Match 2!
Dwarves. Oh yeah, we were really looking forward to this one. Why? Because not only are they much stronger than me, they all have tackle, making my dodging tactics impossible, and making it much easier for them to bring Gobbos down.
I think I got training down now. Hell I even luck out an Padre gets +1 AGI, so he'll be a good ball carrier in a pinch.
The dwarves get 120k in inducements and...buy two fucking mercenaries? How does that work!?
They were a bit understaffed, tho', not having any troll slayers, but now they have one in the mercenary. At least that should help keep the damage down.
While they didn't do much damage they're basically pushing my line around, the big bullies.
Notice I kicked off, and playing against dwarves, I could technically luck out and jar loose the ball, but I basically have two options: let them score fast or try to keep them from scoring for EIGHT turns. I have my secret weapons in, so obviously the latter one is my plan.
I even blitzed in our looney, but the runner escapes and gets boxed up. Dammit, stop moving closer to my half!
Oh, uhm, oops?
Apothecary brings him back with no permanent injuries.
Edward doing his shit on the right side. I also moved in JoKa from the left. I use "going for it" with fanatics A LOT, pretty risky but it can really pay off.
And so much for my plan to have my troll blitz in and move next to the runner. Really Stupid is an incredibly annoying skill, and coupled with Loner it is HELL.
So I move in Ogg instead to stand next to the runner in the hopes of delaying him, but, er...
He doesn't last.
God fucking dammit. My delays are failing epically.
Oohooh, but what's this?
All his protection is on one side. I can move NiM and Biz in freely, and then blitz him with bardon. 3 Gobbos vs 1 runner = 2 dice, hurray!
Ffffffuuuuuuuu...
Hurray!
And we got the ball! You think bardon will last, there? Chyeah right.
Grabbing the ball is a good delay tactic tho'. They down bardon but don't pick it back up. Next turn Biz needs three dodge rolls to run in and pick it up, but well...no luck.
They've got it again, and JoKa is moving hella in to fuck with their plans. Attack JoKa attack!
Ffffffuuuu. There's the disadvantage with constantly going for it, he hurts himself. This and the fact that fanatics can swing out of the field, causing a turnover, are their major weaknesses. Their unpredictability is just fun, and no one can block 'em.
Boxing him up again. C'mon, only two more turns to go!
Crack! OldSkoolKamikaze gets a niggling injury for his pleasure.
Runner tries to make a run for it and is tackled, woohooo!
Despite the failed pick-up, we're looking good. Their troll slayer picks it up next turn, but that's their last turn
Last thing I manage to do is get NiM sent off for fouling. Stupid!
Half-time!
Hmmmm. Fielding 8 next possession, including ball-fondlers Jasede and Padre.
Goddammit. I keep getting this shit with trolls and rerolls almost always fai...
Oh, 'k then.
I got Jasede on the right side in hopes that I can lure them into blitzing there, as Jasede can easily outpogo any dwarf.
Success of sorts. They're leaning to that side heavily, but they're also pushing around the trolls too effectively.
So Jasede pogoes back to the left side and I have the trolls try to clear a pa...
FUCK.
Oh holy shit. So, what do you do in that situation? Nothing really, you just escape, run to the other side and pray.
Oh fuck oh fuck oh fuck oh fuck
(also, did I miss something? Jasede has the dodge skill, he has his own reroll, why am I using the team reroll for this?)
Shit yeah bitches. He's still in blitzing range, so I try to move in bardon to distract the dwarves...
Whoops? I'm sorry, bardon, but you are the weakest link. RIP, you will be missed, etc etc
The fuck? Get this, despite Gardin and Gulin back there clearly able to move and blitz freely, the AI opts to blitz the runner, solo?
And he rolls two attacker downs?! Lollerpants!
I don't run it in immediately.
"But why not, BN, surely you don't expect to wait and hurt the dwarves?"
No, but I know I have no chance of stopping them from scoring if they have enough time, so I'm shortening their scoring opportunity by a turn.
Yeeeheeee!
...Good Lord.
We field, uhm, six next turn. The kick skill would have been gold here, as I could pin them to their endzone, but no, the fairly random kick lands right between the runners. Fuck, it'll be hard to keep them from scoring now.
They're absolutely butchering my line.
Shuma moves in to annoy him! And is downed the next turn.
Silellak was within range and made a brave attempt to get to the runner, to assist a Padre blitz (him blitzing on hisown with two red dice = more foolhardy than a few dodge rolls). Nope.
Yah, with my entire team KOd, injured or prone on the pitch, there wasn't much to stop him.
Still guys, a tie is way better than I would have dared hope for. 5 casualties is reasonable too, and we made some nice cash off of it.
Getting any SPP with Gobbos is hard, but since they'll all die horribly anyway, who cares rite?
So, uh, problems: bardon is dead, OldSkoolKamikaze has a niggling injury and is out next match, and Ogg suffered a gouged eye last match, so he's out too. Unsurprisingly, I felt the need to buy two new Gobbos and stock my roster again...
GarfunkeL is one ugly bastard, coming in to replace the dead bardon.
Shoelip's none too pretty, neither.
So get this, with a win and a tie we're still ranked first, followed by the dwarves who also have a tie and win have 10 less team value, other teams all did worse. We're up against #3, the Skavens, next time, and they actually have more team value then us. I'll have inducements, for the first time EVER.