Tuesday, December 3, 2013
Team Necro Update - Green stuff Mod Werewolf
Werewolf miniature after first ink washes with two re-roll markers made from undead shields.
Base with basic green wash, figure undercoated with Vallejo cold grey.
Gap filling with extra fur bits, quick-n-dirty basing with Citadel Astrogranite .
Some green stuff additions of knee and shoulder pads, plus torn up pants.
Assembled miniature, the left leg position still under consideration, eventually moved it a bit higher.
Pinning the miniature was quite a handful - but with all the limbs as separate bits gives great variation options for poses.
Start of the build with sprue of the Werewolf from Heresy Miniatures sculpted by Andy Foster, clearly very talented guy with a knack of making striking dynamic poses for the figures he designs. And he was nice enough to send some candy with the miniatures so this post package was really a pleasure to open.
Wednesday, November 6, 2013
Necro team Flesh Golem mod from Nurgle Chaos Lord
Team Necros coffers are filled with enough gold to get the second Flesh Golem - and this bad boy might fit the bill just nicely.
Staring point - the Nurgle Chaos Lord miniature sprue. Really nice details and not this new Finecast bullshit, but good old grey plastic. No miscasts and parts fit snugly, good work all around.
The big axe just had to go - no weapons on the Blood Bowl pitch (well, just Secret Weapons anyway). The shoulder pad is very Blood Bowl oriented as is, and really like that corrosion look that fits the Necro team look well. All armor pieces have been underground for some time and are not shiny or new.
Model assembled without new hands. The original miniature had the axe handle buried deep in the belly of the beast, so without the weapon there was big opening in the flesh. Some Zombie gut from Vampire Counts Regiment box fit the hole nicely enough.
After the axe was removed the hands seemed to be -well- too tiny... So looked around the bit box and found these Ogre Kingdoms spare part hands laying around. These hands say 4 Strength.
There is notable tone difference in the plastics, but after some file and knife work they fit together as good as you might want things to fit on these Frankenstein monster inspired Flesh Golems.
Monday, November 4, 2013
Match Recap: Tree Hugging Fairies (Wood Elf) vs. Lokapojat (Necro)
New Blood Bowl league season has been opened!
First three games of the regular season were fought simultaneously, but the focus on this recap is on the Necro vs. Wood Elf match. The two other games were Chaos vs. Orcs, and Dark Elfs vs. Chaos Pact. Here seen on the background: on the unforgiving Stone Pitch Greenskin Lovers (Orcs) meets BMC Body Hammers (Chaos). On the foreground is the foam-core pitch with team Necro on the right and Wood Elf on the left represented with unpainted red plastics from the second edition of Blood Bowl.
Team Necro miniatures are still work in progress: one Werewolf figure is a vintage Citadel animal handler (blue base with "2") with greenish skin tone to cheaply imitate his Necromantic quality... Still a long way to go with this posse. Wight figures with Block skill are old Lotr Uruk-hai ("5") and 3rd edition Human blitzer. Zombies and the Ghoul runner holding the ball are closer to the final look of the team. In this match the higher team value of Wood Elf team gave Necro newbies a star player Inducement: J Earlice is chosen for the task. This fast (8 MA) piece with ball handling skills and Dodge is good addition to match the elven speed.
Game starts with the first Kick-Off: Perfect Defense gives the Elf team time to reorganize their players before the undead start to move forward. This does not help the Elfs a lot: Wood Elf defence is not the easiest to thing to manage in Blood Bowl. First turns are really fast and the 4 min time limit is not enforced: Necro fails to pick up the ball, and on their first turn Elf coach rolls "1 re-roll 1" in an attempt to Dodge... Elf Catcher falls down and the fragile armor brakes: Badly Hurt guy with pointed ears is carried of the pitch when game had barely started. With the undermanned defense line the game is relatively fast 1-0 for the Necros. Wight number 6 scores the first touchdown on the 6th turn of the first period.
With only two turns left in the period Elfs try to make it to the end zone fast - no such luck: Werewolf pushes the Catcher out of the Pitch and angry undead fans beat the poor Elf to a pulp. Another Badly Hurt Elf and even less players to put in to the play on the second period.
Second period and third drive of the game starts when Necros kick the ball very close to the Line of Scrimmage.
In this new league we are still using the good old House Rule of two free Special Play Cards (50k decks, drawn randomly) for both teams. First card to see the action is "That Babe's Got Talent" played by the Elven team. "Ball Clone" by the Necros makes the Elven attack disorganized: they have to divide their forces to catch both of the balls. This proves to be ill-advised tactic, soon both balls have changed hands and its team Necro with two balls and Elfs are left with desperate defense.
Now there are only five Elven players left on the pitch: they call on the services of "Rogue Wizard". Fireball finds its target with deadly accuracy: J Earlice carrying the ball is hit! And soon the fire spreads and all supporting Necro players in the loose cage formation are hit to the ground also. Werewolf had already took the false Clone Ball to the Elven Endzone and this thing that J Earlice was holding is the real thing. Elfs have their small window of opportunity, but alas - "1 re-roll 1" again! The Elf coach rolled four of these killer "1 re-roll 1" things in the duration of the game... so with better luck they might have capitalized on this Fireball attack but now it only slowed down the Necro attack.
On the 16th and last turn of the game Werewolfs celebrate the second touchdown: J Earlice seems pretty happy too.
Post match procedures see the touchdown making Werewolf leveling up too: now both Wolfs have the Block skill.
Team standings on the regular season ("Runkosarja" in Finnish) after the first three games. Chaos team BMC Body Hammers managed to pull 2-0 victory on the Orcs, so they are sharing the first place with team Necro. Half of the 12 teams are still without any games, so its too early to say anything about the league in general. But good start for the new Necro team: two games done with 5 touchdowns made, looking forward to more challenges.
The other teams have developed too, there is now AG 4 Line Orc in the Greenskin Lovers team and Chaos Beastman with Side Step. To wrap up this recap - here's a list of the latest skill upgrade picks for the teams in the league.
Labels:
Blood Bowl,
Foam board pitch,
House Rules,
Lokapojat,
Necro,
Orcs,
stone pitch,
Zombie
Tuesday, October 22, 2013
Necromantic Blood Bowl team - Start of the Build
Starting a new league and using freshly build Necromantic team. Named "Lokapojat" (translation: dirty boys), after Finnish company that does waste management by dumping used fat from restaurants to the sever system... Very illegal and free of any moral inhibitions. Perfect mind set for Blood Bowl team also.
Didn't have any Necro BB miniatures, so had to dig deep into the past... All the way to the first edition of the Blood Bowl and it's only expansion set Death Zone. There was some illustrated cardboard pieces with undead players, Zombies and Ghouls. You have to start somewhere, right?
After first pre-season game against newbie Dwarf them, the roster has 13 players, most of them Zombies.
After 3-0 win I had my hopes up with this team and started to look for miniatures to represent my players. Ended up building them mostly from GWs Vampire Counts line. Zombie Regiment boxed set and blister of Spirit Host figures, to be more exact.
Really like these Zombie sculpts, think they have a lot of potential. Plastic is easy to assemble and separate leg and arm bits give variation to the setup and poses. Zombie Regiment sprue had also gravestones that would make nice turn and re-roll markers.
I think this guy with almost skeleton like appearance was supposed to hang from the regiment standard, but decided to give him legs and arms to move around the pitch. Used green stuff to add some details, knee pads and shoulder guards mostly.
The Zombie boys are still work in progress, but had painted some skin tones and spashed on Hashut Copper for the armor bits.
Spirit Host figures are used as Ghouls, dressed only in robes they relate the low AV of 7 and if these poses don't say "Dodge", I don't know what does.
First painted black and the drybrushed with grey - quick'n'dirty - still WIP but getting there.
Didn't have any Necro BB miniatures, so had to dig deep into the past... All the way to the first edition of the Blood Bowl and it's only expansion set Death Zone. There was some illustrated cardboard pieces with undead players, Zombies and Ghouls. You have to start somewhere, right?
After first pre-season game against newbie Dwarf them, the roster has 13 players, most of them Zombies.
After 3-0 win I had my hopes up with this team and started to look for miniatures to represent my players. Ended up building them mostly from GWs Vampire Counts line. Zombie Regiment boxed set and blister of Spirit Host figures, to be more exact.
Really like these Zombie sculpts, think they have a lot of potential. Plastic is easy to assemble and separate leg and arm bits give variation to the setup and poses. Zombie Regiment sprue had also gravestones that would make nice turn and re-roll markers.
I think this guy with almost skeleton like appearance was supposed to hang from the regiment standard, but decided to give him legs and arms to move around the pitch. Used green stuff to add some details, knee pads and shoulder guards mostly.
The Zombie boys are still work in progress, but had painted some skin tones and spashed on Hashut Copper for the armor bits.
Spirit Host figures are used as Ghouls, dressed only in robes they relate the low AV of 7 and if these poses don't say "Dodge", I don't know what does.
First painted black and the drybrushed with grey - quick'n'dirty - still WIP but getting there.
Labels:
Blood Bowl,
Ghoul,
Green stuff,
Lokapojat,
Necro,
Zombie
Sunday, October 6, 2013
Jingle Bowls Cup Final Game Recap - Blood Bowl Mayhem with Chaos Dwarfs and High Elfs
Finally - the final match of the season!
This has been a long time comin' - final game of the Jingle Bowls Cup that originated in the late 2012. Six teams started the regular season almost a year ago and now the two top dogs duke it out in the grand final.
With very different seasons behind them the two teams in the final vary in many ways - the tall and proud High Elfs of the team Kallio Noble Killers and the small and wicked Chaos Dwarfs of the Red Anvils. Chaos dwarfs tend to trust their bashing game - hit often and hit hard. High Elfs on the contrary favor fast and accurate passing game with the aid of their high agility. High Elf team has been undefeated in record breaking sequence of 17 (!) games in the row. Elfs won the regular season, while Chaos Dwarfs struggled to even make it to the semifinals - they tied the fourth place with same points as the Slann team.
Within the regular season the same teams played 1-1 tie, with only four Elfs left on the pitch when the game ended. Only thing that saved the Elfs from the defeat was Hobgoblin slaves failing to pick up the ball next to the endzone.
Both teams have plenty of experienced players in their rosters, and surprisingly enough the Team Value is exactly the same for both: 1.960.000 gps. Red Anvils treasury is quite bloated (650.000) so the head coach decides to shop around for some Star Player support. Grashnak Blackhoof is chosen for the task - fast movement (6) and extra strength (6) might come handy when beating the Elfs to pulp. This Minotaur star is notable for two "missing" skills: no Wild Animal and no Block. This Petty Cash transaction left the Elfs with 310.000 worth of Inducements. Pointy eared coach hired two Mercenary Linemen both with Dodge skill. The plan was to have ample reserve of players and keep out of the harms way with Dodge. Now both rosters were ready and the game could star for real.
Fans showed up in large numbers: 13.000 Chaotic supporters and 19.000 with pointed ears - giving the Elf team Fame +1 for this final game. Weather was typical Blood Bowl atmosphere: "Nice", partially cloudy but mostly sunny. Chaos Dwarfs received the first kick-off of the game with Red Anvils trademark setup "The Bloody Wedge", with big emphasis on the left flank. Elfs tried to counter this with "Perfect Kick" Special Play Card - giving them the change to put the ball as far as possible from the offense formation of the dwarfs. This played out nicely for the Elfs - ball landed deep in the right wide zone of the Red Anvil half of the pitch. Small gust of wind (roll of "7" on the Kick-off Table) took the ball even further to the right. The game was on!
Hobgoblin number 10 with Sure Hands skill runs for the ball as fists start to fly on the Line of Scrimmage - two Minotaurs let it loose on the Elven Mercs, few bruises but nothing too serious. Then the Dwarf Blocker number 4, Xem Sickfang, manages to make the first casualty - the poor newbie elf merc is taken out of play (Badly Hurt) even before his first action. Dwarf fans seem to love this: first turn and first elf in the injury box - things are going according to the Red Anvils master plan.
Elfs move into defensive positions - slowing down the forward momentum of the Wedge any way they could. Second turn of the dwarf offensive and the coach gives Blitz order for the hired gun Blackhoof… Double skulls. Money well spent? Well maybe not, armor breaks and the bountyhunter is Stunned. Dwarf attack grinds to a halt, if only for a moment.
Dwarfs form a loose cage formation around the ball handler, but Blackhoofs Turn-over left the thing only half ready. Elfs counter attack but only manage to Pushback the Hobgoblin. Elf coach finds out that his only player with Strip-ball skill is sitting on the Reserves bench - this skill could have changed the outcome of this action altogether. Unlucky, Mr. Bond.
Dwarfs form a better cage and move it deeper into Elven territory, maybe slowly but surely. Dwarfs are almost to the enzone when they stall for delayed goal - if you give Elfs even as little as two turns to score they seem to make it without a fail. On the seventh turn things start to roll for the Dwarfs: BullCentaur gives Fractured Skull (-1 AV) for Naiad (Elf lineman number 6), and defense lines seem to leak more and more. The only Elf with real changes to Blitz on the ball carrier is distracted with "Trampoline Trap" Special Play Card and fails his landing roll - high Agility or not. On their 8th turn Hobgoblin number 12 scores a running touchdown - this time around they surely don't wanna fumble with passes.
The second kick-off the first period scatters the clouds and Very Sunny weather gives -1 to all passing rolls… Even the gods seems to shine on the Dwarfs, this passing modifier definitely hinders High Elfs play style more than Red Anvils cage/running game. Elfs 8th turn is uneventful with a slight sense of frustration - no time to score and no muscles to hurt the opposition.
Second half of the game starts with another Kick-off to the Elfs: "Quick Snap!" result gives some leverage to counter the big hitters on the dwarven line. Second turn comes around and the the Elfs do what they do best: Leap and Dodge in to the deep end, Safe Throw and Catch. The schoolbook version of the two turns touchdown evens the score to 1-1. High Elf Super Star Blitzer Phobos (1) strikes again.
Before the setup of the next drive, Elfs play yet another Special Play Card: "Gromskull's Exploding Runes" - turning one of their players into Bombardier. This is "high risk-high reward" gamble: given the Very Sunny weather and the usual cage style of Dwarfs. If bombs find their target they might be very effective indeed - but if they are fumbled the defense might crumble on its own mistakes.
10th Dwarf turn sees the Kick-off result of "Pitch Invasion!" and the Elf fans seem to hit harder (+1 FAME) this time. Dwarf attack formation is greatly diminished by Stunned guys all over the pitch. Lucky for the Dwarfs there is still plenty of time left. They move thru the right flank with ease - there is more casualties on the High Elf team! Player is hit hard - Smashed Collar Bone would mean -1 to ST, and the Apothecary opens his medical cabinet: the Elf player is only Badly Hurt after the pain killers and healing potions are consumed.
Bombardier lights the fuse and -surprise surprise- the Exploding Runes Knock Down the Hobgoblin holding the ball! For a moment the game might turn either way, scattering ball landing in an empty square next to players from both teams. Dwarfs manage to push the Elfs out of the way and recapture the ball. More pointy ears are taken out of the play (casualty statistics in the end are 7-0 to Red Anvils) - and dwarfs run the ball sideways from right to left.
On the 7th turn of the second half Hobgoblin number 10, Desz Sickbone scores 2-1 for the Dwarfs. Only one turn left in the game situation seems pretty desperate for the Elfs. Only the roll of "3" on the last kick-off table would bring more time… The roll is "11" - frustrated Elf fans Throw a Rock at the BullCentaur next to the right sideline: Stunned. Elfs realize the situation and fall deep into their side of the pitch. Last turn of the game sees the Blackhoof Blitzing with two Go-For-Its: push back... What huge waste of money that Star Player was.
Handshakes and MVPs - High Elf Blitzer Phobos is leveled to the Super Star status with staggering 77 Star Player Points. Phobos is one of the five (!) original players in the Kallio Noble Killers team, all other players have been replaced during the bloody aftermaths of the games. Being undefeated in 17 games in a row definetly comes with a price. Lucky for the Elfs this Original Five includes both Blitzers and Kharon the Elf Thrower with 5 AG and 32 completions to his name. Two experienced Linemen also survive from the original starting roster.
High Elf coach keeps a list titled "Broken dreams" that includes the players that have been kicked off the team because of stat injurys. After this final game there is new addition to this long and sad list: Elf lineman number 10. (named lovingly: Moon8) that got his -1 to MA. There was also death in the team, the High Elf kickers seem to have some kind of a curse: this time the victim was Elf lineman (11) called Triton that had Kick skill. As mentioned above, Elf lineman Naiad (6) also got a Fractured Skull and lost a point of his AV. Maybe it is fitting to end this report with picture of the High Elf injury box: few teams can win the game with seven players there.
Red Anvils wins the Jingle Bowls Cup trophy, silver medals for the High Elfs and bronze goes to the Lizardmen team. Nice cup is finally over and all eyes are on the next season...
Labels:
Blood Bowl,
Chaos Dwarf,
Jingle Bowls BB Cup,
stone pitch
Tuesday, August 6, 2013
Dungeon Bowl match report - random fun for three teams
After a long break with Dungeon Bowl we made a variation of the tried and true set up: big central chamber with symmetric starting positions. With three players the positions are randomized - there is some advantage to start with empty endzone opposite to you. As usual we used dungeon floor plan bits from the Descent board game by Fantasy Flight.
The teams were Skaven, Goblin and a new Chaos Pact team roster. With these teams - there were a lot of big guys: Skaven Rat Ogre, Goblins had three Trolls and Pact was fielding both a Minotaur and a Troll. But what is a dungeon without monsters?!
The game started with Chaos Pact and they made "blind blitz" thru the teleports: Minotaur crashed the Skaven party!
Within the first three turns there were two deaths: Skaven started to flee their Minotaur ridden starting location thru teleports... And unlucky Gutter Runner teleported right to the loving arms of Team Goblins Troll. Once again dungeons proved to be a pretty dangerous place. Blood was everywhere and team Skaven suffered four (4!) casualtys altogether: two deaths, Rat Ogre with Fractured Leg (missing next game) and one badly hurt Linerat. When two rats were lost in the limbo of the dysfunctional teleports only three rats were in the play when the match ended.
Oh, but there was a ball in the play too... That was found from the first treasure chest by the lucky Chaos Pact team. And what kind of a ball: house rule of Scarab ball. Here are our house rules to open a chest. This table is used until the ball is found. After that the changes to get money bags is increased, and there are Summon Runes that can bring new npc monsters to the board, etc.
This idea of a moving ball serves a twofold purpose: first, it rises the interest of coaches not currently moving miniatures - even if your turn is jet to come the ball might come crawling your way. Secondly it can help to break a gridlock where many players are next to the ball and their zones make picking up the ball very hard. This time the game was so brutal in removing players that the number of zones was not a problem.
Chaos Pact had the ball first in their hands, but it was knocked to the floor by the Skaven. As mentioned above, the skaven lines were thin by this late in the game and were desperately trying to reach the Endzone before the players vanished altogether. Here seen are two rats planing a dash thru the Goblin defenses - two Trolls stand in their path. Hired gun Ripper closer to the ball and and another Troll in the background.
They used their cunning ways to slip past the big guys - Linerat (#10) had a Magic Item card of Beguiling Bracers found in treasure chest, waving these in front of the Ripper made him dazzled by their beauty (lost zones). Gutter Runner slipped thru and saved the day for the badly beaten team Skaven.
Post-match sequence gave a consolation prize for the Chaos Pact team: +1 AG for the Dark Elf - so that is going to be someone to watch for in the future games.
The teams were Skaven, Goblin and a new Chaos Pact team roster. With these teams - there were a lot of big guys: Skaven Rat Ogre, Goblins had three Trolls and Pact was fielding both a Minotaur and a Troll. But what is a dungeon without monsters?!
The game started with Chaos Pact and they made "blind blitz" thru the teleports: Minotaur crashed the Skaven party!
Within the first three turns there were two deaths: Skaven started to flee their Minotaur ridden starting location thru teleports... And unlucky Gutter Runner teleported right to the loving arms of Team Goblins Troll. Once again dungeons proved to be a pretty dangerous place. Blood was everywhere and team Skaven suffered four (4!) casualtys altogether: two deaths, Rat Ogre with Fractured Leg (missing next game) and one badly hurt Linerat. When two rats were lost in the limbo of the dysfunctional teleports only three rats were in the play when the match ended.
Oh, but there was a ball in the play too... That was found from the first treasure chest by the lucky Chaos Pact team. And what kind of a ball: house rule of Scarab ball. Here are our house rules to open a chest. This table is used until the ball is found. After that the changes to get money bags is increased, and there are Summon Runes that can bring new npc monsters to the board, etc.
This idea of a moving ball serves a twofold purpose: first, it rises the interest of coaches not currently moving miniatures - even if your turn is jet to come the ball might come crawling your way. Secondly it can help to break a gridlock where many players are next to the ball and their zones make picking up the ball very hard. This time the game was so brutal in removing players that the number of zones was not a problem.
Chaos Pact had the ball first in their hands, but it was knocked to the floor by the Skaven. As mentioned above, the skaven lines were thin by this late in the game and were desperately trying to reach the Endzone before the players vanished altogether. Here seen are two rats planing a dash thru the Goblin defenses - two Trolls stand in their path. Hired gun Ripper closer to the ball and and another Troll in the background.
They used their cunning ways to slip past the big guys - Linerat (#10) had a Magic Item card of Beguiling Bracers found in treasure chest, waving these in front of the Ripper made him dazzled by their beauty (lost zones). Gutter Runner slipped thru and saved the day for the badly beaten team Skaven.
Post-match sequence gave a consolation prize for the Chaos Pact team: +1 AG for the Dark Elf - so that is going to be someone to watch for in the future games.
Labels:
Blood Bowl,
Descent,
Dungeonbowl,
House Rules,
skaven
Thursday, August 1, 2013
WM Miniatures Chaos Team Minotaur - Painting
Took part in Willy Miniatures crowd funding campaign for new Chaos Team miniatures.
Have been painting the minotaur figure, major colors done but still work in progress.
Here with just the undercoating done.
Base is done from bottle cap and extra texture on base and head is Milliput Terracotta.
Friday, July 12, 2013
Blood Bowl Cup Semifinal Recap:
Red Anvils vs. East City Giants XII
Semifinals saw two very different matchups:
The "Bashing" Semifinal
Red Anvils (Chaos Dwarf) - FC East City Giants XII (Lizard)
The "Running, jumping and passing" Semifinal
Kallio Noble Killers (High Elf) - Intergalactic Offspring (Slann)
Winners of these games go to the final and reach for the Cup Trophy, losers meet in the Bronze game.
The "Bashing" Semifinal RECAP
Over thirty thousand somewhat Rowdy Fans (Special Play Card for Chaos Dwarfs) were in the audience for this Semifinal. (15k Dwarf fans and 16k Lizard supporters giving +1 Fame for the East City Giants.) A lot of bloodletting was expected from this hard hitting match up, but regular game time saw only two casualtys: one Skink from the Lizard team and one Hobgoblin was taken out of action. Lizards scored pretty fast on their third turn, and after that the Chaos Dwarf cage tried to break thru the defenses of Saurus blockers. Hobgoblin number 12 managed to to reach the endzone in turn 15. After 16 turns of pretty uneventful grinding the score was tied 1-1. After that the new Overtime House Rules were put into the action. So this recap mainly focuses on the events of the Overtime.
First kick-off table result gave the Lizards much needed re-roll, it would be the used right in the first turn, this Overtime saw a lot of ones rolled on the dice... Coin flip gave the ball to the team Lizard who setup in left side heavy attack formation. Kick was served to the right side and Skink fumbled the ball in the first pick up attempt: first roll 2, re-roll used: result 1 - turnover.
Chaos Dwarf Centaur tried to capitalize this error: but only to roll 1 on the first Go-For-It, re-roll 1 again... This would be the picture of the game: not so much who is the hero with nice rolls but everybody messing their rolls with double ones.
After some tossing and turning the Lizard cage finally starts to form. But there is some unusually blood thristy Hobgoblin around: number 9 manages to kill a Saurus on the midfield! And to add the insult to the injury: this Saurus has already leveld up with Block skill, apothecary opens his bag to save the day - but just speeds up the killing with wrong medicine.
On the next turn the same Hobgoblin Casualty rolls again, this time for Skink: Smashed Knee and Niggling Injury for the poor little guy. The Lizard team now two players short, leaves hole in the cage where Strip Ball Centaur manages to knock the ball from Skink.
Ball scatters for a bit - and now the odd six is rolled: Saurus ends up with the ball.
Saurus not knowing what to do with the ball runs away from the crowd: only to be knocked down. On the turn 5 of the overtime the ball changes hands to the Chaos Dwarf team: Hobgoblin number 10 picks it up from the midfield.
There is virtually no Lizard defense left: only one Skink stands between the endzone. Centaur needs one Go-For-It to make the blitz: well, you guessed it right, double ones again...
Lizards have one change to stop the hobgoblin on turn 7, but no luck: double skulls.
The last defense falls with "The Mad Hatter" Saurus failing the Go-For-It, number 10 hobgoblin is the star of this Semifinal scoring the 2-1 touchdown for the Red Anvils and sending the team for the final!
The "Bashing" Semifinal
Red Anvils (Chaos Dwarf) - FC East City Giants XII (Lizard)
The "Running, jumping and passing" Semifinal
Kallio Noble Killers (High Elf) - Intergalactic Offspring (Slann)
Winners of these games go to the final and reach for the Cup Trophy, losers meet in the Bronze game.
The "Bashing" Semifinal RECAP
Over thirty thousand somewhat Rowdy Fans (Special Play Card for Chaos Dwarfs) were in the audience for this Semifinal. (15k Dwarf fans and 16k Lizard supporters giving +1 Fame for the East City Giants.) A lot of bloodletting was expected from this hard hitting match up, but regular game time saw only two casualtys: one Skink from the Lizard team and one Hobgoblin was taken out of action. Lizards scored pretty fast on their third turn, and after that the Chaos Dwarf cage tried to break thru the defenses of Saurus blockers. Hobgoblin number 12 managed to to reach the endzone in turn 15. After 16 turns of pretty uneventful grinding the score was tied 1-1. After that the new Overtime House Rules were put into the action. So this recap mainly focuses on the events of the Overtime.
First kick-off table result gave the Lizards much needed re-roll, it would be the used right in the first turn, this Overtime saw a lot of ones rolled on the dice... Coin flip gave the ball to the team Lizard who setup in left side heavy attack formation. Kick was served to the right side and Skink fumbled the ball in the first pick up attempt: first roll 2, re-roll used: result 1 - turnover.
Chaos Dwarf Centaur tried to capitalize this error: but only to roll 1 on the first Go-For-It, re-roll 1 again... This would be the picture of the game: not so much who is the hero with nice rolls but everybody messing their rolls with double ones.
After some tossing and turning the Lizard cage finally starts to form. But there is some unusually blood thristy Hobgoblin around: number 9 manages to kill a Saurus on the midfield! And to add the insult to the injury: this Saurus has already leveld up with Block skill, apothecary opens his bag to save the day - but just speeds up the killing with wrong medicine.
On the next turn the same Hobgoblin Casualty rolls again, this time for Skink: Smashed Knee and Niggling Injury for the poor little guy. The Lizard team now two players short, leaves hole in the cage where Strip Ball Centaur manages to knock the ball from Skink.
Ball scatters for a bit - and now the odd six is rolled: Saurus ends up with the ball.
Saurus not knowing what to do with the ball runs away from the crowd: only to be knocked down. On the turn 5 of the overtime the ball changes hands to the Chaos Dwarf team: Hobgoblin number 10 picks it up from the midfield.
There is virtually no Lizard defense left: only one Skink stands between the endzone. Centaur needs one Go-For-It to make the blitz: well, you guessed it right, double ones again...
Lizards have one change to stop the hobgoblin on turn 7, but no luck: double skulls.
The last defense falls with "The Mad Hatter" Saurus failing the Go-For-It, number 10 hobgoblin is the star of this Semifinal scoring the 2-1 touchdown for the Red Anvils and sending the team for the final!
Labels:
Blood Bowl,
Chaos Dwarf,
Jingle Bowls BB Cup,
Lizardman
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