19 coaches online • Server time: 02:26
* * * Did you know? The most touchdowns in a single match is 23.
Log in
Recent Forum Topics goto Post All Star Bowl!goto Post FUMBBL HAIKU'Sgoto Post Record the length of...
Match Result · Ranked division
Match recorded on 2015-04-26 21:29:22
TV 1330k Wood Elf
3
Winnings 20k
7000 Spectators
+1 Dedicated Fans
Casualties 2/0/0
Shambling Undead TV 1370k
2
50k Winnings
Spectators 16000 (2 FAME)
Fanfactor No change
1/0/1 Casualties
Player Performances
 
 
td
comp
cas
int
mvp
spp
turns
pass
rush
block
foul
#1
-
-
-
-
-
-
9
-
7
4
-
#2
1
-
-
1
-
5
11
-
8
4
-
#3
-
-
-
-
-
-
14
-1
15
1
-
#4
-
-
-
-
-
-
8
-
-
1
-
#5
-
-
-
-
-
-
15
-
-
4
-
#6
-
-
1
-
-
2
13
-
-
1
-
#7
-
-
1
-
-
2
15
-
-
3
-
#8
-
-
-
-
1
5
9
-
-
1
-
#9
1
-
-
-
-
3
8
-
2
-
-
#10
-
-
-
-
-
-
9
-
-
-
-
#11
-
-
-
-
-
-
9
-
-
-
-
#12
1
-
-
-
-
3
14
-
13
-
-
TOTALS
3
-
2
1
1
20
134
-1
45
19
-

#1 Lina Inverse – Dead (RIP)
#2 Narusegawa Naru – Damaged Back (NI)
Player Performances
 
 
td
comp
cas
int
mvp
spp
turns
pass
rush
block
foul
#1
-
-
-
-
-
-
15
-
-
7
-
#2
-
-
-
-
-
-
15
-
-
6
-
#3
-
-
-
-
-
-
14
-
-
8
-
#4
-
-
-
-
-
-
13
-
4
7
-
#5
1
1
1
-
-
6
15
2
23
2
-
#6
1
-
-
-
-
3
14
-
4
2
-
#7
-
-
-
-
-
-
15
-
-
1
-
#8
-
-
-
-
-
-
3
-
-
2
-
#9
-
-
-
-
-
-
5
-
-
1
1
#10
-
-
-
-
-
-
15
-
-
2
1
#11
-
-
-
-
1
5
8
-
-
1
1
#12
-
-
-
-
-
-
13
-
-
4
-
#13
-
-
-
-
-
-
3
-
-
1
-
#14
-
-
-
-
-
-
10
-
-
3
-
TOTALS
2
1
1
-
1
14
158
2
31
47
3
Note: Edited for clarity. This was a match played for commentary which is why we talk so much.

Before Kickoff: Undead win FAME +2. Undead win win the toss, elect to kick.

<Stonetroll> hey hey
<happygrue> \o/
<happygrue> have fun good sir
<Stonetroll> yeah I had the idea of petty cashing for a 50k inducement here
<Stonetroll> but didn't have enough money, still one babe could have been useful here I think
<Stonetroll> that is one basic thing you can do in an agility vs bash matchup, it really makes some of the apo decisions a lot easier
<Stonetroll> <--went into full analysis mode already :)
<happygrue> so I have the choice of kicking, which I am tempted by: normally I like to kick with elves against everyone, especially with a kicker
<happygrue> so I'm going to kick here, in the hopes I can remove the kicker, and perhaps WD before my drive so I have an easier time.
<Stonetroll> yep, that is the trick sometimes
<happygrue> the downside: I give up free blocks to start the game against his av 7 elves
<Stonetroll> and looks like you went in for a formation that doesn't really let me block at all, with the lack of guard and +STR
<happygrue> the advantage is not giving up blocks, the disadvantage is that I won't be able to run down elves well if they go for an early score
<Stonetroll> this weather and the +2 fame roll in your favour are making me kinda nervous
<happygrue> but I don't mind if the elves score early, as then I get the ball and have a lot of turns to grind him

UD TURN 0: Blitz!

<Stonetroll> heh, good thing I tied up the LoS entirely
<Stonetroll> that makes this slightly less devastating
<Stonetroll> there was a temptation to leave the middle unmarked, since I can't take any blocks there

ELF TURN 1

<happygrue> it's important to keep at least 1 sweeper back, I debated keeping 2-3 players back
<Stonetroll> Also, I had planned on pulling one of the less popular elven tactics here
<happygrue> even on a blitz, or he can use my movement forward against me
<Stonetroll> that is pulling everyone back, as it works quite nicely against slow teams
<Stonetroll> this is a risky strategy, but one I feel is suitable here
<Stonetroll> and with all the diceless moves done, ball pickup first of course
<happygrue> I really like to kick in most situations, as it makes my opponent start the game and I really like to see how they handle it. Pressure at the start of the game not to screw up, especially with a great kickoff result for me (like Blitz!) can change the whole game
<Stonetroll> yep
<happygrue> I find it to be even better than an early cas or two off the line in those opening blocks, in many cases

UD TURN 1

<Stonetroll> I gave up not blitzing here just so I don't leave any one player to be isolated and fouled
<happygrue> keep some back, move in to hit him, no other choice really
<happygrue> marking a wrestler with a dodger who is st 4: he needs a pow to get me down and two assists to try, so probably he needs to dodge away

ELF TURN 2

<Stonetroll> normally I like going back even more with this play, seeing if the opponent commits to one side or the other
<happygrue> I was tempted to push the catcher up instead and mark with the tackler, but the elves have leaping chances to surf my only tackler if I enage the sideline too much, plus he'd be at the top of the pitch
<Stonetroll> and just to play out the clock where its easy
<happygrue> it's important I stay able to respond to whichever direction the elves go with tackler and wrestle

ELF TURN 2

<Stonetroll> but looks like I can make a break for the bottom right away, as it is less defended
<Stonetroll> as speed is of the essence here, I am risking some blocks just to push further in
<Stonetroll> and leaving the least important GFI last, so I can not reroll them if they fail

UD TURN 2

<happygrue> now I'm debating trying to surf the ball
<happygrue> with a pow on the WD, I can push the lino out of the way
<happygrue> I think that's worth trying, and with an ag 5 wight I can try a dodge in
<happygrue> the risk is: if it fails, they run free easily
<happygrue> or even if I surf the ball, they might get it back easily with a deep or shallow throw
<happygrue> the other option is to just rush lots back and position the tackler to hit next turn
<Stonetroll> perhaps I should have used the last lineman to stop that, but it was the option between going further, and also not letting you stop my sideline run if you got enough players in the way
<Stonetroll> no pow, but still decent shot at surfing
<Stonetroll> feels like I underestimated the influence of the ag5 wight here
<happygrue> I'll gamble one block first
<happygrue> then the catcher is tagged too
<happygrue> this is a hard choice
<happygrue> most of the turn is done, I'll surely want these RR later
<happygrue> even a RR here means I might not have much luck... but I think the risk and chance to score this turn is worth it


Undead Score! 1-0

<Stonetroll> grats
<happygrue> thanks
<Stonetroll> yep my mistake for not noticing the ag5 player really hurt here
<happygrue> another defense this time, better for stopping a quick score
<happygrue> hard to block my LOS, tackler on one side and wrestler on the other
<happygrue> as for scoring: I risked it, could have failed and elves could have still easily recovered it, but it worked out for me. I didn't feel I could stall at all
<happygrue> so the choice was to go down with the failed block, or go all the way in

Riot on kickoff moves the clock forward one turn

ELF TURN 4

<Stonetroll> I'm going to pick up first again, just to make sure
<Stonetroll> wardancer makes a lucky pow to get a break through from the middle, and now just to flood some players past the defence, as the riot did my stalling work for me
<Stonetroll> this time I'm marking the ag5 guy with wrestle, not underestimating him again
<happygrue> now that I have the lead, I'm going to focus on trying to bash and foul really hard the next few turns. My goal is to force an ealry score (perhaps letting me go up 2-1 by halftime) or make him suffer for stalling
<Stonetroll> just leaving a fragile screen behind, going to push as many elves forward as possible, with the wardancer going with a 3+ dodge last
<Stonetroll> dodging past the dirty player is kind of risky though
<happygrue> note how the elves also tie up my dirty player. Now if I want a good foul I have to either push the player next to the fouler or blitz him free (and I don't want to blitz that lino)
<happygrue> hehe

UD TURN 4

<Stonetroll> yep tying up the dirty player on intention, and also he was placed in the most central position so its a good to hold him up
<happygrue> pressure on the ball, just a bit is needed, and he has too many elves to stop a score
<happygrue> but we'll mark some, and bash what we can
<happygrue> we're going to risk a GFI to 3d block the catcher with MB
<happygrue> I really want him prone, as then any fail early in the elf turn means a risky score attempt
<happygrue> (if he has to use a RR)
<happygrue> no dice, but at least he's marked by two players, and blitzing anyone free requires some dodges
<happygrue> with 4 turns to go, possibly needing an offense drive I let that fail
<happygrue> skulls on the last block is no big deal

ELF TURN 5

<Stonetroll> going for the middle has left the sideline free for now, along with that dirty player falling over himself
<happygrue> I would have RR the GFI with the mummy if that had failed, but probably no other dice that turn
<Stonetroll> so now I can quite safely run the ball for one turn from there
<Stonetroll> I have enough players for a sideline cage, and the ag5 is out of range this time
<Stonetroll> this seems like the safest bet
<Stonetroll> from here wardancers can try to get free with a onedice block that should open up a dodge for the other one
<Stonetroll> both downing a wrestler is sort of bad, but the dirty skeleton is still tied up
<happygrue> and couldn't have used the other WD because the mummy has guard so it was -2d
<Stonetroll> I will mark the wrestling ghoul just to keep him away from the action too
<Stonetroll> now its time for the failable stuff at the end of turn
<Stonetroll> going to wrestle the MB wight, but we cas him out (regen ON) instead with 1 dice
<happygrue> I really dislike how the WD went and stood by the other prone WD, as I would have loved to foul him big
<happygrue> but if I use my blitz on the WD then I can't tag the ball, which I also want to do
<Stonetroll> yep its the elven buddy system :)

UD TURN 5

<happygrue> strip ball WD is what I fear next half for my offense, as I have no sure hands
<happygrue> so he is very tempting
<happygrue> since the elves really don't want to score this early, I'm going to focus on hitting stuff first and then pressure the ball after if I can
<happygrue> moving a zombie to get 3d is almost always a good idea
<Stonetroll> blitzing the other WD also means the dirty skeleton would have to dodge
<Stonetroll> so a rookie zombie goes for the almost quaranteed stun instead
<Stonetroll> at this point my strip baller is certain to get fouled again
<happygrue> given that dp would have made that foul a KO, I wish I could have used him. I was tempted to try the 50% chance dodge to foul him

ELF TURN 6

<happygrue> now that the foul failed, I wish I had done my other plan: blitz the mummy next to the ball, and make him roll dice to get around.
<Stonetroll> also, after our initial setback we feel like playing for a high risk now is justified
<Stonetroll> yeah I noticed the mummy could get in an annoying position on the sideline
<Stonetroll> but with 2 turns left for us and 3 for the UD, we are going to score to save our WD
<Stonetroll> and with a kicker and the sun, undead chance of a fast could be risky, which is what we are going to try to do
<Stonetroll> and there is also the chance to smack that ag5 guy as a bonus
<Stonetroll> however blocking random zombies is not worth the 1/36 fail possibility
<happygrue> agreed: you need a RR more than a zombie cas, since i have 13 players
<happygrue> nicely done, as the elves walk it in

Elves Score! 1-1

<happygrue> our plan: failed to hurt anything, but the *threat* of suffereing was enough for the elves to walk in an early score. Now we have 3 turns and 2 RR to get in an advantage.
<happygrue> however, without a blodger or SH, any ball carrier is vulnerable and I don't have the turns to recover if the ball gets loose
<happygrue> elves setup wide to stop my fast score
<Stonetroll> and elves set up very close for an aggressive setup, making ready to pounce on any opportunity
<happygrue> it will be important to punch a whole somewhere and get scoring threats in placec
<happygrue> *place
<happygrue> now I need to decide: do I try to keep the ball farther back (safe from WD for a turn) with the ag 5? But that will mean a pass in the sun most likely
<Stonetroll> its sort of a balanced setup, since the weaker wing with the catcher in the extreme is the one where the strip baller is
<happygrue> or do I give it to the st 4 ghoul and just hope we can't strip the ball?
<happygrue> we're going to hedge and try to keep both options open turn 1
<Stonetroll> its also a little the effect of the kick skill I think
<Stonetroll> going for onesided attacks against kick is really risky
<happygrue> since the elves have a kicker, he can kick it shallow if I don't protect the sidelines, and deep if I stack everyone up front. Since I have an ag 5 player, I'm going to risk the deep kick and front load my offense. If I didn't have an ag 5, I would hold more back
<Stonetroll> there are indeed some interesting kick options here, as both shallow and long kick have merit
<Stonetroll> that field sure was looking crowded with 13 undead players trying to sneak on to play
<Stonetroll> but the ref is a professional, at least for now :)
<happygrue> oops. Trying to setup with 13 on the pitch is the kind of gobbo trick that works on table top sometimes, but not here on FUMBBL ;)
<happygrue> wight up top for a chance to 2d blitz a hole from the catcher if the LOS fails
<Stonetroll> even if he is ag5, I'm going for a long kick on the opposite side of where the attack is going to come
<Stonetroll> and its another blitz
<happygrue> diasaster! Here is where risking a front loaded offense can lose games.
<happygrue> I stacked my LOS for 3d blocks and getting players moving into scoring position, but now there will be no place to put the ball
<Stonetroll> still, ball is in range of the ag5 guy so going in deep is going to be all in for me too
<Stonetroll> I will tie up the ghouls first just in case
<Stonetroll> just to play it safe, I'm going to leave the strip baller last
<Stonetroll> so if stuff fails he can still threaten the receivers
<Stonetroll> and finally the catcher dash of destiny
<Stonetroll> hmmm
<Stonetroll> reroll used on second GFI, but he could still go to make it a lot harder for ag5
<happygrue> I think I would have gone for it, as even falling down makes my dodge harder
<happygrue> but with a great bounce for the elves, things look grim now
<Stonetroll> still same odds, as now its just 2 times 2+ dodge
<Stonetroll> but bounce is great too, so its looking really nice for us indeed

UD TURN 6

<happygrue> I could play full on risk and try to go pick it up and throw it somewhere, or I can play to get players next to the ball, but not actually try to pick it up, letting the elves try a risky pickup or letting me try a hail mary next turn
<happygrue> the problem with that: he can probably push me into the ball and get it anyway
<happygrue> here's what we're going to do, try some blocking on the line
<happygrue> if I can free up my ghoul, or dodge him to blitz the wardancer I might be able to make the ball safer
<happygrue> there
<happygrue> that gives some option now
<happygrue> we're going to try to grab it and stand next to him

ELF TURN 7

<happygrue> the skel was not really trying him down, as the elf had dodge
<Stonetroll> that last failed dodge leaves us with some more options
<happygrue> but 50% dodge and a GFI and I could make the ball much more safe
<Stonetroll> as now we can go for the wrestle hit on ball with a few 2+ rolls
<happygrue> still, holding the skell standing may have been better
<Stonetroll> as there is only one wight in scoring range, I can mark him with a wardancer
<happygrue> so as you can see, if I had kept even one more player back, I would have been able to handoff to the ghoul and have another player on the other side of him, an almost "safe" ball
<happygrue> but because I risked it all for the score, now it might all backfire. Such are the risks of calling the plays :D
<Stonetroll> yeah going for the full frontal assault really bit back with the blitz!
<Stonetroll> okay, now its a wrestle hit on the ball, with a line-elf Miu ready to pick up
<Stonetroll> braver players would even play to stall this, but not me
<happygrue> yeah, doding the skill was a bad plan, in hindsight
<Stonetroll> wrestle pays off
<happygrue> good bounce for me :D
<Stonetroll> but I'm going to just make sure and block the only player in scoring range first
<Stonetroll> last GFI without reroll, but it must be done

Elves Score! 2-1

<happygrue> nice one
<Stonetroll> thanks
<happygrue> if that had failed, my plan would have been to dodge the wrestle ghoul and GFI once to the bottom, put zombie and skell around
<happygrue> then try to block a hole with the +st ghoul and huck it deep with the wight
<happygrue> but odds are that would have failed somewhere
<happygrue> this may be better for me, because now I still have two turns to try to equalize :D
<Stonetroll> ah right
<happygrue> ah
<Stonetroll> I need to defend for 2 turn
<Stonetroll> s
<happygrue> maybe I should have not mentioned it, as my opponent was busy brain farting ;)
<happygrue> the problem with this now is going for a two turn score means not bashing, and the elves seem likely to start the second half with 11
<happygrue> that's trouble for me
<Stonetroll> the endzone defence might not have been too big of a mistake, since with the kick this is still probably going to be a pass play for the score
<happygrue> okay, we have to risk it again
<happygrue> +st ghoul setup to try to hit the strip baller in a blitz
<Stonetroll> its a quick snap, helping push the UD advance even more, but elves set up 2 squares back this time knowing they only have to hold for a while

UD TURN 7

<happygrue> had to RR, need people in scoring postion!
<Stonetroll> mummy wasting the last reroll on a 3 dice block is big
<Stonetroll> and the middle of the field is swamped quite nicely
<happygrue> now put players in range
<happygrue> elves can't score, so we can risk a lot here
<happygrue> if I GFI with the ball this turn and fail then I can still pickup and try next turn

ELF TURN 8

<happygrue> one GFI there, as it is likely I would need to GFI to be in range (6) of a better pass to my recievers
<Stonetroll> we have 3 scoring threats, but are quite free to move our players to cover them
<happygrue> if I failed the GFI without RR turn 8 then it's over anyway!
<Stonetroll> yep, it was the right GFI
<Stonetroll> you were just 1 square out of quick pass range
<happygrue> the plus side of this, even if I fail to score, is that I'm just down by 1, which is about what I expected to end the half
<happygrue> the downside, I am busy trying to score rather than fouling or bltizing WD with tackle, and it shows
<happygrue> we need to hope for some serious damage to start the 2nd half or the elves have a good chance of holding on to the lead, even if I don't turn it over early
<Stonetroll> we are making pretty triangles of the 2 ghouls, hopefully not leaving room for any chainnpush plays
<Stonetroll> I could leap the wardancer to pick up the ball and make this a lot harder, but feels safe enough I don't want to risk him being fouled
<Stonetroll> and its too far for the st4 ghoul to blitz free and get passed to
<Stonetroll> by the ag5 at least
<happygrue> blitz a lino off
<happygrue> try the pass
<happygrue> stole my 6!
<Stonetroll> free spp :)
<happygrue> 4+ pass, 5+ catch, and some dodges
<happygrue> so it was a chance
<happygrue> fouling was more tempting if it means I was sure to remove someone interesting
<happygrue> but given some 10% or better chance to score I thought that was better than fouling a lino, since if the KO came back it's still 11 on 11
<happygrue> plus I want my dp as a threat for his WD
<Stonetroll> and those magic plays don't ever happen if you don't try
<happygrue> if he comes in to strip it this half and fails, or wrestles me down, I want to have boots ready
<Stonetroll> only one elf KO, we are feeling good going into the second half
<Stonetroll> a lot more defensive setu here, just trying to protect the biggest playmakers
<happygrue> now we run it with the ghoul instead
<Stonetroll> sides are more open now, but its good for me now
<Stonetroll> yep looks like its going to be the st4 ghoul running it here
<Stonetroll> but we get another very sharp long kick in
<happygrue> D setup is 2 back so he doesn't give up free blocks on a quick snap

SECOND HALF, UD TURN 1

<happygrue> some defense back
<happygrue> spread, help back in case this pickup fails
<happygrue> I won't RR this early if it does
<Stonetroll> hmmm
<happygrue> now the plan is to try to do some damage
<Stonetroll> 2 KO not too bad
<happygrue> and stall
<happygrue> I need elves out, and ideally a nice RR advantage before I think about trying a score here

ELF TURN 1

<Stonetroll> there is a very long shot strip ball now, but picking up will be hard
<happygrue> and this is intentional, I'd love it if he ran in with the only strip baller
<happygrue> then I try to wrestle him down and put in the boot.
<happygrue> elves attack, tying up players
<happygrue> I put the defense 2 spaces apart so that one elf couldn't tie up two of my players
<Stonetroll> yep going to tie up these positions, as we are not yet too far back
<Stonetroll> but since we get a shot, going to take it now, come hell or high water
<happygrue> \o/
<happygrue> perfect for me
<happygrue> RR used, and prone WD
<Stonetroll> and fell over on the last GFI

UD TURN 2

<happygrue> the plan now: boots!
<Stonetroll> got close though, and catcher would have been in range to pick up too
<happygrue> of course, I could have lost the game there if the elves got it free, but I felt it was worth the risk, odds are he does use a RR there with a leap, GFI and -2d block
<Stonetroll> so its much better to go now that wait for the slow death match
<happygrue> or maybe I can pick it back up
<Stonetroll> march
<Stonetroll> and still its not the full team stomping on him, so there is some chance it will just stun or ref will catch it
<happygrue> ghoul there so even if the foul fails he's got some screen
<happygrue> in this case, we're going to risk the foul, even though the ghoul could get pushed giving a shot on the ball
<Stonetroll> av will probably break
<happygrue> it will be -2d, so we're going to risk it
<happygrue> boom!
<happygrue> and that is why I dislike fouling a random lino at the end of last half
<Stonetroll> trade of dirty skeleton to WD is good for UD
<happygrue> having the dp there was nice
<happygrue> apo use means he'll be back though, making it hard for me to score here still
<happygrue> I need some more damage and then we'll see. The plan for now is to play for the stall
<happygrue> if I think I have 50% chance of a win if I score early then I tend to take it, as stalling to tie is boring :D
<happygrue> but against wood elves, that means more need to be boxed first

ELF TURN 2

<Stonetroll> and I still have wrestlers, so the ball is far from safe
<happygrue> indeed
<Stonetroll> setting up 2 spaces apart also means most elves can mark zombies 1v1, and there aren't enough players to give assists everywhere

UD TURN 3

<happygrue> going to try to put the ball in a cage, but need to blitz first
<happygrue> to free up players

ELF TURN 3

<happygrue> not a perfect cage, but now I have room to run and players to cage next turn
<Stonetroll> down a lot players now, so slowing down the drive isn't really an option anymore
<happygrue> the elves can take shots at me all day with a leaper, or they can run around in front and slow me down
<happygrue> since they are all KOs, scoring early could easily lose me the game still
<Stonetroll> I am just going to take the 25% shot with leap, as I don't feel I can take it any later
<Stonetroll> thrower and catcher are standing by to pick up in case I get lucky
<happygrue> \o/
<happygrue> and that is the break I was looking for
<Stonetroll> didn't want to use my last reroll there, and it cost the life of a regular dancer

UD TURN 4

<happygrue> time to score and if possible kill the thrower and catcher too
<happygrue> yep
<Stonetroll> also now I really would have liked to have the petty cash for the babe
<happygrue> of course, stonetroll is a good opponent so he very well be trying to trick me into scoring early by giving me options to hit, because his woodies can still win it

ELF TURN 4

<Stonetroll> I can take a pot shot at the ag5 wight, or try to free up the catcher here
<happygrue> we opted to hit the catcher and trap the thrower rather than hitting the thrower more
<Stonetroll> going to risk a 1 dice blitz just to save that catcher, who is crucial for any possible oneturn scores
<Stonetroll> laying on the ground isn't really an option against all these spare zeds
<happygrue> \o/
<Stonetroll> even more knockouts now

UD TURN 5

<happygrue> okay, now with a WD out and 5 KOs, I'm going to score
<Stonetroll> but managed to get the catcher safe
<happygrue> I hate ties, so this is good enough for me
<happygrue> first: we throw some safe blocks, I don't want to use a RR here

Undead Score! 2-2

<Stonetroll> grats
<happygrue> thanks
<Stonetroll> 2/5 KO's back
<Stonetroll> not good, but not too bad either
<happygrue> now with 11 vs 8 it's a dead heat I'd say
<Stonetroll> yeah 8 elves are still plenty enough to score
<happygrue> though much will depend on how well the woodies do in the opening turn, with just one RR
<Stonetroll> its another setup thats open from the sides
<happygrue> defending here is hard, I need to press in fast or he can stall and throw a pass at the end
<happygrue> I really wish I could have taken out the thrower or the catcher
<happygrue> so I tried to spread out a bit and wait to react
<happygrue> if he tries to push in a score too fast it might giveme an opening
<happygrue> I guess I'd be happier to be the elves in this situation, but he has little room for bad luck
<Stonetroll> this really is calling for a one side push now

ELF TURN 5

<Stonetroll> undead get one reroll they are too rich to even use
<Stonetroll> trying to learn from last time, we decide to not cage at the sideline
<happygrue> my zombies are drooling at the thought of a failed pickup here
<happygrue> also: brains
<happygrue> that lino dodge was huge. As the ghoul was up, he could have blocked free a path for an easy 2d
<Stonetroll> this is still quite an open cage
<happygrue> elves look to have a great position now. I've gambled, hoping for an early fail to take him down to 0 RR, but now I have to count on a big play here
<Stonetroll> but we went for the risk of going far, just in case we get bogged down next turn

UD TURN 6

<happygrue> 3+ dodge and GFI for the 2d with tackle from the wight
<Stonetroll> ag5 player is still a big threat, but we managed to use his average speed at least
<happygrue> I think we need to try it, but first we move players into position, keeping some free for a pickup
<Stonetroll> scatter goes into the elves side, which is big
<Stonetroll> still, our way forward is locked now
<happygrue> hmm
<happygrue> hard now
<Stonetroll> and reroll out just to get the catcher down too
<happygrue> 1d there allows ghoul to 1d and make a mess of things next to the ball
<happygrue> nope!
<Stonetroll> ouch, and skull
<happygrue> without a RR, this could be trouble for the elves, but with one it looks like they should be able to pull out some elf magic somehow

ELF TURN 6

<Stonetroll> we are going to stick to wrestle hits to open the way
<Stonetroll> wardancer could just pick and blitz, but if he doesn't pow the wight it could be tough
<Stonetroll> instead I can blitz with Motoko and follow up with the other wrestler
<Stonetroll> and with a successful wrestle takedown its just a few more rolls
<happygrue> oof!
<happygrue> that will make any chance of a return score from me hard
<Stonetroll> with the ag5 out this looks like a much more safer spot to stall now
<happygrue> boo!
<Stonetroll> and we make all the rolls this turn
<happygrue> elves flaunting their awesomeness now

UD TURN 7

<happygrue> now I either risk a lot to blitz, or try to just tag the ball
<Stonetroll> yep even if we lose the ball now still looks pretty safe
<happygrue> but we'll choose to risk for a takedown, as I can't really hope for anything else with 1 turn left
<Stonetroll> and with 2 squares in between there is no risk of a chainpush to get the wrestle to hit the ball
<happygrue> we're just going to dodge in for a wrestle attempt
<Stonetroll> ah, the 5+ dodge was just too much
<happygrue> perhaps the dodge there then 3+ around was better, but I blocked it with a zombie
<Stonetroll> still, with a kicker it feels we have no reason to risk a stall here
<happygrue> I had the 4+ 4+ dodges :D

ELF TURN 7

Elves Score! 3-2

<happygrue> congrats
<Stonetroll> thanks
<happygrue> short of a riot, the UD have thrown away a tie for glory
<Stonetroll> looks very likely that agility wins both times here :)
<happygrue> playing to win: high risk, high reward :D
<happygrue> at the start of the game I really liked my chances, but getting blitzed back on the kickoff saw that fall apart
<happygrue> now we try a one turn
<Stonetroll> yeah, with elves going down 1 TD on your drive is just a minor setback
<happygrue> ah, extra zombie WD throwing me off
<Stonetroll> and now we go for the safer kick that is 4 squares from the sides, just to make touchback very unlikely
<happygrue> now we setup for a 3d blitz and try to push him!

UD TURN 8

<Stonetroll> its close, but ma7 oneturn is still really tricky
<happygrue> yeah, not quite the right setup
<happygrue> I had some pushes that didn't get used there

ELF TURN 8

<happygrue> haha
<Stonetroll> ooof
<happygrue> photo finish
<happygrue> good game sir!
<Stonetroll> yes you too
<Stonetroll> very good one indeed
 
Click on the charts to toggle relative statistics.
Stat generation code provided by Candlejack