The game of Norse vs Undead has ended in a draw.
I predicted a 40% chance to win, so I suppose I have to be glad to report a draw. As far as draws go I always play to win, and in that respect it was a surprise game.
I am playing Norse with a bigger skillset then my opponent, but as someone told me. “Norse are like a glass house, if you don’t get to start first, you get hammered, painfully”.
Here is the Match report.
The Inevitables (Undead) TV 120 vs Nordic Walkers (Norse)
TD 1-1 and Cas 1-5
I will follow with the rest of the stats later. The game-report is blocked from where I am trying to type this.
Impressions of the game.
At the start of the game I felt like the underdog. I think form a tactical point of view it helps me because it tends to help to focus me. I was kinda surprised to see that a free card does not mean anything in terms of TV enhancement. That makes a free card extremely valuable.
Upfront i had several strategies in mind. I had identified that he has few players that was actually of ballhandeling quality. If i could start the game and take those down, i should be able to hunt his position much more effectively. I need to stay away from his mummies due to his Mighty Blow Skill and guard (they could easely tie up players with no chance of retaliation. And my abundant frenzy skills would give me a good chance to own the wide-zone and in effect limit him possible movement. Knocking them out of the field and possibly the game is the best way to take their higher AV out. Blocking wise this was the most important advantage i have. On a block for block ratio my lower AV would mean i would get hurt, bad with no chance of coming back and he would have regeneration. Regeneration meaning that all his injuries would disappear on a 4+ where-after they can play in the next drive as if nothing has happened. Most annoying if it succeeds, unless you are the undead coach.
Alas, the first dice of the game come up. He draw a Mayhem card called Friendly Fans. Anything pushed out of the field is, stunned. Do not roll for injury. Oops, okay that's half the strategy gone, its back to luck. The other part is starting first. Lets see how we do there... I am rolling a 5. nice. He is rolling a … 5.. crap, roll again. Then i roll a 1 and he a 6, he elects to receive( to start) and that’s the other half of the plan gone. Glass house prepare to tumble.
The game goes quickly down hill for me from there. He causes a KO, and then another KO. All of his block-dice tend to get a clear POW result. The drives where i want to get players of the pitch fail. I am looking at a majority by the opposing team. All i can think about is, i am lucky if he does not cause permanent injuries and if he makes a few more KO's and he scores, then i get two chances to get my KO'd players back. That might help me.
Luckily i get a CAS. Yes first of the game. It regens, so it will come back without a KO roll at the start of the new drive but it helps. Then i focus on the right side while his ball-carrier with protection is running to the left. I get to push another player out of the field and equalize the amount of players on the board. He gets another KO but i am rushing everything back to block his chance to score. He is taking it slow, but against my team that is not the best way forward. His heavy hitting mummies and some zeds start to fall behind and cannot help out. This means that his pocket of protection gets smaller and smaller as he draws nearer to the endzone. I make a valiant chance to block his ball-carrier with a 1 die with tackle on his Ghoul, but it is to no avail he scores in turn 5. Much longer and i would have totally threatened his ball-carrier with few options for him to easely recover the ball. But having an early TD like this gives me a chance for some pounding AND allows me a chance to score.
I do manage another cas that fails to regenerated and I score. We are tied and i get to receive for the 2nd half. Apart form my one remaining KO that refused to come back and his unregenerative player, we are putting everything on the pitch. 10-10. I have started to dominate the field but i am lucky that the blacks and breaks armor like a madman but fails to seriously injure me. He manages 1 cas in the second half, and it saves my team
there are some 1 die chances on my block dodge ball carrie4r. They all work. Clear pow. But i have assistance nearby and always recover the ball, after some headscratching to see what the hell i need to do to extradite myself. The last few turns loom closer and closer. There is a mad scramble for the ball. He is giving up hope on scoring a touchdown himself and hunt the ball relentlessly. In the ensuing scramble i fail to pick up the ball (3+) with reroll. I get a 1 die skull and a 2 die double skull, but i race to the end-zone with the ball. He blitzes and marks my blodge sidestep ball-carrier. As part of a desperate strategy he dodges with a zombie and makes it. 2 players make my ball-carrier. I get in 3 assist to cancel everything. 6 paces to the end-zone. He has no block, i blitz. To take him down pref clear pow or dodge/pow and i need only to walk in. Or a bock or push resulting in a 3+ dodge with reroll. I throw... double skull... darn!
He spends his last turn trying to hurt me, makes 2 more ko's, but nothing major. He makes a completion, but its a bit of a letdown in the flow of the game. Its however a very exciting game. Very nice!
THANKS
I predicted a 40% chance to win, so I suppose I have to be glad to report a draw. As far as draws go I always play to win, and in that respect it was a surprise game.
I am playing Norse with a bigger skillset then my opponent, but as someone told me. “Norse are like a glass house, if you don’t get to start first, you get hammered, painfully”.
Here is the Match report.
The Inevitables (Undead) TV 120 vs Nordic Walkers (Norse)
TD 1-1 and Cas 1-5
I will follow with the rest of the stats later. The game-report is blocked from where I am trying to type this.
Impressions of the game.
At the start of the game I felt like the underdog. I think form a tactical point of view it helps me because it tends to help to focus me. I was kinda surprised to see that a free card does not mean anything in terms of TV enhancement. That makes a free card extremely valuable.
Upfront i had several strategies in mind. I had identified that he has few players that was actually of ballhandeling quality. If i could start the game and take those down, i should be able to hunt his position much more effectively. I need to stay away from his mummies due to his Mighty Blow Skill and guard (they could easely tie up players with no chance of retaliation. And my abundant frenzy skills would give me a good chance to own the wide-zone and in effect limit him possible movement. Knocking them out of the field and possibly the game is the best way to take their higher AV out. Blocking wise this was the most important advantage i have. On a block for block ratio my lower AV would mean i would get hurt, bad with no chance of coming back and he would have regeneration. Regeneration meaning that all his injuries would disappear on a 4+ where-after they can play in the next drive as if nothing has happened. Most annoying if it succeeds, unless you are the undead coach.
Alas, the first dice of the game come up. He draw a Mayhem card called Friendly Fans. Anything pushed out of the field is, stunned. Do not roll for injury. Oops, okay that's half the strategy gone, its back to luck. The other part is starting first. Lets see how we do there... I am rolling a 5. nice. He is rolling a … 5.. crap, roll again. Then i roll a 1 and he a 6, he elects to receive( to start) and that’s the other half of the plan gone. Glass house prepare to tumble.
The game goes quickly down hill for me from there. He causes a KO, and then another KO. All of his block-dice tend to get a clear POW result. The drives where i want to get players of the pitch fail. I am looking at a majority by the opposing team. All i can think about is, i am lucky if he does not cause permanent injuries and if he makes a few more KO's and he scores, then i get two chances to get my KO'd players back. That might help me.
Luckily i get a CAS. Yes first of the game. It regens, so it will come back without a KO roll at the start of the new drive but it helps. Then i focus on the right side while his ball-carrier with protection is running to the left. I get to push another player out of the field and equalize the amount of players on the board. He gets another KO but i am rushing everything back to block his chance to score. He is taking it slow, but against my team that is not the best way forward. His heavy hitting mummies and some zeds start to fall behind and cannot help out. This means that his pocket of protection gets smaller and smaller as he draws nearer to the endzone. I make a valiant chance to block his ball-carrier with a 1 die with tackle on his Ghoul, but it is to no avail he scores in turn 5. Much longer and i would have totally threatened his ball-carrier with few options for him to easely recover the ball. But having an early TD like this gives me a chance for some pounding AND allows me a chance to score.
I do manage another cas that fails to regenerated and I score. We are tied and i get to receive for the 2nd half. Apart form my one remaining KO that refused to come back and his unregenerative player, we are putting everything on the pitch. 10-10. I have started to dominate the field but i am lucky that the blacks and breaks armor like a madman but fails to seriously injure me. He manages 1 cas in the second half, and it saves my team
there are some 1 die chances on my block dodge ball carrie4r. They all work. Clear pow. But i have assistance nearby and always recover the ball, after some headscratching to see what the hell i need to do to extradite myself. The last few turns loom closer and closer. There is a mad scramble for the ball. He is giving up hope on scoring a touchdown himself and hunt the ball relentlessly. In the ensuing scramble i fail to pick up the ball (3+) with reroll. I get a 1 die skull and a 2 die double skull, but i race to the end-zone with the ball. He blitzes and marks my blodge sidestep ball-carrier. As part of a desperate strategy he dodges with a zombie and makes it. 2 players make my ball-carrier. I get in 3 assist to cancel everything. 6 paces to the end-zone. He has no block, i blitz. To take him down pref clear pow or dodge/pow and i need only to walk in. Or a bock or push resulting in a 3+ dodge with reroll. I throw... double skull... darn!
He spends his last turn trying to hurt me, makes 2 more ko's, but nothing major. He makes a completion, but its a bit of a letdown in the flow of the game. Its however a very exciting game. Very nice!
THANKS