“The Beast was kinda the story here, going Really Stupid 7 of 15 tries (plus 0 for 6 blocks, out of 15 dice) but taking extra care to succeed only when he was not part of any play, and that was the game.
o Turn 1: 3D PUSH
o Turn 2: (no action, by far his best Turn of the half)
o Turn 3: FAIL - 2D BOTH-DOWN
o Turn 4: FAIL (RS #1) - fails to stand up, encourages early Nurghlander score, 1-0.
o Turn 5: FAIL (RS #2) - fails to move, which would have jammed up the drive nicely.
o Turn 6: FAIL (RS #3) (RR fails) - Blitz, which would have broken screen - drive now "unstoppable"
o Turn 7: 3D PUSH away from play
o Turn 8: 3D PUSH (RR fails) away from play; score 1-1.
o Turn 9: FAIL (RS #4) - Blitz, to free path to mark ballcarrier
o Turn 10: FAIL (RS #5) - Blitz, to mark ballcarrier
o Turn 11: FAIL - Blitz -> double BOTH DOWN (RR fails)
o Turn 12: Stands up, which actually does help pressure the early Revenger score; score 1-2.
o Turn 13: Moves successfully! His second successful action, and his best of the game, marking 2 skellies.
o Turn 14: FAIL - RS #6 - fails critical block to turn corner
o Turn 15: 2D PUSH - critical block, but needed a Pow to set up chain of 2d blocks, forces 1d efforts which fail, drive stalls.
o Turn 16: FAIL - RS #7 - meaningless re final score, but still.
Oh, and, yes, all those were 2+ rolls - he had his babysitters. :/
And the lesson is... if you have to rely on Big Guys, accept the chance for disappointment. <shrugs>”
o Turn 1: 3D PUSH
o Turn 2: (no action, by far his best Turn of the half)
o Turn 3: FAIL - 2D BOTH-DOWN
o Turn 4: FAIL (RS #1) - fails to stand up, encourages early Nurghlander score, 1-0.
o Turn 5: FAIL (RS #2) - fails to move, which would have jammed up the drive nicely.
o Turn 6: FAIL (RS #3) (RR fails) - Blitz, which would have broken screen - drive now "unstoppable"
o Turn 7: 3D PUSH away from play
o Turn 8: 3D PUSH (RR fails) away from play; score 1-1.
o Turn 9: FAIL (RS #4) - Blitz, to free path to mark ballcarrier
o Turn 10: FAIL (RS #5) - Blitz, to mark ballcarrier
o Turn 11: FAIL - Blitz -> double BOTH DOWN (RR fails)
o Turn 12: Stands up, which actually does help pressure the early Revenger score; score 1-2.
o Turn 13: Moves successfully! His second successful action, and his best of the game, marking 2 skellies.
o Turn 14: FAIL - RS #6 - fails critical block to turn corner
o Turn 15: 2D PUSH - critical block, but needed a Pow to set up chain of 2d blocks, forces 1d efforts which fail, drive stalls.
o Turn 16: FAIL - RS #7 - meaningless re final score, but still.
Oh, and, yes, all those were 2+ rolls - he had his babysitters. :/
And the lesson is... if you have to rely on Big Guys, accept the chance for disappointment. <shrugs>”