:

A correct guess on the coin toss let's me receive on the kickoff. I make plenty of mistakes on the drive, which will eventually result in my opponent obtaining acess to the ball carrier and knocking the ball out of bounds. The fans toss it back right in my endzone, which super catcher quickly picks up for a score. The crowd jeer what dwarfs can walk back to the sidelines, since the others have to be dragged off the pitch:

Badly Hurt Dwarf Blocker
KO Troll Slayer
KO lineman
KO thrower

Nothing motivates a dwarf better than a grudge though. After a productive discussion with the ref about how a giant, spike-studded steam roller is a normal piece of equipment for Blood Bowl, the dwarfs return. The drive will succeed this time, although the dwarfs are more satifisied with the sudden influx of players visiting the Human medical facility.

Badly Hurt Human Blitzer
Healed by Apothecary Super Catcher (he was only badly hurt too)
Broken Collar Bone Blitzer w/ Guard, Strip Ball, niggling injury


2nd Half:

Upon discovery of the career-ending injury to the Human blitzer, a riot breaks out between the teams. The ref eventually stops it, but fails to turn the clock back. The game starts on human turn 11. With the troll slayer and the human lineman recovering, the teams stand 10 dwarfs to 8 humans.

The dwarfs have learned to play deeper on defense though, and all players are properly covered. In addition, human armour continues to prove how shoddy it is, as the catcher and the lineman kicker are both knocked out from the field. Desperation sees that the humans launch the ball across the field to the super catcher, but it doesn't even land in his square. Dwarfs recover it, and bring it back across the field. Although the humans make a good effort to stop the runner, he reaches the endzone and scores.

2-1 Dwarfs


Final Commentary:

The first drive was a disaster due to my preoccupation with how annoying movement 4 and agility 2 is. If I hadn't reduced the human roster as much as I did, the other player would have won. I think I'll peruse the information at the blood bowl forums. Reading strategy generally makes me feel better.

Since alot of teams seem to have a thin roster, I checked the season stats of his players for the matches they have been in. The player with the most matches was his thrower with 24 games. Only 4 players had matches over 20, so I this coach has really seen a beating.

Agility 4 runner ranked up. I gave him block, ensuring that nobody on my team doesn't have that skill now. In addition, I purchased a 4th reroll. Only other purchases to make now are to replace the troll slayer with the -1 AV, plus buy a few cheer leaders.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 43 posts ]  Go to page Previous  1, 2, 3  Next

All times are UTC - 5 hours


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB® Forum Software © phpBB Group