The day began dark and wet, but thanks to Chris', erm, "assertive" driving we were soon over at Dan's for a hot breakfast to set us up for Fenbowl II - a full day of league Bloodbowl play. We're running the league standings on percentage win, with a draw counting as half a win, and a minimum number of games having to be played to be in for a chance at the league title.
Game 1:
I drew Dan's Wood Elf team first up. I knew this would be a potentially high-scoring game, with both our teams being quick and designed for ball-handling, not bashing. Dan's also got plenty of Woody experience. I was glad I'd chosen all four available Gutter Runners (the fastest players in the whole game) to boost my attack as it was end-to-end play for the whole match, with me edging the win at 4-3 by pulling off a ridiculous move that involved about twenty dodge rolls, picking up the ball in a tackle zone, passing the longest pass possible needing a 5+ (on a d6), catching, dodging a bit more and then having to Go For It (sort of like an afterburner that lets you go up to two extra squares dependent on a dice roll) to score. I like speed, especially after playing a couple of slow teams recently.
Game 2:
Mike's Humans. Mike plays a determined, driving game; a bit like a rolling maul in rugby union. I knew this would be tricky, and after I lost the ball immediately after having been kicked off to, I figured I'd thrown it away. Fortunately, by continuously chucking expendable linerats under the feet of his maul for the remaining seven turns of the first half I managed to shut him out. 0-0 at the half. I kicked to him at the beginning of the 2nd half, and prepared for another desperate 8 turns of defence. Luckily, forcing Mike to pass from an awkward position spilled the ball for me to very quickly counter and score. It's what Skaven do. Lots and lots more defence later, and a bit of unlucky dice for the Humans kept it at 1-0. Phew!
Game 3:
Chris and his Amazons. An unusual team in that they all have the same basic stats, all can Dodge but only have average Agility, are all moderately fragile, none are particularly quick. I've only played against them once before. It was at a tournament, when I smashed them, so was feeling fairly confident. It started evenly enough, but a couple of turns it all went my way, dice-wise. I didn't really have to do anything tactical - just pounce whenever the ball came loose, rely on being able to pull off ridiculous strings of dice-rolls to dodge anywhere I chose, and then score. 4-0.
So, I now have a 100% win record which puts me top of the table and two of my gutter runners rolled Movement stat increases, making them MA=10. Nice!
The only downside to the whole day was giving myself mild concussion getting back into the car by smacking the back of my head into the door-frame hard enough to make the whole vehicle rock noticeably. I've never been concussed before and it was a bit like being seventeen again and trying desperately to hide from my parents that I had been to the pub on the way home from school for a beer, only without the pleasure of drinking the beer. Ouch!
You played well! High-risk, high-reward. Without a Wardancer I was always going to have to elf-stall; I wonder what would have happened had I not failed my 2+ catch?
ReplyDeleteAlways learning; my Wardancers are getting tackle and hoping for a double for Mighty Blow to teach those gutters a lesson!