“Im alright with a draw on this. My opps Khorne team had block on most of the seekers, and then utility gores well built. This is my teams 4th or 5th game.
In the first half, I was fairly happy with my positioning. I got a real leg up when my opp 1/89d late in the first half and its one of those "roll out the red carpet" turns. When I scored and I was up 2 players in the second, it was looking good.
I had a good chance to surf the spawn. And then I had to RR the the dauntless twice, and then got dub skulled on the last block. Once of those absurd turns I think. Looking at it, I think it was worth it - I increase the player advantage even more and ASSUMING the spawn isnt there the turn after, I can reposition instead of trying to hit him again on the following turn. But Nuffle ignored my plea and told me to go suck an egg - exact words. Its one of those things im going to think on because once you sign up for this kind of move, youre balls in - theres not turning back and you just hope fumbbl gives you something close to average or better. I could have backed off, formed a deeper line. But I dunno, a hit and a lucky set of 3 pluses gets the score if I do that.
I had 4 turns, but the kick off result trimmed a turn off just at the worst time. A deep kick in the rain, and me trying to run some linos up to try to fail mary in the last turn. It was a sad attempt on my part, like watching a bunch of dudes trying to pet a honey badger.
Looking at the stats, over a third of my single die rolls were a 1, and over 50% of my inj rolls are 6 or less. If I had any help in those departments, I think I couldve handled things better.
Still mulling over that defensive decision but, kinda good with everything else.
My opp really threw the spawn out there. I feel like I was always hitting that thing. It worked well, I was always contending with a str 5 claw piece. I dont usually do that when I play khorne. But also when I play khorne and I set my linos on the line, they almost always die before my turn begins. My spawn almost always melts when he takes a second block. These guys were very sturdy. ”
In the first half, I was fairly happy with my positioning. I got a real leg up when my opp 1/89d late in the first half and its one of those "roll out the red carpet" turns. When I scored and I was up 2 players in the second, it was looking good.
I had a good chance to surf the spawn. And then I had to RR the the dauntless twice, and then got dub skulled on the last block. Once of those absurd turns I think. Looking at it, I think it was worth it - I increase the player advantage even more and ASSUMING the spawn isnt there the turn after, I can reposition instead of trying to hit him again on the following turn. But Nuffle ignored my plea and told me to go suck an egg - exact words. Its one of those things im going to think on because once you sign up for this kind of move, youre balls in - theres not turning back and you just hope fumbbl gives you something close to average or better. I could have backed off, formed a deeper line. But I dunno, a hit and a lucky set of 3 pluses gets the score if I do that.
I had 4 turns, but the kick off result trimmed a turn off just at the worst time. A deep kick in the rain, and me trying to run some linos up to try to fail mary in the last turn. It was a sad attempt on my part, like watching a bunch of dudes trying to pet a honey badger.
Looking at the stats, over a third of my single die rolls were a 1, and over 50% of my inj rolls are 6 or less. If I had any help in those departments, I think I couldve handled things better.
Still mulling over that defensive decision but, kinda good with everything else.
My opp really threw the spawn out there. I feel like I was always hitting that thing. It worked well, I was always contending with a str 5 claw piece. I dont usually do that when I play khorne. But also when I play khorne and I set my linos on the line, they almost always die before my turn begins. My spawn almost always melts when he takes a second block. These guys were very sturdy.
”