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Match Result · League division
Match recorded on 2009-11-17 02:56:24
CTV 1250k Necromantic Horror
1
Winnings 60k
Spectators
No change Dedicated Fans
Casualties 1/0/0
 
 
Shambling Undead CTV 1140k
2
100k Winnings
Spectators
Fanfactor No change
1/2/3 Casualties
Player Performances
 
 
td
comp
cas
int
mvp
spp
turns
pass
rush
block
foul
#1
-
-
-
-
1
5
-
-
-
12
-
#2
-
-
1
-
-
2
-
-
-
15
-
#3
-
-
-
-
-
-
-
-
-2
5
-
#4
-
-
-
-
-
-
-
-
8
11
-
#5
-
-
-
-
-
-
-
-
-
1
-
#6
-
-
-
-
-
-
-
-
-
1
-
#7
-
-
-
-
-
-
-
-
-
4
-
#8
-
-
-
-
-
-
-
-
-
6
2
#9
-
-
-
-
-
-
-
-
-
5
-
#10
-
-
-
-
-
-
-
-
-
3
-
#13
1
-
-
-
-
3
-
-
25
-
-
#14
-
-
-
-
-
-
-
-
-
6
-
TOTALS
1
-
1
-
1
10
-
-
31
69
2

#3 She Talks Faster Than She Walks – Smashed Collar Bone (-ST)
#6 The Balloon Priest – Dead (RIP)
#7 A One Track Mind – Dead (RIP)
Fing's wot I learnt from this match:

1) Mummies like it rough

2) Wolves can be bribed with greasy kebabs

3) Clarkin should write every match report

A great match that left a bitter taste after the final few turns, but just temporarily, and only for the "so close!" factor. Great opponent who made the match a lot of fun. Good luck for the rest of the cup!
Player Performances
 
 
td
comp
cas
int
mvp
spp
turns
pass
rush
block
foul
#1
-
-
2
-
-
4
-
-
-
16
-
#2
-
-
1
-
-
2
-
-
-
17
-
#3
-
-
-
-
-
-
-
-
-
8
-
#4
-
-
1
-
-
2
-
-
-
13
-
#5
-
-
-
-
-
-
-
-
6
3
-
#6
-
-
1
-
-
2
-
-
2
4
-
#7
2
-
1
-
-
8
-
-
40
2
-
#11
-
-
-
-
1
5
-
-
-
2
-
#12
-
-
-
-
-
-
-
-
-
2
-
#13
-
-
-
-
-
-
-
-
-
3
-
#14
-
-
-
-
-
-
-
-
-
3
-
#15
-
-
-
-
-
-
-
-
-
2
-
#16
-
-
-
-
-
-
-
-
-
6
-
TOTALS
2
-
6
-
1
23
-
-
48
81
-
WIL Fringe Cup - Round I

We're up against Linebreaker's 125/137 necromantics, with our one-game undead weighing in at 114/120. Even with the 1 handicap that's looking like a -12 TS deficit; let's see what we can do! Our handicap is smelling salts, which could come in handy if any positionals hit the KO box, though we have 2 spare players so it may not be totally necessary.

We opt to kick and get a bad kick that works out perfectly, landing in their endzone. They collect it on turn 2, moving it forwards slightly. Both teams are trying to tie down good players with zombies and are jockeying for position around the ball, though are mummies are earning their keep with a zombie KILLED (regen) and another badly hurt (no regen). They dodge a ghoul up one side with the ball, and while we free a zombie to tag him for the assist, we don't manage to dodge blitz with our tackler! This lets them run through to safety behind our lines. We spend a couple turns getting in some hits, KO'ing their wolf, then chase back after the ball - forcing them to score on turn 6 when things start getting a little dangerous.

We're out of rerolls however and they have 3 plus the wolf has woken up. Must not concede a 2nd before half time! A bad kick makes things safer for us, and we make a giant loose cage in the center of the pitch with 2 turns to go and a ghoul holding the ball. Turn 7 and we burst down one side with 3 ghouls protecting the ball. They get a player around each but can't blitz the ball carrier- we just about clear space but then the ghoul trips over on the dodge.. whoops!

They kick for the second half and the ball lands right by the LOS near one side. We push a mass of players around it just in case - and in fact mess up the pick up. They punch a hole in the middle (badly hurting a wight: regen) and rush a wight, their wolf, and a ghoul around near the ball. We recover with a 1d blitz to push their wolf away from the ball, but they counter with their own 1d blitz to break the ball free. It ends up in 2 of our tackle zones... but their wolf makes the 5+ pickup (with RR) and then his dodge to run towards the endzone! But he's too greedy and trips on his 2nd GFI - for a stun! We recover and move the ball back towards the half way line. They are burning up their rerolls trying to turnover the ball - so far unsuccesfully. We get in a great turn - KILLING a zombie with a mummy (welcome to the ranks, Mr Balloon Priest, you can stand in front) - then breaking through with the ball towards their endzone! They burn up their final reroll trying to get back, but we're still holding them off - stalling out the final couple of turns before scoring on turn 16. They did try a DP gang foul on a mummy on turn 15 that could have been key as we look at overtime- but it was only a stun. They try for a 1 turn touchdown, but never really get started - they have managed to snag a key reroll from the kickoff that could prove deadly however.

*** OVER TIME ***

We are chosen to receive, though all 3 of their KOs have woken up (two attempts) so they can still field 11 vs our 11. Turn 2 and we've burnt up 2 of our 3 rerolls, though we have moved the ball into their half as they defend cautiosly and deep. They push in with both ghouls, knocking over the ball carrier with a 1d blitz from one, but unable to try for the ball amongst our players. We have a super turn in return, -STR injuring one ghoul with a blitz from our tackle wight, then MNGing the other one with a block, probably sealing the game.

They decide to try for some damage, engineering a nice 1d -> 2d frenzy blitz to crowdpush a wight (KO). Though it leaves their wolf 2 squares away from the sideline himself... we chain push him out for a stun! Now they really have no chance at the ball with their flesh golems out of position and their wight surrounded and soon KO'd. We stall out til turn 8 and run it in: 2-1 and the game is ours!

Cheers for the game LineBreaker- superbly tactical first two halves like I said in game, but injuries favoured us throughout and of course receiving in overtime is a clincher.
 
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