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Match Result · Competitive division
Match recorded on 2024-02-05 05:26:25
TV 1120k Human
Super Star ⇈ CR 1765 (+14) JackassRampant
4
Winnings 120k
9k Spectators
No change Dedicated Fans
Casualties 1/2/0
Imperial Nobility TV 1120k
Travistie CR 1507 (-10) Star
0
80k Winnings
Spectators 7k
Fanfactor No change
0/0/0 Casualties
Player Performances
 
 
comp
cas
def
int
td
mvp
spp
turns
pass
rush
block
foul
#1
-
1
-
-
3
-
11
15
-
29
5
-
#2
-
-
-
-
-
-
-
11
-
-
12
-
#3
-
1
-
-
-
-
2
15
-
-
6
-
#4
-
-
-
-
-
-
-
12
-
-
7
-
#5
2
-
-
-
-
-
2
15
4
11
3
-
#7
-
1
-
-
1
-
5
14
-
7
1
-
#10
-
-
-
-
-
-
-
9
-
-
2
-
#11
-
-
-
-
-
-
-
15
-
-
1
-
#12
-
-
-
-
-
1
4
15
-
-
3
-
#13
-
-
-
-
-
-
-
9
-
4
3
-
#15
-
-
-
-
-
-
-
14
-
-
6
-
#16
-
-
-
-
-
-
-
10
-
-
1
-
 
TOTALS
2
3
-
-
4
1
24
154
4
51
50
-
Okay, well, good on you for playing ImpNobs. That team is seriously overpriced and poorly designed, so don't take any of what happens with them to heart. I recommend coming back to this roster after you get good at Humans or Dark Elves, those are basically better versions of the same thing.

Anyway, the game.

11 players and Sweltering Heat, amirite?

Regarding your initial setup, you did two things I consider no-nos.
1) You put a skilled Retainer on the line when a rookie was available. This worked out because my opening block was a 1/9, but you couldn't have anticipated that.
2) You put your Ogre on the line. This is potentially a game-loser all by itself. He's "tough" alright, but that doesn't actually mean much: Thick Skull is no defense against Casualties, and AV 10+ is 40% as vulnerable as a Retainer for more than 2.5x the price, so it's just not a great value proposition. What's more, beginning turn 2 with a prone Ogre is not optimal, better to have him back to reposition.

Turn 2 was the first point where you did something I thought strange. After getting a push on the blitz wide, you stopped in the wide zone, even though your blitzer had 5 more squares and you were too thin in the center. Holding the center is super important.

Good job springing the action on turn 5. I'm not sure even a completion would have been a drive-winner, but you did a good job generating favorable conditions.

Turn 6, you should have followed with the Ogre. It might not have mattered, but zone prones as much as possible.

Turn 9, had you moved your Thrower one less square up, he could have lent an assist and given you two dice.

Turn 10, I was kinda daring you to do what you did, and you took the dare. You should always ask yourself, "what if it works?" before any endeavor, you know? Ended up costing you a reroll and surfs on both blitzers, in exchange for popping the ball around a bunch of my players early in the drive, with no support.

Turn 12, you overcommitted to the strong side. You could have done a backwards-chucky thing and kept your Ogre to the north?

You're doing better now, though. Hopefully you still find this useful.
Player Performances
 
 
comp
cas
def
int
td
mvp
spp
turns
pass
rush
block
foul
#1
-
-
-
-
-
-
-
7
-
-
3
-
#2
-
-
-
-
-
-
-
15
-
3
5
-
#3
-
-
-
-
-
-
-
6
-
-
2
-
#5
-
-
-
-
-
-
-
11
-
-
2
-
#6
-
-
-
-
-
-
-
13
-
-
4
-
#7
-
-
-
-
-
-
-
12
-
-
5
-
#8
-
-
-
-
-
1
4
15
-
-
9
-
#9
-
-
-
-
-
-
-
9
-
-
1
-
#10
-
-
-
-
-
-
-
15
-
-
9
-
#11
-
-
-
-
-
-
-
8
-
4
-
-
#12
-
-
-
-
-
-
-
13
-
8
2
-
 
TOTALS
-
-
-
-
-
1
4
124
-
15
42
-

#3 Ellie Ghulen – Head Injury (-AV)
#11 Allie Mustle – Seriously Hurt (MNG)
#12 Declan Nythil – Serious Injury (NI)
 
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