Plague of Fear (necro, Juniooor7) v Happy Hardcore (underworld, me)
The necro came into the game having drawn match 1
0-0 against some nurgle in a dour and boring affair enlivened only by
the werewolf killing a pestigor.
I’m not sure about necro builds but they had two
wights, two golems, two ghouls and one wolf, with only two rerolls. This
seemed fine to me, although I think I would have taken a second
werewolf at all costs if it could be managed. They
had bought a FF on team creation though, which seemed very strange, and
for that reason alone I thought that my opponent might be a relatively
new player, or at least one who does things his own way. Throughout the
game though he played very solidly – he made
some positional mistakes and his offence was a little uninspired, but
he defended very well and had some bad block dice in the game.
He won the toss and elected to receive. I set up
with three goblins on the line and the rest of my team in a “Christmas
tree” formation to protect five of my precious skaven. The necro coach
pushed the LOS goblins around a little, and then
charged in with his werewolf on the only exposed skaven lineman
(Breakbeat). He got quad pushes however and I was able to bash him back
next turn but didn’t break anything. He cut to one side and screened off
his ghoul ball carrier, but made the mistake of
letting his golems get separated from the ball, and when I was able to
halt his advance down the flank with Techno clawing a zombie off the
pitch, he got pushed further and further towards the sideline.
Eventually Rave was able to get close to the ghoul and
knocked him over, and a goblin weaved through traffic to try to get a
hand on the ball but fumbled the pickup. The ghoul shrugged off the MB
hit and grabbed the ball again, but was again sacked and this time the
ball bounced into the crowd and was thrown deep
into the necro half.
Juniooor fought back with a flesh golem killing
Rave on a random block (saved by the apo, phew!), before resecuring the
ball with a ghoul, the only player anywhere near the ball. I was able to
get a 2D hit on the ball carrier with Dancemania
and a supporting goblin but only rolled pushes, and the ghoul dodged
into space. I marked up the ghoul on my turn 7 and ran a goblin deep as a
receiver, and the necro coach rolled double skulls on a zombie block on
turn 8 allowing me the chance to score. I
took the chance with a 1D (skilled) block and 2D (unskilled) block
clearing away the markers from Dancemania who picked up the ball in a
TZ, made a short pass in a TZ to the goblin, and the little fellow
caught the ball and scampered home for a score. 1-0
at half time.
In the second half I lined up hoping for a quick
score. He put both golems on the line and I marked one with the troll
and clustered round the second with Techno (claw blitzer). My plans were
altered slightly when a rock thrown by the crowd
hit a gobbo in the head, but it was only a stun. I downed the
unfortunate golem but failed to break his AV7, and could only push the
rest of the necro LOS around. A MB blitz on a wight failed to break
armour. Juniooor7 surprised me here by going full contact,
pushing everyone up against my LOS and wide zones, and I struggled to
get players free. I was scuppered however when the first two d6 I rolled
on turn 10 came up 1s (as did the first two d6 I rolled on both
subsequent turns).
So for three turns I was stuck next to the necro
while they slowly shambled forward and bashed my team into the dirt.
Bonkers was overwhelmed and sacked on a both down, and the necro stole
the ball and scored on turn 12.
I lined up with 4 turns to snatch the win, and this
time I packed the left side, hoping to overwhelm the necro with a quick
dash. Again a goblin went down with a rock to the head, and this time
it was quite annoying because he was in the
wide zone I hoped to attack and since my troll failed to knock over the
nearby golem I was forced to run all the way around the goblin’s body
to attack the sideline.
Again a MB blitz on the lurking wight failed to
break armour, and Dancemania passed the ball to Breakbeat who ran into
the necro half. The necro were able to get back and block me off and an
early double skulls ended my next turn before
it had really begun, leaving the necro the chance to get a 2D blitz on
the ball carrier with their wolf. The wolf also double-skulled however
and on turn 15 I had the chance to score with a reroll-less 1D block,
needing only a push. Obviously this failed however,
and the game fizzled out into a 1-1 draw, with virtually the last move
of the game being a MNG injury inflicted on Techno by a flesh golem.
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