Turn 2 begins looking like this:
Strength wise, we're about even (mainly due to Horns). Block/Dodge wise, I may be on the short end, but I'm not the one trying to make new plans without a key player.
As it's a little less tied up to the left, the ball starts moving to that side, followed by Mr. Dalton waking up and seeing just how accurate the name 'Never Get Hit*' is.
Not very it would seem, but that's what an asterix is for. Brouhaha on the Right continues with a risky 1D block being thrown.
(yeah yeah, action is under the box. This is like, ESPN26 or something, production values non-existent)
Wow, lucky shot. Unfortunately, that also means that my ST4 Zombie will now be getting a 2D block.
Yup. These die rolls are looking like it's going to settle in to your typical stabby game. *sigh* Still, at least no one is getting inj...
No. I'm not finishing that sentence and jinxing myself.
Moving on, action starts to make its way left a free Herald is sent to assist, followed quickly by one of my players showing just how aptly named he is.
Meh, streets, dirt. Same thing. Of course, this is followed by another risky move by drogg, who does his best to show another player who can't live up to his name.
As 'Winner!' goes down, Khorne ends its turn.
Since my camera skills haven't given a look to the right side of the field for a while, I'll say it simply: it's a mess. Everyone's either marked or downed, dodge rolls aren't happening and it's just 1D block city at the moment.
The left is a different story, and since Mr. Ghoul has just woken up from his nap I'm sure I'll find a use for him.
That works, Squishy has some use after all, as Stan 'Winner!' Bush gets up, dusts himself off, smacks Rico to the ground before going to mark another Herald.
Oh look, we can finally see the right side of the field again, yippee!
Like I said earlier, all that's happening are some Zombies getting back to their feet. Nothing else is really going to move there. The left on the other hand, that's wide open to allow a little meet & greet between Mr. Wolf and, well, Mr. Werewolf.
Next moves aren't very spectacular, another zombie gets up and 'POWWWEEEEERRR!' the Golem moves up to mark the last free Herald, followed by the other Werewolf believing in the Internet a little too much, in hopes of making a Wolf sandwich.
THE POWER OF DOGE COMPELS ME!
He's a little special you see. Still, not the stupidest way I've ended a turn. Let's continue.
Turn 3 begins with a 2D block against the Wight on the Right (again, not seen due to shoddy camera work) thanks to the hyperactive little doggy.
This is then followed by Khorne continuing to keep the Zombie brotha down, this time kind of noticible to the right of the 'Both Down' die (hey! I'm getting better at this!)
Uh-huh. The Daring Believers usual lack of skills is starting to show again. Dammit. Players on the Right are starting to get free, and if this keeps up...
Ohoho, What's this? A reroll being used?
No, wait. First time seeing Juggernaut in action, forgot that Both Down becomes push.
Herald's now free, and runs to the centre of the field... which just happens to be within 2-3 squares of all three of my ST4 players.
Wait, What? (you'll see it in a sec)
This is followed by a Frenzied 1D block against the closer of my Flesh Golems.
Here you can just make out the ball carrier on the edge of the window, and see that I had 'Stand Firm' as optional. Sure, it would have been easy to be moved back and turn it into a 2 Red-die follow up, but I was close enough to the ball carrier to prevent a proper cage. Lucked out as block #2 was also push.
Later, after a greedy use of a reroll...
Not sure if I wasn't the only one who forgot about Juggernaut, or if he thought a Push would hurt his positioning or what. I just like the result.
New turn begins, and looking at the field I can see this working in my favour. Meaning I'm probably going to Pooch this all very badly indeed.
Anyway, stabby-Ho Believers!
*some time later*
Yup. That'll do the trick.