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Match Result · League division
Match recorded on 2015-01-23 21:31:52
TV 1860k+90k Lizardmen
1
Winnings 30k (-10000)
14000 Spectators
No change Dedicated Fans
Casualties 0/1/0
Inducements: Mercenary Merc Skink 1
Lizardmen TV 1950k
2
50k (-20000) Winnings
Spectators 19000 (1 FAME)
Fanfactor No change
1/0/0 Casualties
Inducements:
Player Performances
 
 
td
comp
cas
int
mvp
spp
turns
pass
rush
block
foul
#1
-
-
-
-
-
-
15
-
-
3
-
#2
-
-
-
-
-
-
15
-
-
7
-
#3
-
-
-
-
-
-
15
-
-
11
-
#4
-
-
-
-
-
-
11
-
-
3
-
#5
-
-
1
-
1
7
15
-
-
11
-
#6
-
-
-
-
-
-
15
-
-
3
-
#7
-
-
-
-
-
-
11
-
-
4
-
#12
-
-
-
-
-
-
15
1
9
-
-
#13
-
1
-
-
-
1
7
1
2
-
-
#14
-
-
-
-
-
-
4
-
8
-
1
#15
1
-
-
-
-
3
15
-
18
1
-
#16
-
-
-
-
-
-
14
-
-
-
-
#90
-
-
-
-
-
-
1
-
-
-
-
TOTALS
1
1
1
-
1
11
153
2
37
43
1
Last game of the season, and only a victory is good enough. It's a long time since we played the Ex-Pats in a game that counts, and this time we actually think we may have the better team. Our saurii are better, and likely also Our krox. They have two agile skinks, but we have a sprint skink with the potential to score in one turn. So... if we can keep the skinks down, advantage would be on our side. Still, the advantage is very slight and the most likely result is a Draw, and with a casualty or a missed pick-up or dodge at the wrong time, it could easily end up a loss. Wide open, in other words, and those are the best games :)

The Ex-Pats have the fan advantage, but we start with the ball. Goal is quite simply to advance slowly and send as many Ex-Pats off as we can. The fans open With pelting The Bounty hunter with stones, sending him off KO'd. Not much else happens in the first part of the game, but the Expats manage to put pressure on us at their right side of the LOS, even though The arrior/philosopher manages to fail a dodge and KO himself. The boys use this to get a breathing Space and organiser themselves, but Expats evens the odds somewhat by sending Indigo Idler off badly hurt (apo found out that he was only faking) and maintains their pressure, and the Scavengers are getting exactly nowhere.We tiought we had a good cage, but heroic dodging by ther Daredevil sets up a chainpush to bring our ballcarrier in range of the Expats krox, who promptly KO's Mobster and the ball sails over the head of Warrior and is free outside of the Scavenger cage. We KO the valiant Daredevil and clears the area around the ball, but Warrior fails to pick up the ball (RR) and again it bounces badly for the Scavengers. The Expats can move al their saurii on the right side of the Scavengers screen, and the agile Fatalist can pick up the ball and run with it. He is unsupported, though, and thus the remaining two scavenger skinks, Breaker and Warrior, gangs up on him and Warrior stuns him. However, the Expats can put on more reinforcements, and the saurii dishonoured officer blitzes one skink, while another skink picks up the ball. No scavenger saurii are close by, so Breaker and Warrior need to pull off another blitz, but this time Breaker fails the Dodge and the Expats can run in 1-0.

Cake is brought forward for all Expats, and they are all celebrating on the sideline, players, coaches and even KO'd players, who consequently forgets to get onto the Field. Thus nobody realises that the Warrior is ready to score. Robbed of coachly advice (or maybe he could not be heard over all the cake eating), the playeres clump together close to their own goalline, except for the two rookie saurii and the Dragon Isles Pirate. A golden opportunity for Warrior, who tightens the lace of his running shoes. This MUST NOT fail! Unfortunately, Orange Peeler, who has been trusted with the blitz, becomes too eager, and in a flash insight, the Bad Sergeant dives to the ground instead of being manhandled into pushing Warrior forward. Well, well... A frustrated Mobster fouls the Sergeant and KO's him, but the ref has seen frustration before and sends Mobster off.

Thus, the half ends 1-0 to the Expats, and they start with the ball, so our prospects look bleak. The only good news are that 3 players are still eating cake in the KO Box, so the Expats can only field 9 players against our 11. And worse for the Expats, they are two saurii Down and thus at a strong disadvantage at the LOS.

The Expats set up with Daredevil in the LOS facing our Krox, and he don't manage to dodge out of the reach of Claws tail, so we can get in on the attack before the Expats are organised. First, however, we need to deal with their skink in scoring position, the Guerilla fighter. Team Captain Fraternizer is on that task, and KO's the Guerilla Fighter. The rest of the team gets organised into a nice screen. Expats need to sxcramble their saurii together on their left side around the LOS, but the failed going-for-it by the War Criminal turns the initiative over to the Scavengers. All of a sudden, the Dragon Isles Pirate is the only Expat between us and the ballcarrier, and Orange Peeler promptly blocks him to Kingdom come. With those broken ribs he won't be coming back any time soon! Idler and Diver marks the Fatalist down, before team captain Fraternizer bowls him over and the ball is loose! Wiggler and Breaker marks the ball, before Warrior comes running and grabs it, and dodges out of the Daredevils range with it. Suddenly, all the remaining Expats heavy players are blindsided, and only the skinks can try something. However, the Rebel fails going-for-it, and the Warrior can run in an easy defensive TD. We could have stalled, but figured that we wuold need another TD to advance into the play-offs, and there is still most of the half left to play.

Things are looking better. We are still 11 players against 9, and te Expats are down two saurii. However, the spectators are storming the Field, and we loose more precious time, and then the Dishonoured officer KO's Purple Protector, evening the odds considerably. We are hungry for a victory, and sends Diver and Wiggler around the Expats left flank in a last attempt to bring down the ballcarrier and get the equalizer, and gets very Close when Booster blitzes and KO's the Daredevil, but the frenzying War Criminal pushes Brewer out of position, creating a small hole for the Expat skinks. One by one they all dodge through, and we have only skinks to stop him with. Warrior manages to give the support, but Breaker fails his Dodge while blitzing, and that is that. The Fatalist can run in the winning TD, and this time, their coach is alert to our last-minute score attempt. Nevertheless, we are only one dodge away from success when the krox brings Warrior down. 2-1 Expats and we are not in the play-offs for the first time since season IV.

Player Performances
 
 
td
comp
cas
int
mvp
spp
turns
pass
rush
block
foul
#1
-
-
-
-
1
5
9
-
-
-
-
#2
1
-
-
-
-
3
15
-
28
-
-
#3
1
-
-
-
-
3
13
-
5
-
-
#4
-
-
-
-
-
-
1
-
-
-
-
#8
-
-
-
-
-
-
8
-
-
-
-
#10
-
-
-
-
-
-
15
-
-
5
-
#11
-
-
-
-
-
-
15
-
-
10
-
#12
-
-
-
-
-
-
10
-
-
2
-
#13
-
-
1
-
-
2
15
-
-
6
-
#14
-
-
-
-
-
-
15
-
-
2
-
#15
-
-
-
-
-
-
3
-
-
2
-
#16
-
-
-
-
-
-
7
-
-
-
-
TOTALS
2
-
1
-
1
13
126
-
33
27
-

#12 the Dragon Isles Pirate – Broken Ribs (MNG)
    1. OWCC Season 8, Game 5 (of 5)

The last game of regular season, and the two Lizard powerhouses face off in a final critical game, the Expats needing at least a tie for the 'bye and the Scavs needing the win to ensure post-season. The two hadn't met (outside of friendly scrimmage) in over 20 games, the last being a Season 5 playoff where a TV 1410 Scavengers fought valiantly against bad dice and a TV 1910 Expats.

While now almost equal in TV, the Scavs have more Mighty Blow on their Sauri, 4:2 (not counting the 2 Krox). The Expats have their 2 +Ag Skinks, and one more DTss'er, and Block on their Krox, but 2 rookie Sauri. Both coaches agreed that casualties could easily play a major role in deciding the victor.

So naturally, Turn 0, after the Scavs chose to receive, a Thrown Rock KO'd the Expats' Guard Saurus to start the festivities on the right note. The Expats' DTss skink KO'd itself Turn 2 on a failed dodge, but one of the Scavs' MB Sauri was BH'd Turn 3 (Apo'd into Reserves), to balance the field back a bit. The action had all been around the LoS, cautious positioning and counter-positioning, but Turn 4 the Expats found a surprise forced chainpush on the Sidestepping Saurus that put the ballcarrier next to the Krox - who found a Pow and put the ball on the ground (and the rookie skink KO'd). The Scavengers returned the KO on a sidestepper Skink and cleared the ball, but then failed the pickup despite RR - and the Expats grabbed it to end Turn 5. 2 Scavenger Skinks managed a Both Down on the ballcarrier (who was Stunned), but another Skink made the 3+ pickup to keep the defensive score alive. The Scavengers organized another Skink blitz, but failed the Dodge roll, and the Expats chose to score Turn 7 and hope their Guard Saurus, DTss'er and/or SS Skinks might wake up - none did.

Worried about the LoS and a foul, the Expats forgot about the Sprint/Sure Feet Skink - but without RR's, the opening Blitz found a Pow and not a Push. So the OTS effort failed, but it opened the door for a Foul on a rookie Saurus, who was KO'd to join the others, Scavengers down players but up 1-0.

And 2nd half, only the SS Skink woke up of theose 4, 1/7 rolls total, putting the Expats down 2 Sauri and only 9 players facing the starting 11 Scavengers. Poor planning prevented the cage from being formed properly, and the Scavengers quickly had the ball and an easy defensive score to end Turn 3, but not before KO'ing another Skink and MNG'ing the Wrodge Saurus, a key loss for the next post-season game, tie score 1-1.


However, the wake-up rolls changed to something more like average, with the Guard Saurus and the SS'er Skink waking up, the rookie Saurus and DTss'er sleeping on.

A Riot shortened the time remaining by a Turn, so the Turn 4 kick started on Turn 5, and right away the Scavenger Blodge-stepper Saurus was KO'd, evening the numbers a bit. Now with a more equal front line, the Expats were able to maintain a cage behind the LoS for a couple turns, needing only a tie to guarantee the bye but feeling increasing pressure from the win-hungry Scavengers. Turn 7, a narrow hole was broken open, and the ballcarrier Dodged clear, double-GFI'ing to the 4, and 2 more skinks followed with Dodges of their own to screen. Another Scavenger Skink Blitz was set up Turn 7, but the Blitzer failed the 5+ to escape DT, and the Expats' T16 go-ahead score was easy enough, 2-1.

Turn 16, the Expats remembered to set up against an OTS, and good thing - the kick went deep, but the blocks found the Pushes and final Knockdown they needed, the 3+ pickup and Skink 4+ pass(!) and 3+ Catch worked, and the handoff worked via RR to the Sure Feet-Sprint Skink on the 11. Facing a choice between Diving Tacklers or the Krox, the ballcarrier chose the latter path - and made the first two 4+ Dodges and the first GFI, but the last 4+ Dodge was too much to ask, and he fell on the 2 yard line, game over, 2-1.
 
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