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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