Things started off on the wrong foot for the previously 3-0 Vivisectors, as CHUMP got a Blitz! and, altho' dropping the ball, double-marked it. The marks were cleared, but more bad luck as a 1d Skull had to be RR'd, then the Ag 4 Werewolf rolled a "1" on the 2+ pickup. Apes swarmed the ball but did not recover until after the Necro's Turn 2 opened w/ another 1d Skull RR'd to Skull. Turn 2 the Apes scampered the ball just beyond blitz range, and RR'd the 3+ dodge to score to end Turn 3 1-0.
With no injuries things start still equal Turn 4, but a j-man Ape Lino was immediately BH'd. Turn 5 another early Necro 1d Skull was RR'd, followed by double-skulls, but CHUMP returned the favor on a (premature) 2d on the ballcarrier. Turn 6 the Ag 4 werewolf tried a desperate dodge thru enemy lines, but tripped on a 3+, and only a Turn 8 desperate 1d Frenzy blitz stopped the 2nd defensive score, half ends 1-0.
2nd half CHUMP received, now down 2 as a KO'd line-chimp did not report for the kickoff. A fluff pass for a skill failed, and the Vivisectors pressured, forcing Chump to fall back. Continued pressure was answered with a Turn 3 pass, but continued failed dodges (despite RR) prevented any full screen. However another Necro 1d failed (but not skulled) to end Turn 3, and this time a dodge got the ballcarrier away from 3 markers (who became pinned on the sideline), and again just beyond blitz range to the 3 yard line. 2 (non-injury) surfs and a dodge later the ballcarrier changed sides of the field to again stop beyond blitz range, and walked in Turn 6, 2-0.
But the Vivisectors had been busy, and while their 2 KO's returned, CHUMP had 3 players out after 2 KO's woke up - 8 defending against 11 - made even worse as a freak kickoff went OB and so into the hands of the Werewolf on the LoS who ran unchallenged to the 5. CHUMP had a no-RR double-GFI - which found a Pow on the werewolf! The ball bounced into the crowd and was thrown into the CHUMP endzone. But to end Turn 7 the Vivisectors had some blocking luck of their own, and found a Pow on the first 1d Frenzy, then GFI'd for the 3+ pickup - 2-1.
Turn 8 kickoff was meaningless - game over.
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Things started off on the wrong foot for the previously 3-0 Vivisectors, as CHUMP got a Blitz! and, altho' dropping the ball, double-marked it. The marks were cleared, but more bad luck as a 1d Skull had to be RR'd, then the Ag 4 Werewolf rolled a "1" on the 2+ pickup. Apes swarmed the ball but did not recover until after the Necro's Turn 2 opened w/ another 1d Skull RR'd to Skull. Turn 2 the Apes scampered the ball just beyond blitz range, and RR'd the 3+ dodge to score to end Turn 3 1-0.
With no injuries things start still equal Turn 4, but a j-man Ape Lino was immediately BH'd. Turn 5 another early Necro 1d Skull was RR'd, followed by double-skulls, but CHUMP returned the favor on a (premature) 2d on the ballcarrier. Turn 6 the Ag 4 werewolf tried a desperate dodge thru enemy lines, but tripped on a 3+, and only a Turn 8 desperate 1d Frenzy blitz stopped the 2nd defensive score, half ends 1-0.
2nd half CHUMP received, now down 2 as a KO'd line-chimp did not report for the kickoff. A fluff pass for a skill failed, and the Vivisectors pressured, forcing Chump to fall back. Continued pressure was answered with a Turn 3 pass, but continued failed dodges (despite RR) prevented any full screen. However another Necro 1d failed (but not skulled) to end Turn 3, and this time a dodge got the ballcarrier away from 3 markers (who became pinned on the sideline), and again just beyond blitz range to the 3 yard line. 2 (non-injury) surfs and a dodge later the ballcarrier changed sides of the field to again stop beyond blitz range, and walked in Turn 6, 2-0.
But the Vivisectors had been busy, and while their 2 KO's returned, CHUMP had 3 players out after 2 KO's woke up - 8 defending against 11 - made even worse as a freak kickoff went OB and so into the hands of the Werewolf on the LoS who ran unchallenged to the 5. CHUMP had a no-RR double-GFI - which found a Pow on the werewolf! The ball bounced into the crowd and was thrown into the CHUMP endzone. But to end Turn 7 the Vivisectors had some blocking luck of their own, and found a Pow on the first 1d Frenzy, then GFI'd for the 3+ pickup - 2-1.
Turn 8 kickoff was meaningless - game over.
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