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Match Result · Ranked division
Match recorded on 2015-04-23 18:35:18
TV 1540k+100k Orc
1
Winnings 20k
21000 (1 FAME) Spectators
-1 Dedicated Fans
Casualties 0/2/0
Inducements: 1 bribe, Star player Ugroth Bolgrot
High Elf TV 1650k
2
30k Winnings
Spectators 20000
Fanfactor No change
0/0/1 Casualties
Inducements: 1 bribe
Player Performances
 
 
td
comp
cas
int
mvp
spp
turns
pass
rush
block
foul
#1
-
-
-
-
-
-
16
-
-
2
-
#2
-
-
-
-
-
-
15
-
-
6
-
#3
-
-
1
-
-
2
16
-
-
5
-
#4
-
-
-
-
-
-
16
-
-
2
-
#5
-
-
-
-
-
-
16
-
-
4
-
#6
-
-
-
-
-
-
16
-
-
5
-
#7
-
-
-
-
-
-
16
-
-
6
1
#8
-
-
-
-
-
-
16
-
-
10
-
#9
1
-
-
-
-
3
13
-
23
2
-
#10
-
-
-
-
-
-
13
-
-
3
3
#11
-
-
-
-
-
-
9
-
-
2
4
#12
-
-
-
-
-
-
1
-
-
-
1
#90
-
-
-
-
1
5
5
-
-
1
2
TOTALS
1
-
1
-
1
10
168
-
23
48
11

#9 NotaHax – Dead (RIP)
Player Performances
 
 
td
comp
cas
int
mvp
spp
turns
pass
rush
block
foul
#1
-
-
-
-
1
5
13
-
-
1
-
#2
-
-
-
-
-
-
16
-
-
6
-
#3
-
-
-
-
-
-
8
-
-
-
-
#4
-
-
-
-
-
-
16
-
-
-
-
#5
-
-
-
-
-
-
16
-
-
-
-
#7
-
-
-
-
-
-
8
-
-
1
-
#8
-
-
-
-
-
-
16
-
-
3
1
#10
-
-
-
-
-
-
10
-
-
2
-
#11
-
-
-
-
-
-
16
1
5
3
-
#12
2
1
-
-
-
7
16
1
33
1
-
#13
-
-
-
-
-
-
12
-
-
2
-
TOTALS
2
1
-
-
1
12
147
2
38
19
1

#7 Yakutsk – Gouged Eye (MNG)
#13 Southern Europe – Smashed Hip (-MA)
Note: Edited for clarity. This was a match played for commentary which is why we talk so much.

Before Kickoff: Orcs induce a saw and win FAME. Elves win the toss, elect to receive.

<Stonetroll> alright
<Stonetroll> lets have a good game
<happygrue> have fun!
<Stonetroll> I was thinking I'll try out the saw for this one
<Stonetroll> its sort of random, but I like it against blodge
<happygrue> That makes this choice harder - I almost always kick, but with a saw in play I'm not sure...
<Stonetroll> heheh
<happygrue> marking
<Stonetroll> that too, in these games I really like to kick too
<Stonetroll> okay, so you want to drive because of the saw?
<happygrue> yes, and that is the only reason I opted not to kick
<happygrue> I really like having my OTT attempt with a nice player happen in the first half, assuming you would have stalled all the way
<Stonetroll> yeah, another reason why its sometimes nice kick first with bashers
<happygrue> I like to go into my drive in the 2nd knowing what the score is and what I need to do
<Stonetroll> if you can get the oneturn guy to play on the second half there is always the chance to hurt him before
<happygrue> I also like to play Defense with more players, and I probably won't have 11 next half
<happygrue> yep, agreed
<Stonetroll> for this I think I just want to keep 2 guys back for blitzing, in this case the saw and the tackler
<Stonetroll> and this forward set up is kind of what I like to do with stronger teams these days
<happygrue> I thought you might have tried to stuff the diving tackler on the LOS, but I think your setup is solid.
<Stonetroll> heh, nope, he's just too easy to block away there, especially with your guard
<Stonetroll> sure quick snap is a threat here, but its really not that bad
<Stonetroll> besides, if you set up for it PD and blitz can really bite back for you too
<happygrue> oh boy
<Stonetroll> heh, nuffle likes the saw
<happygrue> this is a perfect storm of bad now. I'm not even going to attempt a blitz because I don't think it's worth it - no targets
<Stonetroll> well, you only have to bash 2 guys to get rid of him, but still this is kinda big
<happygrue> and now scoring fast is also bad, so the plan is in shambles

ELF TURN 1

<Stonetroll> but, you're just giving away 1 square backwards here, not too bad
<Stonetroll> and controlling most of the space too
<happygrue> we're going to do something bad, and just throw a pass :D
<Stonetroll> heheh

ORC TURN 1

<Stonetroll> well, waiting for the troll to go stupid is a plan too
<happygrue> that was a terrible play, because if you can pickup the ball once, and then you farm some spp, maybe you fail 3 pickups after he drops the ball
<happygrue> but what I'm going to do is just sit back here and make the orcs do something, while I look for a hole
<Stonetroll> and I don't really want to overcommit on your defence just yet
<Stonetroll> ooops
<Stonetroll> wrong way, now he gets away for free
<happygrue> yep, and if you followed up then I get to hit the only orc who I really fear
<Stonetroll> nothing too big yet, just pushing them back a little
<Stonetroll> yep

ELF TURN 2

<Stonetroll> need to pick the times when to hold and when to back up for another hit
<Stonetroll> ooh, not getting them down, but still there is a hole there now
<Stonetroll> hmm
<Stonetroll> only one elf through, so I can mark him

ORC TURN 2

<happygrue> I'm still not sure if I will end up needing to score fast or will end up trying to stall this out, but I wanted to do something threatening to make the orcs change up from "just bash and stand"
<Stonetroll> and don't want to GFI to blitz here yet, it looks like a bait
<happygrue> good bait: as this is my strip baller, but also a saw or MB blitz might backfire anyway
<Stonetroll> I think I'll just sandwich him for the future
<Stonetroll> and hope the troll wakes up eventually
<happygrue> ideally, I would not have use that blitzer, as I want to protect him - but due to my running catchers back to farm SPP passes, I didn't have a catcher who could get through
<happygrue> so that innocent pass turns out to cost me some position here
<Stonetroll> hmmm
<happygrue> tricky
<Stonetroll> you can still reverse the position to the other side from here quite easily, which is why I'm having some thought where to blitz
<Stonetroll> but I could saw the thrower quite safely
<happygrue> this is why putting some lesser player out as a "decoy" to score would have been perfect. Elves are fast enough to just fake one way and run everyone around another direction
<Stonetroll> yeah, that troll dumbing is making this kind of bothersome for that reason
<Stonetroll> I could really use his tacklezone about now

ELF TURN 3

<happygrue> okay, there are not awesome scoring options, there is not a great place to break through
<happygrue> we're going to try to block a bit and aim to not give up many blocks next turn
<happygrue> he has a blitzer I can surf if I get some pushes
<happygrue> that is the plan, but that means putting the ball somewhere safe FIRST
<happygrue> we're just going to run back and stall
<Stonetroll> yeah that is the problem with speed sometimes, if you can get out of range you are 100% safe for that turn
<Stonetroll> and one of my blitzers has an annoying -ma injury too
<Stonetroll> no pushes
<Stonetroll> and too early in the turn to risk a reroll (sorry for the pun)
<happygrue> :D
<Stonetroll> and that prone thrower blocks off my players quite nicely too
<happygrue> so I changed up the plan, and decided if I couldn't surf I would try to block my blitzer free

ORC TURN 3

<Stonetroll> still, even sending a slow guy back is worth it, but here is where I should have sent my stat freak
<happygrue> as he could have been surfed
<Stonetroll> yep
<Stonetroll> I was looking for that
<happygrue> some risk, as I really didn't want to use a RR on any of that, and catcher had to dodge away without dodge, among other things
<happygrue> if I had used a RR and failed somewhere on that turn I would have been in a relatively poor position, without scoring threats and with lots of contact
<Stonetroll> well, the surf is still possible now
<happygrue> then he could have bashed and move in to threaten the ball
<happygrue> ah yes
<happygrue> true
<Stonetroll> but lets see if I can deal with that guard first
<Stonetroll> if he goes down the chainsaw foul is on
<happygrue> down he goes!
<Stonetroll> and troll going for a record in stupidity
<happygrue> That troll's finger must be stuck
<happygrue> he's not going to play until he gets it out of his nose!
<Stonetroll> this is tricky though
<Stonetroll> I think I must try to clump up the further group first
<happygrue> yes, I think trying to surf the blitzer means I have an easy time getting elves free and down to the bottom
<Stonetroll> and while the blitzer is more tempting target, I really don't want to push him forward
<Stonetroll> now its just the sawing left
<happygrue> come on ref!
<Stonetroll> and the guard is too good to pass up on
<Stonetroll> stuns are good
<Stonetroll> and your guys are slow enough that I have time to react now if you got down
<happygrue> so now one blitzer is quite pinned, both catchers are down and the other blitzer was stunned
<happygrue> so options are very limited - that was far better than trying to surf for the Orcs IMO

ELF TURN 4

<Stonetroll> and with the guard out for a turn there is no easy way to hit the saw and get rid of him that way
<happygrue> we're going to try to hang back with the ball and start to get elves into that empty space in the bottom
<happygrue> first up: easy diceless moves.
<Stonetroll> hindsight comment, I should have put Trixi 1 square lower
<happygrue> now I can chainpush my blitzer free
<happygrue> though he'll still have dt to deal with
<happygrue> the dodge was for a bit better position, so that I can't be pinned on the sideline as easily
<happygrue> now I wish I'd GFI too, as then I could have tried to 1d block the dt off so I could dodge
<happygrue> but now if I do that it will push him into my catcher
<Stonetroll> which isn't too bad really, he's a nice player to occupy the blitzer for the crucial turn

ORC TURN 4

<happygrue> so I really wanted my blitzer free, I didn't want him to go down either
<happygrue> I risked the 1d and RR
<happygrue> doding the lino I wouldn't have RR even if it failed
<Stonetroll> I really need to send someone back there to stop this stalling thought
<happygrue> but now he's a threat
<happygrue> yes, and that's why I didn't dodge either lino on the BOBs, as I didn't want you to just GFI it to mark the ball
<Stonetroll> and the chainsaw guy is a possible sweeper too
<Stonetroll> the troll finally wakes!
<happygrue> one other comment: I would have been completly okay with the lino failing to get away and the blitzer diving tackling him, as then the blitzer would have been pron next to my blitzer and would have been tied down. The orcs position is MUCH harder with my bltizer standing, which is why I didn't want him to fall over first
<Stonetroll> Indeed, I will have to try mark everyone here
<Stonetroll> but first I sent the saw in just to threaten the ball
<happygrue> now he's put pressure on my stall so I have to change the "hang backwith the ball" plan
<happygrue> without dodge, anywhere I can run to is tricky too, so we might end up trying a pass play if we can
<happygrue> that is, linos who can dodge away and screen me in a cage or half cage
<Stonetroll> well, everyone is marked 1 to 1 which is not optimal, but best I could do here
<Stonetroll> sometimes best you can do is try to force some 3+ dodges

ELF TURN 5

<happygrue> this is not good
<happygrue> nothing safe to do
<happygrue> I have a prone gaurd I can use but he has a 3+ dodge to get anywhere
<happygrue> I have several 2+ rolls to get the ball anywhere safe, andno good passing options
<Stonetroll> still, feels like I really should have used the fast blitzer to threaten the ball instead of doing linebacker work
<happygrue> I could use the ball to tag his wrestle lino and then blitz with my blitzer, trying to setup a little cage there near midfield, but that could end in disaster
<Stonetroll> saw and bobs are really not good for that
<happygrue> we're going to try something with some risk, but that would make the ball safe, then we can try to work on scoring threats
<Stonetroll> but at least the saw can reach every square on this side now with GFI's
<happygrue> now I blitz with the ball and hope for a pow!
<happygrue> aha
<Stonetroll> ooh
<happygrue> it turns out that was a bad plan, and I should have just stood there!
<Stonetroll> and there is a critical snake
<happygrue> that is a costly mistake
<happygrue> the snake is unfortunate, but really, I should not have dodged there

ORC TURN 5

<Stonetroll> it still needs the bob to sack him with a POW
<happygrue> I should have just left that lino to tie up the BOB and then start dodging elves up the pitch
<happygrue> if I stay up, it's looking like maybe I will be trying to run away now and just run the ball in
<happygrue> with 1 RR left and several turns, I really don't want a passing play that could leave me with 0 RR
<Stonetroll> hmmm
<Stonetroll> I'm going to keep that lineorc for last just in case the ball gets free and bounces my way, so I wouldn't have to pick up with the black orc
<happygrue> disaster!
<Stonetroll> foul doesn't need to move for it right?
<happygrue> right
<Stonetroll> so the lineman has a more important job now, just need to stun the ag5
<happygrue> pickup was an interesting choice there
<Stonetroll> I would much rather trust some 2+ rolls than a crucial 4+ pickup
<happygrue> 2+ 4+ and then maybe I don't get it back
<happygrue> or if it fails, I have an EASY pickup and am away
<happygrue> this way you can try to shut me down instead
<Stonetroll> just sandwiching the blitzer again first, and then some big dice to roll
<Stonetroll> ah, just short
<happygrue> huge roll!
<Stonetroll> with the reroll gone 1 dicing with the frenzy is a bit risky

ELF TURN 6

<happygrue> now I have a an easy 2+ dodge with dodge, a 2+ pickup thanks to ag 5 and can run far enough to be dangerous
<happygrue> though any failure here is going to be costly
<Stonetroll> but on the other hand your prone catcher can free up the scorers there, so it should be worth it
<happygrue> hard call
<Stonetroll> but 1 dice pow worked out on the second one
<Stonetroll> so I could get a MB hit in too
<Stonetroll> without giving up the DT on either
<Stonetroll> that catcher is still in kind of dire straits
<happygrue> okay, I could risk something up the pitch and then pickup and throw to someone
<happygrue> or I could pickup first and run somewhere not safe, then try to protect the catcher
<Stonetroll> yeah that didn't work out so well the first time
<happygrue> I think we're going to let the catcher do his thing
<Stonetroll> and getting wrestle blitzed is just as bad as tackle, or almost
<Stonetroll> and he is off, but how much can he be defended
<Stonetroll> and just outside of chainsaw range
<Stonetroll> and elves still recover quite nicely here
<happygrue> well, elf magic prevails
<happygrue> I opted for not being 100% safe, as that was enough dice that I would have failed something first
<happygrue> but this way, he can blitz the ball with some risk, but I can probably get it back
<happygrue> or he can blitz the the scoring threats but then I can probably run it in
<Stonetroll> yep

ORC TURN 6

<Stonetroll> if I blitz the ball I will have to leave the catcher standing
<happygrue> I almost ran the catcher south, as it would have been fewer rolls to defend him
<happygrue> BUT he would have needed several GFI to get into the endzone too, so it was a question of risk this turn or risk in the critical last turns
<Stonetroll> well, again I have to 1 dice him
<Stonetroll> but that way you need a longer pass to score if he wrestles down
<Stonetroll> and the chainsaw is still for the last action risky stuff now
<Stonetroll> hmmm
<Stonetroll> this is really late in the drive, so using a bribe would not get much out of it now
<Stonetroll> while keeping it lets me foul more liberally all game long
<happygrue> I agree, I would safe the bribe for fouling more safely next half
<Stonetroll> and he got one last stun in
<Stonetroll> and while this is far from perfect, if you want to score this turn it will take some rolls at least
<Stonetroll> so you are going to go all the way and stall for a turn 8 score

ELF TURN 7

<happygrue> I'm trying to blitz and orc to prevent the ball from dodging
<happygrue> and then realizing it's a silly plan
<happygrue> so we're going to cage better instead
<Stonetroll> a cage down there is probably out of reach for me now
<happygrue> since we can run it in, we're going to try that
<happygrue> and so turn 8 score was the plan

ORC TURN 7

<Stonetroll> seems like my only chance is to go for 3+ 5+ dodges
<Stonetroll> its better than nothing, but probably not as good as TTM
<happygrue> what makes it hard on the orcs, is that if he'd failed to take care of my scoring threats (or if they'd failed to get themselves free) then I could have just lobbed it down the pitch and run it in or stalled at the goal line
<Stonetroll> which is kind of low odds thanks to your kicker too
<Stonetroll> hmm
<happygrue> my cage is a bit spare, so there is some chance there
<Stonetroll> well, no dice
<happygrue> but it was better like this than with GFI
<happygrue> yes, saving the RR for OTT or a riot is better
<Stonetroll> yeah I hope so
<Stonetroll> but poor showing for orcs, even with some MB hits they could not hurt a single elf, which always makes it hard
<Stonetroll> perhaps the BOB pickup would have been the better option, if it worked he had good odds for holding on to it too


ELF TURN 8
Elves score: 1-0

ORC TURN 8

<happygrue> setting up there to prevent a goblin from getting an easy landing if the throw is good
<Stonetroll> and I'm just setting up to cover most basic kick places
<Stonetroll> since the corner kick would be death to the TTM attempt
<happygrue> I'm going to kick it deep, but 4 away from each edge so that with kick (max 3) and a bounce (1) the only way it could go out is with changing weather (two bounces)
<happygrue> which has a low chance
<Stonetroll> looks like I have a 1/9 chance now
<Stonetroll> if I don't catch its too far
<happygrue> ah, I should have used kick so that you couldn't catch it
<happygrue> but I didn't
<happygrue> that was a mistake
<Stonetroll> orcs finally opening up their cas count
<happygrue> it's about time
<Stonetroll> I can use block to get 3 dice, and foul away with the goblin
<Stonetroll> since his main job is now over anyway
<Stonetroll> 5 assists is plenty enough
<Stonetroll> and spp farming pass is left for the stat freak, so he can skill up again sooner
<happygrue> his main job went about as well as his other main job


SECOND HALF, ORC TURN 1

<Stonetroll> now if this was a tourney game it would be easier to plan the second half, just 8 turns of bashing and stalling
<happygrue> well, I was lucky to make it to this point with 10 elves and the lead, considering how it turned out, so this is great.
<happygrue> sure, but for NAF and others playing the tie angle makes sense I guess
<Stonetroll> now I have an evil plan, since that guard elf is still open for a blitz with some GFI
<happygrue> normally I put him in the middle, but in this case I really want him alive, so I dangled the catcher out there for you
<happygrue> now he's really open :D
<Stonetroll> and again fans make a difference
<happygrue> normally, in almost all cases I would kick it shallow
<happygrue> but with all orcs on the LOS, I like my chances better to kick it deep and then have nothing but the ballcarrier back there, so if I can sneak my strip ball blitzer through he could rip the ball out easily
<Stonetroll> yeah with the blitzer stunned its safer, altough backfield can still get swamped next turn
<Stonetroll> so this is where the speed upgrade comes in handy for me too
<happygrue> an aside on picking skills: I really wish my catcher had taken juggernaut instead of mighty blow. Then those SF BOBs that keep walling up would not be safe on the sideline
<Stonetroll> hmmm
<Stonetroll> fouling a stuned guy is usually bad form
<Stonetroll> but I really need to get some more blood flowing
<happygrue> big foul!
<happygrue> could be worth it, though it also leaves that one BOB as the only one pinning me in the north
<happygrue> so if he goes down here, I can rush elves around the top
<happygrue> which we will try!
<Stonetroll> yeah

ELF TURN 1

<Stonetroll> which is also where I really like SF, even if he goes down he is just in the spot I like him to be

ORC TURN 2

<Stonetroll> I'm going to play it really safe since snakes on GFI here would end me
<Stonetroll> and your strip ball can't reach him this turn, so giving up a 2 dice against at worst is sort of okay
<happygrue> a failed pickup would have made this plan a possible game winner, but the blitzer is fast enough with ma 7 to get just far enough to dash my hopes
<happygrue> the pitch invasion taking down the strip baller also hurts that plan
<Stonetroll> die nao, pls
<Stonetroll> this could be a huge hit
<Stonetroll> but if you first don't succeed, foul without assists
<happygrue> hehe
<Stonetroll> you could get 1 dice with a wrestler too, which is more bad than I thought
<Stonetroll> but as long as the bribe doesn't fail I should be able to cover that
<happygrue> weak
<Stonetroll> no oomph
<Stonetroll> so far Iceland has been living a charmed life

ELF TURN 2

<Stonetroll> but in my opinion on ballcarriers, move and strenght are better than +Agility
<Stonetroll> especially against elves, as long as your ag3 doesn't make you drop the ball several times
<Stonetroll> and this is where we step back to have one less assisst on the revenge foul :)
<Stonetroll> giving up lots of space for you elves was something I didn't want to do, as now you can stall me a lot more
<happygrue> enough to make us back off :D
<happygrue> I'm going to just mark the hitter and block around until I see you heading in a particular direction

ORC TURN 3

<Stonetroll> yep, which is why I'm going to drive up the middle at first
<happygrue> marking the only orc with MB, tackle, and dt means he will have to either blitz himself free or just hit a lino rather than my important players
<Stonetroll> here we get another playmaker on the ground luckily
<happygrue> my blitz last turn backfired with both downs - again would have been nice to have jugger
<happygrue> wasn't a great plan of mine, and now he gets to foul my hitter
<Stonetroll> yep
<happygrue> now I see a typical orc wall
<Stonetroll> I could foul the roookie too, but the hitter is just so much more juicy even with the stun
<Stonetroll> and with SF I don't see any really big openings
<happygrue> the elves just want to make a wall and stop the orcs from advancing if they can, while protecting the strip baller
<happygrue> now I could bunch up and block the troll, maybe foul, but then the orcs go around
<Stonetroll> and now my own hitter is in a safe spot so you can't mark him for free anymore
<happygrue> so we spread out

ELF TURN 3

<happygrue> I'm fine risking the dodge away from dt because it puts him on the groun here
<happygrue> mmm
<Stonetroll> heheh
<happygrue> another time I would have sat there and not dodged, just to block up the place
<Stonetroll> and this is why I like to push from the middle if not forced, because sides are easier to protect with column defence
<happygrue> but with a bribe, sitting there in the path is not as tempting

ORC TURN 4

<Stonetroll> I can go either way now, but top has nicer looking targets
<happygrue> since playing to win, we're going to use the apo there
<happygrue> I'm low enough on elves, and the game will be decided this drive
<happygrue> losing another would be critical, and espeically a wrestler with dodge
<Stonetroll> yeah
<Stonetroll> not in too much of a hurry yet, we can set up a cage just in range to score, since our fouler has some unfinished business with the catcher down
<Stonetroll> just freeing up some assists first
<happygrue> now wishing my frenzy blitzer had not been so greedy blocking to start, as having frenzy here would be massive! And instead he just gets booted over and over
<happygrue> that's a big one
<Stonetroll> yeah he was going over there to plug up the last of that line

ELF TURN 4

<Stonetroll> just in case you are going for something flashy, but with 2 rerolls not worth one
<happygrue> the debate, 1 GTI with my guard will allow 1d to push his blitzer away
<happygrue> then I can -2d with the strip baller
<Stonetroll> and the prone guy is still being a nuisance now, so its good
<happygrue> the problem, no one left to pickup and succeed or fail it could mean my elves get surfed and he walks it in
<happygrue> but I think it's my best shot here
<happygrue> that hurts
<Stonetroll> and now you need to pow him, when pushes would have sufficed without the bob
<happygrue> so now instead of blocking first I need to think
<happygrue> do I bring linos back? Abort the plan?
<happygrue> I think I do
<happygrue> if no pow it doesn't work, thanks to the prone BOB- I'd have to push him into the way of my dodge
<happygrue> ABORT!
<happygrue> oh my!
<Stonetroll> oh yes I want that guy to stay too

ORC TURN 5

<Stonetroll> alright
<Stonetroll> I was planning on scoring this turn, since defence TD with 3 turns seems a lot better than 2
<happygrue> I didn't dodge the last lino away because I want his SF bob to just sit there, not work up the sideline
<Stonetroll> well, I need to push that guy out of the way
<Stonetroll> with a bob, not the ballcarrier
<Stonetroll> but just to get some edge in the last drive, we need to foul first too, even if it is risky
<happygrue> oh, you used your apo as well, of course
<happygrue> that hitter is too critical not to, I missed it at the time
<happygrue> fouling is great here, I agree.
<happygrue> I have been looking for targets but haven't really seen any and I haven't created any either
<happygrue> boom!
<happygrue> so using the apo on a KO might cause some injuried like that, but it's also how you have to play if you want to win!

Orcs Score! 1-1

<happygrue> well done
<happygrue> all tied up!
<Stonetroll> thanks
<happygrue> now 7 elves have plenty of time to score against 11 orcs, with 2 RR each. Really could go either way
<happygrue> safer play would have been to just stall it out for the tie, but the elves might have snuck in and knocked the ball loose at some point. I often prefer to play for the win than the tie also.
<Stonetroll> yep, these numbers look like we both have a shot
<Stonetroll> that bribe from the first KO was huge
<Stonetroll> hmmm
<happygrue> might also be worth noting the chainsaw was not. Bribe or chainsaw: a tough choice. :D
<Stonetroll> I need to set up against that ag5 just runninh
<happygrue> saw could have been huge and bribe worthless, just hard to say
<Stonetroll> this looks he is back enough now
<Stonetroll> and hopefully not giving you pushes for oneturning
<happygrue> setup without a blitz plan again, the orcs are aiming to make it hard for us
<happygrue> the plan is to see if we can stall it out some and then run it in again
<Stonetroll> a bllitz you say?
<happygrue> heh, well I meant that I wasn't going to blitz anyway
<happygrue> but yes, this Blitz! is no good against my meger defense :D
<happygrue> if I score too soon then he has the numbers to just score back
<happygrue> so ideally I would like to hold him off until turn 6,7 or 8 to score
<Stonetroll> okay now I'm free again
<Stonetroll> well, I think I must go all in on this one
<happygrue> kick is just short enough to be a problem for me if his massive blitzer catches it
<Stonetroll> gonna leave the lineman last again, so he can go support the freak blitzer in case
<Stonetroll> yeaap
<happygrue> mmm

ELF TURN 5

<Stonetroll> had to think about moving the DT guy too
<happygrue> ugly :D
<Stonetroll> to hold your guard just to make it uglier
<happygrue> so the strip baller needs to blitz, and the catcher has to be available to pickup
<happygrue> but the question is, how many other moves first? -2d is not ideal here, but doding others isn't great either
<Stonetroll> and I wanted the blitzer to be in the way of your catcher with wrestle
<Stonetroll> but indeed, this is a tricky turn
<happygrue> so here I could 2+ and have the wrestler tag, then dodge and GFI with the strip baller for 1d
<happygrue> I'm going to go big, and do the 4+ dodge from dt/tackler
<happygrue> as guard will make this a GFI for a 2d strip with my blitzer
<Stonetroll> yeah that will leave options open for the rest of the turn
<Stonetroll> high risk, high reward style
<happygrue> here goes, probably win or lose on this dodge!
<Stonetroll> DT just burned the reroll
<Stonetroll> but the scatter was a hard one
<happygrue> oh my
<Stonetroll> that was another big foul
<happygrue> they just saved it all up for the one foul :D
<happygrue> all the elf rage into one strike!
<happygrue> very bad odds too, with just one assisst
<happygrue> mostly I just wanted to stand next to the ball
<Stonetroll> yep, but double 6 on armour is nice
<happygrue> and with the bribe it was safe enough to foul

ORC TURN 6

<Stonetroll> hmm
<Stonetroll> and that stops my plan to 1 dice the ball
<Stonetroll> I can get a few hits in, but surfing the ball seems unlikely
<Stonetroll> would need a huge commit for a 1 dice straight pow
<happygrue> yeah
<Stonetroll> and we still have time to play proper defence, as you are outnumbered
<happygrue> yeah, I have a lot of dice to roll before a score
<happygrue> so playing for me to fail seems fair
<happygrue> big hit
<Stonetroll> yeah
<happygrue> now the elves have to do something bad next turn, all options have peril
<Stonetroll> now my frenzy blitzer is actually free to go pressure some more
<happygrue> ha
<happygrue> I like my foul better
<Stonetroll> looks like elven money was better

ELF TURN 6

<happygrue> well, I can run back and cage with some chance of holding the ball
<happygrue> but in terms of winning, I have to break through somehow
<Stonetroll> and going through the SF guy again means there is much more chance of fail
<happygrue> okay, I could 1d with the blitzer the lino away and then 2d blitz the SF BOB with wrestle
<happygrue> but it might be no good anyway and I have to dodge through
<happygrue> I could also 1d wrestle blitz the BOB and try to dodge through
<Stonetroll> I thought about placing the frenzy guy next to your blitzer, but that would have let you run up top with no problem
<happygrue> we're going to try the wrestle blitz
<happygrue> I like it better than dodging through first
<Stonetroll> 50% for the win
<Stonetroll> for someone
<happygrue> going lower so as not to block the run
<happygrue> now I could dodge the blitzer and tag the frenzy and punt it, assuming only I can get it back
<Stonetroll> getting wrestled in the way of your run could have been a big mistake for sure
<happygrue> but it takes a dodge and a GFI
<happygrue> or I could just run out and try to cage up on him a bit
<happygrue> we're going to just let you blitz him and trust in blodge
<happygrue> passing is also risky if he drops it

ORC TURN 7

<Stonetroll> hmm
<Stonetroll> I can get it to 1 dice and the n 2 dice on the second at best here
<Stonetroll> with lots of GFI
<happygrue> might be worth it, hard call
<Stonetroll> and have to keep one guy at least in scoring range
<Stonetroll> well, that is kind of bad
<Stonetroll> unless you snake it doesn't look like I can stop you now
<happygrue> mmm

ELF TURN 7

<Stonetroll> and that last part was just setting up so you don't want to dodge away to clear this
<Stonetroll> hmmm

ORC TURN 8

<Stonetroll> I can just try to force one last snake, but nothing more
<happygrue> yep
<happygrue> sorry, my commentary has suffered as baby woke up, so not as free to chat these past few turns :D
<Stonetroll> now I just have time for the last bad manners 3 dice and foul
<happygrue> :D

Elves score! 2-1

<Stonetroll> grats
<happygrue> thank you
<happygrue> great game sir
<happygrue> thought you had me after that blitz
<Stonetroll> the blitz was big, but the DT dodge turn really settled this
<happygrue> yes, it really was the key play
<Stonetroll> yep, the speed and deep setup made it hard for me to get the most out of it
<happygrue> elves had the better luck on the critical plays
<happygrue> and stayed with enough numbers long enough to do their thing
<Stonetroll> a faster team can protect the ball a lot better too
<Stonetroll> indeed
 
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