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Match Result · League division
Match recorded on 2023-12-27 03:58:50
TV 1130k Human
0
Winnings 80k
8k Spectators
-1 Dedicated Fans
Casualties 0/0/1
Inducements: 1 bribe
Old World Alliance TV 1150k
2
100k Winnings
Spectators 8k
Fanfactor +1
1/2/0 Casualties
Inducements: 1 bribe
Player Performances
 
 
comp
cas
def
int
td
mvp
spp
turns
pass
rush
block
foul
#1
-
-
-
-
-
-
-
12
-
-
7
-
#2
-
-
-
-
-
1
4
15
-
6
2
-
#3
-
-
-
-
-
-
-
11
-
-
6
-
#4
-
-
-
-
-
-
-
16
-
-
13
-
#6
-
-
-
-
-
-
-
9
-
4
2
-
#7
-
-
-
-
-
-
-
9
-
-
1
-
#8
-
-
-
-
-
-
-
16
-
-
5
-
#9
-
-
-
-
-
-
-
10
-
-
2
1
#10
1
1
-
-
-
-
3
16
-
6
5
-
#11
-
-
-
-
-
-
-
15
-
-
6
-
#12
-
-
-
-
-
-
-
16
-
1
1
-
#13
1
-
-
-
-
-
1
9
6
1
3
-
 
TOTALS
2
1
-
-
-
1
8
154
6
18
53
1

#3 Aaliyah Topah – Serious Injury (NI)
#9 Judah Heft – Serious Injury (NI)
Sorry about the delay, I came down with a cold.

Initial setup: I think your overall positioning is fine. There are a couple things I might have done differently, though. First, even with Brawler and/or 3d, you don't want to have to take Loner blocks on Turn 1. Too much can go wrong. Your Ogre is 1/28.8 to turn over, and 1/6 to lose his zone and screw up your other blocks, so don't put him in the 1 column until he gets Guard. I'd probably do something like this, from north to south: Blocker (N3), Slayer (N2), Lineman (N1), Human Blitzer (0), Guard Blocker (S1), Ogre (S2), Dwarf Blitzer (S3) (or flip the Ogre and Dwarf Blitzer if you wanna 2d blitz my Guard guy without an assist). The reasoning is that a both down on my 0-column is a bad thing anyway, so you're better off with only a 1/81 to turn over than with a 1/36 using the Dwarf Blitzer, and the Dwarf Blitzer can now be free to blitz or take a secondary block, while the Ogre can throw a 3d on either the 1 or 0 column using the Guard assist. Also, you generally want Guard in the backside 1 any time you're blocking at equal ST.

Turn 1: marking with the Guard guy was pointless if you were going to blitz with the Ogre: ST6 vs 3 is the same as 5 vs 3, or even 5 vs 4. I get that you wanted to pin my Guard, but doing it with your Guard is self-defeating. You would have been better off blitzing the Guard player with the Ogre, unassisted. Sure, you rolled a push, but you could still have pushed laterally and not followed, then moved the Dwarf in to mark the Guard next to him if it's that important (again, I see it as a mistake to begin with). Another consideration: your square screen on the north side probably should have been a fence structure rather than a full-width screen, with Lineman #8 brought down into the N4 column instead of N5, so I couldn't generate assists on #10 and pin your Slayer. The extra square of latitude wouldn't have mattered much.

Turm 3: the math on that 1d/1d Slayer block was very bad. You had a 14/36 chance to skull, to only 10/36 chance to knock down and break AV (in context, a knockdown without break is bad news), and 4/36 to push/push, which is almost as bad as a skull. 1d Loner at end of turn doesn't merit a RR, so it's that simple, 7 free knockdowns and 2 free blocks on your Slayer, plus 4 bad hazards, to 5 chances for a stun or better, and about half of those are just stuns, and kinda neutral.

This is also where my bad luck started: that Dauntless block was only 13/108 to skull before RR (less than 1/8), 143/3888 after RR (144/3888 is 1/27). No matter, your Blocker skulled out (1/18) on the following turn; it was really the bobble followed by the second Daunts failure on turn 5 that really sealed the deal on the drive.

Turn 6: I'd have not acted with the Ogre. You didn't have a manpower edge, but you did have the ability to pin two of my guys down safely, including the Tackle guy. Your turn 7 was pretty solid, though.

Turn 8.5: your Blitz, you could have moved the Lineman up around the side of the target and not had to commit your Guard player to get hit back. Another alternative, you could have blitzed my Guard guy with the Ogre: if it fails, you suffer a knockdown, which is what happened anyway when you failed the rush.

Turn 11: when in doubt, pow into contact. Had you put that Lineman down in your Slayer's zone, you would have forced him to stand up and encouraged me to block your Slayer, which is what you want in context. I screwed up on turn 12, should have taken a bit more risk to generate a better result, the ball was too likely to bounce the way it did (an example of thinking about your own dice rather than all the dice).

That's enough to get started. There's more game, but, yeah.

EDIT: you brought up two things I want to address: line-blocking, and bad dice.

Line-blocking: with a Frenzy player in the backside 1 column, a both down on the 0 is a potential nightmare, as it can lead to bad follow-ups. So blocking with Block is not so hot, as those 7 extra knockdown permutations aren't really your friend. Also, a turnover on the offensive line is a catastrophe, so the conserved reroll isn't that important.

Bad dice: it's not about what you make, it's about what you fail and when. A couple failed pickups (I think I was 1/8 on pickup rolls or something) can completely wreck you and force all your other dice to go well in order to survive. Early turnovers are similar; I was probably banking a bit too much on that second failed Dauntless block, but the math was there, you know? You had one too, right after my first failed Dauntless block, which would have been pretty bad had I not followed with badness, you know?
Player Performances
 
 
comp
cas
def
int
td
mvp
spp
turns
pass
rush
block
foul
#1
-
-
-
-
-
-
-
16
-
-
4
-
#2
-
-
-
-
-
-
-
16
-
-
1
-
#3
-
-
-
-
-
-
-
16
-
-
4
-
#4
-
-
-
-
-
-
-
13
-
-
5
-
#5
-
1
-
-
-
-
2
16
-
-
6
-
#6
-
-
-
-
1
-
3
14
-
10
2
-
#7
-
-
-
-
1
-
3
16
-
19
-
-
#8
-
1
-
-
-
-
2
16
-
-
4
-
#9
-
-
-
-
-
-
-
16
-
-
2
-
#10
-
-
-
-
-
-
-
16
-
-
2
-
#11
-
1
-
-
-
1
6
12
-
1
10
-
 
TOTALS
-
3
-
-
2
1
16
167
-
30
40
-

#4 Finn Endra – Dead (RIP)
Thanks for the feedback, JR.

The LOS order of operations with OWA has been something that I've had to balance quite often with, as you said, loner being on 2/3 players with block and with mighty blow being also on 2 players with loner. I believe that my thinking was that I wanted to maximize hits with block and mighty blow as that had a greater chance for early removal. It makes sense from a numbers perspective to use the other players without loner, but I figured that if I failed a 2d block with a regular lineman, I wouldn't waste a reroll on him anyway, so at least I would be failing with an av10 piece rather than an av9 piece.

On turns 2 and 3 I made two misplays where I clicked or moved the wrong guy without realizing it until it was too late. I meant to put the guard dwarf into the 0 space so that I could hit your linemen in base contact. Because I used the wrong player, I had to send my guard into the middle of the mess to try and save what 2d blocks I could manage, so it became a huge mess that never should've happened.

On turn 3, I mistakenly put the assist between your 2 N-side lineman, when I meant to put him on the end player so I could 2d frenzy/mb your #3. It was at this point I made the comment about making some mistakes, and I think from there on I played a bit more solidly.

One last thing, as a more experienced player, I wanted your perspective on when the dice "go bad" in a game. I want to understand this because, since this is a dice game, there's a line between bad dice and bad play. Early on, I think I had bad play during turns 2 and 3 that led to a series of blocks I would not have faced had I made better plays.

On your end, it was obviously bad luck to fail two crucial pick-up rolls, but there were also plenty of times you made crucial dodges with the same 3+ or 3+rr. So when you're evaluating your own play, what do you look for to tell you that you misplayed something or just got bad luck?

Thanks again for all of your feedback - it's much appreciated!
 
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