Apart from breaking one of my own rules (Never Play CDs) this game was unusual because:
1) The opponent had no rerolls. At all.
2) They failed 6 blocks all game.
The 2nd might not seem strange, but most of the blocks you see listed for Lolaner were -2 dice blocks. Yeah, *minus* where I get to choose - and what a choice - most of them were Knockdowns! They failed more on the series of game long 1 dice blocks, and once on a rare 2 dice block!
Coupled with an interception (8 required) and a Bull Centaur picking the ball up (5 needed, 5 rolled) a Dwarf dodging through a tackle zone (5 needed, 5 rolled) and all those successful blocks... the only thing the CDs didn't do was break armour, remarkable really, given the luck everywhere else.
I KO'd a few of their guys, broke armour once (killed, Apo) and pushed a BC out for Badly Hurt, and other than that was pretty lucky in that I didn't need to use a reroll till turn 6 in half 1. Bu turn 3 of half 2 I'd burnt up my rr.
The interception stopped the fourth score, though it needed to be caught to score with, and a 2 dice block/pushback blitz on the ball carrier failed to knock the ball clear, stopping the score. Other than rolling 2 dice blocks all game, the only other things I tried were a couple of GFI and a couple of passes - in other words sticking to the basics.
70 blocks thrown by me, 38 by the CD, and 1 casualty. Bizarre.
Apart from breaking one of my own rules (Never Play CDs) this game was unusual because:
1) The opponent had no rerolls. At all.
2) They failed 6 blocks all game.
The 2nd might not seem strange, but most of the blocks you see listed for Lolaner were -2 dice blocks. Yeah, *minus* where I get to choose - and what a choice - most of them were Knockdowns! They failed more on the series of game long 1 dice blocks, and once on a rare 2 dice block!
Coupled with an interception (8 required) and a Bull Centaur picking the ball up (5 needed, 5 rolled) a Dwarf dodging through a tackle zone (5 needed, 5 rolled) and all those successful blocks... the only thing the CDs didn't do was break armour, remarkable really, given the luck everywhere else.
I KO'd a few of their guys, broke armour once (killed, Apo) and pushed a BC out for Badly Hurt, and other than that was pretty lucky in that I didn't need to use a reroll till turn 6 in half 1. Bu turn 3 of half 2 I'd burnt up my rr.
The interception stopped the fourth score, though it needed to be caught to score with, and a 2 dice block/pushback blitz on the ball carrier failed to knock the ball clear, stopping the score. Other than rolling 2 dice blocks all game, the only other things I tried were a couple of GFI and a couple of passes - in other words sticking to the basics.
70 blocks thrown by me, 38 by the CD, and 1 casualty. Bizarre.
One of the strangest games I ever played.”