Autor Thema: Wild Card: (5) Power of Voodoo @ (4) Sanguin Corsairs  (Gelesen 76 mal)

Offline rolo

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Wild Card: (5) Power of Voodoo @ (4) Sanguin Corsairs
« am: Juli 05, 2020, 09:02:22 »
Wild Card runde wird heute Mittag im Hirschgarten gespielt.
https://obblm.weiss-blaue-strategen.de/index.php?section=matches&type=report&mid=2294
Ein Coach ist immer nur so gut wie sein letzten Spiel.
Aktuell bin ich WINNER!!!!
Chaos Storm 2:1 University of Southeast Bumblefuck (Rookie NFC Championship Game)

Offline Claymore

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Re: Wild Card: (5) Power of Voodoo @ (4) Sanguin Corsairs
« Antwort #1 am: Juli 05, 2020, 16:56:57 »
Tough match for me, going down 1-2.  I'm sure Rolo will write it up in full justice.

Dark Elves played well, but rolled a massive number of 1s which makes it hard.  Hardest to take: Snake eyes allowed 1st undead TD (2 TD swing); failed GFI INTO the ENDZONE on OTTD for dark elves to steal level and most of all snake eyes allowed 2nd undead TD.  Undead were perfect in blocks and fouls aside from one genuinely nasty quad skulls.  No remedial pleasure taken in reducing the AG4 Ghoul to AG3.

Undead also played well and did undead stuff to grind it out.  Grats Rolo and GL for SF.
« Letzte Änderung: Juli 05, 2020, 16:59:57 von Claymore »

Offline rolo

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Re: Wild Card: (5) Power of Voodoo @ (4) Sanguin Corsairs
« Antwort #2 am: Juli 05, 2020, 22:06:30 »
Rolled all dice in the correct order; cointoss (or rather dice roll when Coach Claymore refused the NAF coin; Power of Voodoo won and chose offense); perfect weather, +1 FAME for the Sanguin Corsairs.
Power of Voodoo hire "Rotten" Rick Bupkeis.

Offense gets off to a decent start; some beatdown on the line, Maman Brigitte (AG4 Block Ghoul) grabs the ball and runs in, safe.  Rotten Rick fouls early and often, but the referee is impressed enough to see such a famous star on the pitch that he just lets the players play.  A few KOs leave the field, but nothing major.  Dark Elves try a 1d Frenzy chainpush play to maybe get a hit on Brigitte, but it goes "wrong" when the first block is a pow.  Immer nur Pech.  They do put some tackle zones on the ball carrier, but nothing which can't be solved by a 2+ dodge.  Then comes the desperation cage crash, Witch Elf 5+ cage crash (doesn't even need Dodge), 1d, POW, -AG on my ball carrier.  Scatters outside the cage, 4+ 3+ 3+ dodge (still doesn't need dodge), 3+ pickup, then failed a 2+ dodge with snake eyes.  Sanguin coaching staff was acting salty as a high-contact punch-up developed over the ball until Ogun failed to blitz the last elf off the ball - Quad skulls, only needed a push, then 3+ pickup with Sure Hands.  Another short punch-up, Rotten Rick fouled an elf Lineman Badly Hurt, coach Claymore took a look at his rapidly filling KO box and sent in the Apo.  But there weren't enough elves left on the field to put up much fight; One tried a GFI for a blitz just to put a tackle zone on the ball carrier and force some dice rolls, but snakes struck again.  1 Blitz, needing a push, Power of Voodoo go up 1-0.

Coach rolo forgot that the Corsairs had a MA8 runner, only needing to be pushed forward 3 squares.  But the defense was still "okay".  There may or may not have been some dice rolled before the final GFI, but the one Coach Claymore will remember is the final GFI into the end zone.

Power of Voodo 1: Sanguin Corsairs 0 at the half.

Dark Elves send receivers out deep on their offense; Voodoo Blitzers do what they do best, Rotten Rick picks up whatever's left over.  Corsairs look at that KO box and don't even hesitate; handoff and TD in turn 3.

So up 11 players vs 9, with the ball and 6 turns to score the winner?  I'll take it!  Pretty quickly it's 11 on 8, then 11 on 7.  Then 10 on 7 as the Corsairs surf a zombie, but honestly that was worth it to get two elves out of position for a turn.  The rest of the Elves tried to build up the double rows but didn't have enough players left to do it right.  What should have been and easy cage-up deep left turned hairy when my wrestle ghoul rolled Borg Down Skill to push a defender out of the way .. push or pow could have continued as a cage corner.  Instead, I had to build a cage one square further back, and needed 3 GFI to make it right ... the first one (Ball Carrier) cost the reroll, second GFI (cage corner) faceplanted.
Thanks to the turnover, Corsairs had a shot at blitzing the ball carrier ... successful GFI with a guarder, then snakes on a Witch Elf blitz.  Makes things easy.  One blitz and one GFI later, TD on turn 16, Power of Voodoo advance to the semis.

Moment of silence for poor Brigitte - her career is probably over.  Two skilled ghouls lost in the past two games, but that's how it is with Ghouls.  We'll see how many are left after the Chaos & Earthquakes finish with them.
Ein Coach ist immer nur so gut wie sein letzten Spiel.
Aktuell bin ich WINNER!!!!
Chaos Storm 2:1 University of Southeast Bumblefuck (Rookie NFC Championship Game)

Offline Topas

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Re: Wild Card: (5) Power of Voodoo @ (4) Sanguin Corsairs
« Antwort #3 am: Juli 06, 2020, 11:21:48 »
... There may or may not have been some dice rolled before the final GFI

Und ich dachte nach dem Lesen des WhatsApp Chats, dass ausschließlich ein GFI notwendig war für den One-Turner ... ;-)