Saturday, 1 December 2012

Match Report: OCC Division 4D Match 3

The Queen's Champions (high elf) v The Grey Haven Guard (high elf, me)

The sides lined up for some elf-on-elf action!

On paper the Champions were by far the stronger side, with some truly excellent attacking players and as a result I had 290,000GP of inducements. I took a wizard and an extra apothecary, but was actually quite confident before the game. My opponent's team was not set up for bash at all – he had no mighty blow and only one tackle, and he only had four linemen to my seven, meaning that he'd soon have to put those expensive and fragile catchers in harm's way.

My plan was to kick first, pressure my opponent into scoring early and take my time equalising via a running game. I would then go for a 2-1 grind and score late in the second half, hopefully having removed some of his players during my drive.

The first part of my plan worked to perfection! I won the toss, kicked to him and he scored on turn 2! If I'd been in his shoes I'd have done the same – trying to go in 2-1 up at half time. His offence was supremely strong, and he moved the ball quickly around the pitch between his throwers.

I then received the ball, and caged up near the half way line, managing to hurt one of his players in the LOS blocks and immediately signalling my intentions by blitzing with Vanval (my MB-tackle catcher). Vanval managed to KO his only tackler, so at this point I'm 2 players up, with the ball safe by the LOS in a cage, and feeling good.

My opponent's strategy on defence becomes clear straight away, as he dances his AG5 blitzer through my cage to get a 1D block on the ball carrier, which spills the ball via a wrestle result. There follows a most un-elf-like drive, as I keep caging the ball up and rolling the ball from side to side, while my opponent keeps putting men into contact and trying to dodge through. I eventually manage to surf his AG5 blitzer, at the cost of losing a catcher to a surf, but as the half draws to a close I have 9 men against 7 and the ball is in the centre of the pitch.

Here I make my first bad mistake of the game.

It is turn 7, and I've made my push forward for the touchdown. I have four men who can score next turn. As my last action of the turn I try to dodge an unskilled catcher into a better defensive position. Of course I roll a 1 and without thinking I use a reroll. My last reroll. My opponent then knocks 1 of the potential scorers down and marks the other three.

If I had used the wizard at this stage I would have needed to make 2 2+ rolls to score (the wizard would have cleared a marker, and I'd have needed a hand off and a GFI. I choose not to use the wizard, which means I need to make an unskilled two dice block to clear the marker. I roll both down – skull, which means I go in trailing at half time 1-0.

OK, time for a rethink. I could stick with the original plan, which would mean playing for the draw, but I decide to try to score quickly and see what I can do with the wizard to force a turnover. I run the ball, but am unable to score a two turner as my block dice fail me. Nevertheless I cage it in my opponent's half and score on turn 11 with a quick pass and Vanval scampering clear.

I've removed a few more of my opponent's players at this stage, and it was 11 v 8 as my opponent lined up to receive. He stacked the left hand side and left his star thrower deep, so I kicked short and right, hoping for a blitz. No blitz, but the ball landed on the LOS where it was caught by his AG5 blitzer. My opponent pushed two catchers forward to make a scoring threat and made a cage for his blitzer on the left hand side. Crucially, he'd left his cage corners in contact with my players though, and I sensed the chance to win.

The wizard zapped the ball carrier with lightning, and my players bashed a hole, leaving Gil-Galad to dart in and grab the ball.

I now made my second key mistake. What I should have done was to make a half-cage (full protection was impossible) and invite my opponent to do what he could while marking his players up. What I actually did was try a lateral pass towards the safety of a group of my players. Of course the pass failed and scattered into an empty square, leaving one of his unmarked catchers to run for the end zone, while the other ran the width of the field, scooped up the ball and threw a scoring pass to take the lead 2-1.

Three turns left. I lined up with 11 v 7 (Vanval had 3 KOs in the game!), and I think my opponent assumed I would score a 2 turner, leaving him 2 turns to grab a winner. This time I played it out slowly though, and ran the ball through the centre with Turin (my blodge blitzer), who handed the ball to Gil-Galad to trot home with the equaliser on turn 16. 2-2 the final score.

Thursday, 22 November 2012

Match Report: OCC Division 4D Match 2

The Grey Haven Guard (me, high elf) vs ItSmellsLikeTeamSpirit (nurgle)

At first glance this was a terrifying nurgle team to face - three of the four warriors have mighty blow and claw, and one of those three (called Ted Nightall) has piling on as well. I could just imagine the carnage at the line of scrimmage.

Looking again, however, I paused. Where was the beast of nurgle? Checking out the replay of their previous match I saw that the poor beast had died to a gang foul in their game against the division's other frightening bash team - the Khemri.

Looking a third time I relaxed a bit. None of the nurgle warriors had block, none had tackle (no tackle on the whole team) and there was no guard on the team at all. This therefore was a dice rolling team - if the dice went their way on the night then it could be a slaughter, but assuming reasonable luck I ought to be able to outmaneuver and overpower them.

And that's what happened.

My opponent won the toss and opted to receive. I put dodge linemen on the line of scrimmage, and set up in a narrow formation in the centre. I then kicked short and wide and hoped for a blitz result which was not forthcoming.

My mistake in setting up on so narrow a front quickly became apparent, as the nurgle team moved to surround my players. Dodge worked wonders on the line of scrimmage as I didn't lose anyone, and I started to knock his players away. Ted Nightall charged forward and hit my guard lineman (I knew he wouldn't last long!), piling onto him to badly hurt him.

A few turns of shadow boxing took place, with him pushing players into contact, and me hitting them clear or dodging away during my turn. I managed to KO one of his killer warriors with my mighty blow catcher, and his dirty player rotter fouled my wrodge catcher out of the match.

My opponent eventually got overconfident however, and used his ball carrier to assist a block on one of my linemen. The elf had dodge and so the block failed, which allowed my to dart in with my guard blitzer to put an assist on the block, and the lineman punched the pestigor, knocking the ball clear. A lineman scooped it up and hared off up the pitch, followed by the rest of my team.

I'm not sure quite what happened next, or rather, *why* it happened. I wasn't all that far away from his players, he certainly could have made it difficult for me or forced me to score earlier than I eventually did, but he basically ignored my breakaway to try to foul my guard blitzer and catch hold of any of my players that he could with his killer warriors. Fouling my blitzer was a complete failure - he could only get a stun, and had two players sent off in the process, and as a result of his lack of pressure on the ball I could delay until turn 8 which meant he didn't get another three free line of scrimmage blocks. As it was, I handed the ball off to my rookie blitzer to run in the touchdown and make it 1-0 at half time.

The second half was a bit of a farce really. He put his entire team on the line of scrimmage for the kick off - I think he'd pretty much given up at this point. Since I had some guard and he did not, it was easy to engineer a few two dice blocks on this players, one of which managed to kill one of his nurgle warriors who then failed to regen! (Not the bastard, but still a claw - mighty blow warrior).

I kept the rest of my team out of contact, and again he didn't bother to even try to get the ball but went for casualties on his killer warrior and fouling every turn. I kept running my team away, but trying to get blocks in where I could. My opponent had a very strong run of block dice this half, smashing the knee of my rookie thrower, giving one of my linemen a serious concussion and KOing three other players, and I was forced to score on turn 14 to make it 2-0.

During that drive his fouling dice were not so good, however, and he had a further three players sent off!

We lined up again, and I put linemen on the line of scrimmage, with all my valuable players quite a long way back. Again he put everyone on the line, except this time his extra arms beastman was back to receive the kick. My opponent's lack of block came back to haunt him here though, as without any rerolls he had an early both down. I dodged two of my linemen off the LOS and towards the ball, and another sending off from a foul allowed one of them to scoop it up and jog nonchalantly home for a third score in turn 16.

Final score: 3-0 to the Guard.
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I still consider myself a bash coach rather than an finesse coach, with my favourite team being my chaos team in the RPS Divisions of Death, and looking at this nurgle team today was a salutary lesson in how things can go wrong when building a bash team.

My opponent was extremely unhappy with this dice in the game - his play basically collapsed after conceding a score in the first half, and got worse after the death of his warrior. He could not understand how his team with AV9, mighty blow, regen and claw could be outbashed by my team of elves.

My response to him at the time was that his team was not a scary bash team, lacking as it does the basic components of bash - block and guard. I had those skills and he did not, and as a result I was able to put pressure on him. AV9 is nice, but it will still fail one time out of six, and then regen on a team is not (in my view) as valuable as an apothecary. You only tend to get one really bad injury in a game that you absolutely must save (unless you are getting a nuffling), and regen gives you a 50% chance of saving it whereas an apo gives you a 67% chance of avoiding any consequences at all, and a further chance of an injury that may not be career-threatening (-1 MV or something perhaps).

He set his team up to get casualties, and he did get casualties - four of them in the game, with his killer warrior getting three. Those casualties were not late in the game either - his first came on turn two and the second on turn four or thereabouts - but they were not enough on their own to make a difference. He can't point to the sendings off either - he still had 10 players in the second half (as did I) and an extra rotter on the field would not have made much difference. I would still probably have scored, leaving him having to score twice in a single half to save the game.

He lost the game when he conceded a defensive score to an elf team. He got his player killed when he stuck a vulnerable piece (a warrior without block or dodge) on the line of scrimmage in the second half. The sendings off (six in total!) made the game seem a lot more one sided than it actually was.
_______________________________

Looking at my team, it's in pretty decent shape at the moment. I took a niggle on my new thrower which is a shame, and had to sack my AV7, niggled rookie lineman. Otherwise I'm pretty happy - no-one died!

My rookie blitzer levelled up and took dodge, so at last I have a blodger again. I had touchdowns for Cirdan (my main thrower) and one of my lineman. I also had a casualty for my guard blitzer.

My team is set out below. I have to play the Queen's Champions next match - a much stronger high elf team. Could be quite tricky. They haven't played their game this week, so they may get a few injuries, but otherwise I could be looking at a wizard at least in inducements.

Wednesday, 14 November 2012

Match Report: OCC Division 4D Match 1

Boldly Gone (Necro) v The Grey Haven Guard (me, High Elf)

Oh dear. A difficult start to the season.

The necro team had two flesh golems with block and guard, two guard wights (one with mighty blow), and only a single wolf (blodge, tackle), the other being out injured. On paper, this was a tough team but not a scary team.

My opponent won the toss and decided to kick. The kick came in short and I scooped it up with my thrower and made a pocket on the left hand side. The golems and a ST4 zombie were on the LOS, and I knocked over one of the golems for an immediate KO! My opponent and also, somewhat unwisely, left one of his ghouls in a place where I could blitz him, so Vanval the Vandal charged in with some mighty blow, tackle goodness and KO'd him too!

That was as good as it got for me in the whole game.

My opponent also got in a KO with his first block of the match, and also got two stuns and a badly hurt lineman in the first couple of turns. My cage started to crumble, but there was a way to hit the edge of his line next to the sideline and peel open his defence from there. I could then move most of my team out of contact round the edge of his team and make a new defence by the end zone. All I needed to do to set this up was to dodge my guard blitzer out of contact and put him somewhere useful. Snakeyes. To make matters worse, the blitzer was badly hurt in the dodge, depriving me of my most useful defensive piece for the match.

This left my whole team in contact and my thrower open to a blitz, and my opponent took full advantage. He knocked my thrower down, grabbed the ball, beat the hell out of my linemen (getting another MNG in the process) and scored on turn 5.

With only about 9 players I think at this stage, I lined up heavily on the left hand side, hoping that I would get lucky and equalise before half time. I had forgotten that my had a kicker, and the kick was very short and right - completely in the open.

Nevertheless I bashed a hole on the left, and made a loose screen by the sideline. Cirdan picked up the ball and threw a crossfield long bomb to Gil-Galad, who required a 2+ to dodge into the cage, which of course he failed, breaking ribs in the process.

The Necro team all piled in, but there was a chance to score by blitzing a zombie onto the ball and hoping for a lucky bounce. Said lucky bounce did not materialise. The dice deserted both teams for a while, with my opponent failing on a couple of blocks, and on turn 8 there was a final chance to score if I'd made a 3+ dodge (with a reroll), and been able to make a lucky pickup (5+) without a reroll. I failed the dodge of course.

There's not a lot to be said about the second half.

They received, with the werewolf depitching an elf every turn or so, and I decided not to contest the drive but concentrating on hitting the werewolf whenever it stood up with one of my few remaining players. At this stage Nuffle's sense of humour appeared and I had several turns where everything I tried to do was golden - elves dodged out of the most improbable marking, dice came up POWs, but all on the wrong side of the pitch from the ball. My opponent was sufficiently confident/worried about the wolf to score on about turn 12.

So with five turns left I tried to salvage a consolation something from the game. I made a mistake with my setup and left only two players on the LOS, and apparently in those circumstances the game chooses your lowest numbered player. I did not know this, but in my case that was my thrower, the only player in the backfield. Amused, my opponent kicked deep, next to my end zone. My opponent then rolled a blitz and moved a ghoul deep into my half. Sigh.

Still, I'm an elf coach dammit! I ran a lineman back, who picked up the ball and threw a long bomb to one of my catchers who made the catch in a tackle zone on the half way line. The catcher dodged free and moved next to my rookie blitzer Turin, who was standing near the sideline and who caught the hand off in a tackle zone. Turin blitzed his marker out of the way and hared off down the touchline.

Nuffle looked at the pitch, realising that there was the possibility of me scoring, and moved to slap me down. A ghoul and a wight could get back and make the hit, which they did, but I still needed to stand up, make a dodge into a tackle zone (3+), pick up the ball in a tackle zone (3+), dodge into space (2+) and a single GFI (2+) to score. With a reroll available. Snakeyes.

Now the game just got silly, with my opponent failing to pick the ball up (with a reroll) three turns in a row, and the game fizzled out into a 2-0 defeat.
_____________________

Ugh. I just can't ever seem to beat necromantic teams. Ever. I don't actually think I ever have beaten a necro team with these high elves. I can remember a draw and two defeats.

That was an appalling nuffling in the first half, with a long series of 1s rolled, which was not helped by the fact that I played badly (had family stuff going on in the background so kept having to leave the keyboard), but still...

My team is younger than everyone else's in the league, and that really shows. The double promotion last season has really hurt, and just keeping them alive and staying in the league is the goal this season. Speaking of while - it's the killer nurgle team next week, with 4 claw-mighty blow nurgle warriors, so they should thin my lineman numbers a bit. I'll be missing 2 players MNG, so only fielding 11 players.

One tiny positive - a rookie lineman got the MVP and levelled up, rolling a double. So I have a second guard player on the team. A good thing, and I think this nurgle team have no guard at all, so I might be able to hurt few of them if I'm forced to stand and fight.

Sunday, 28 October 2012

OCC Season 16, Division 4D

So, the great Orca Cola computer has been fired up, and has produced the answer "4D". The computer was turned upside down and shaken a couple of times, but apparently that is indeed the correct answer.

So. A double promotion. After finishing in mid-table in division 6A. Let's have a look at who the plucky high elves will be facing off against:

1) Boldly Gone - Necromantic
TV - 1590 (1750 when injuries return)

A well developed team, with plenty of dodge and tackle. There are five blodgers on the team - both wolves, both ghouls and a golem.

The team doesn't really have a killer - the only mighty blow is on a wight, whose other skill is guard - but there's enough guard (4) overall on the team. The team is set up for defence - there are no ball handling skills that I can see, but of course with the wolves' pace they'll have a strong running game.

The team won their division quite easily last season (8 wins from 9 games), and they have an experienced coach.

Not a team to be scared of, I think, but a team that will be tough to beat.

2) Khorne Beef  - Chaos
TV - 1510 (1680 when injuries return)

A chaos team that struggled in this tier last season, and one that I'll be looking to beat this time around.

They have two rookie chaos warriors, a minotaur skilled for blitzing (juggernaught), and there are only two beastmen of note - one is a blodger with extra arms and sure hands, while the other is an unfinished killer - block, mighty blow, +1MV.

There is precisely zero tackle in the team.

As long as I get a little lucky when the minotaur charges, I will hope to outmaneuver them.

3) Neverending Rest - Khemri
TV - 1840

Now this team is a bit more scary, in pure bash terms at least.

Four developed Guardians, one of whom is ST6 and has block and the rest who have guard, stand firm and mighty blow. Two killer blitz-ras, with mighty blow and tackle. A ST4 throw-ra with block and tackle. A dirty player skeleton.

But - again - zero ball playing skills. Everyone is AG2. There are lots of ways that this team could come unstuck - particularly with their high TV giving me the possibility of a wizard. One of the blitz-ras is niggled and so will need a lot of protection.

This is a team that with a fair wind and some decent block dice could cause a great deal of pain. On the other hand, they'll struggle to score twice in a game I think.

4) The Elf Avengers - Pro Elf
TV - 1560

From one extreme to the other, we have the makings of an exceptional pro elf team here, if they can survive the start of the season. The team has an excellent thrower, and three good catchers (one in particular being exceptional - block, dodge, +1MV, but niggled). They also have two blitzers who have rolled doubles - one has guard and the other has mighty blow and tackle. They have two (!) level 2 linemen with guard.

The problem is that the team has all the "icing on the cake" type skills, but very little of the basic stuff like dodge. If they come up against a really tough team early on, and the dice go against them, they'll be slaughtered. If, one the other hand, they can survive until they get some core skills then this will be a real force to be reckoned with.

The team won it's division in tier 6 last season, so the coach clearly know what he's doing.

5) The Queen's Champions - High Elf
TV - 1840

Now *this* is what a high elf team should look like.:

Thrower - AG5, Accurate, Strong Arm
Catchers - 3 of them are MV9, they all have dodge, 2 of them have guard
Blitzers - Both blodge, one has guard, the other has AG5

Upsides for me... Um... Well, there isn't a killer - only 1 tackle and no MB on the team. They only have 12 players. But realistically, this team came second in its division last season with 6 wins, so assuming the coach knows what he's doing these guys look unstoppable.

6) Night Horrors - Undead
TV - 1440

A somewhat battered undead team here, redeemed by three star playes. First there is a block, guard, break tackle mummy. Second there is a blodge, mighty blow wight. Third there is a blodge, tackle, side step ghoul.

The rest of the team is fairly low level, and so I think that this team will struggle a little bit this season - particularly when they come up against the bashier teams in the league such as the Khemri. Not too scary at all as yet.


More to come later tonight...

Thursday, 25 October 2012

End of season review

So, the end of my first season in the big league, and I've finished with a 4-3-2 record to come in 4th out of 10.

A bit disappointing really - with not much more oomph from me I could have made it to second. Here's where the team ends up for the next season

 
Stuff to consider before next season - maybe sacking that niggled lineman and replacing him with a second thrower. I also need to work out the right time to drop down to 3 rerolls - probably when I have a bit more block and dodge in the team.
 
So what have I learned? I've played quite a lot of games against a hybrid offence - teams with a few bash players and some faster players. I find that sort of defence really tough, but I'm getting the hang of it.
 
I still have only one elf-v-elf game to date, a 2-2 draw against the all-linemen dark elf side. I really need more experience in playing against finesse teams. It's quite likely there'll be a lot of finesse teams around me next season, as there were high ranking elf or high elf teams in all four tier 6 divisions, as well as some skaven, so maybe I'll get that chance. I struggle to shut down that fast moving cage which can either dodge through you, pass deep, or switch sides with a short pass or hand off.
 
I've also yet to play a real bash team - the orcs in my division played a passing game!
 
Next season there have been quite a lot of rerollers in our league, with lots of new underworld and chaos dwarf teams. Thus those of us that haven't rerolled can expect at least one, perhaps two, promotions. So I might be up against quite highly developed sides very quickly. Have to see how that goes I guess.
 
The divsions should be listed after the weekend.
 
 

Sunday, 21 October 2012

OCC Division 6A, Match 9

The Grey Haven Guard v Ulmus Lupus

A game against a somewhat battered necro team, for whom both wolves had died recently. I was giving away 470k of inducements, which they spent on Ramtut (first time I'd played against him) and a bribe.

Firstly - Ramtut is shit. What the hell is wrestle doing on that character. Seriously. "Waste of money" I thought, and so he proved - right up until the end of the game.

The first half was fine. I ran the ball. Badly hurt a Golem with my first block of the game. The bugger regenerated, but still. I just kept going left and blitzing with Vanval, until I was able to tiptoe around the left hand edge of the pitch and score on turn 6. I could have scored earlier or later, but I think that leaving the opponent 3 turns is optimum - give him the opportunity to score if (i) he takes risks and (ii) I defend badly. Gives the chance of a defensive score for me.

And so it proved - my opponent passed his 88% chance of not conceding a second score (I got a TZ on his ball carrier, but he dodged away with his AG3-and-a-reroll-ness), but I held firm and went in 1-0 up.

The second half was a bit of a ruck, and it all went wrong at the end. Up until about turn 13 I was trying to decide whether I would win 1-0 or 2-0, but I ended up conceding an equaliser and having to try a 1 turner to win the game. Not *really* sure how it happened - I think I really need to watch the replay and try to work it out, but the fault was mine and mine alone. I should not have conceded that touchdown, but basically half my team were miles away from the ball stunned, when they should have been blocking off blodger wights from scoring (blodger wights? who in their right mind takes dodge on a wight? madness!). It was a positioning mistake, getting too many of my team the wrong side of the ball.

My opponent scored on his turn 16, leaving 2 golems and Ramtut on the LOS. The only non-stand firmer was Ramtut, and I was reduced to blocking and blitzing him to get my catcher in position, but nevertheless it worked, although my attempt failed when I failed to pick up the ball.

The game finished 1-1, which means that I finish at best 3rd in the league, and probably 4th. A win would have meant 2nd. I therefore lose the shiny award, but will almost certainly be promoted at least one tier in any event. When I drafted this post I referred to the match a couple of times as a defeat, which is how I feel about it really. I should not have lost this game, dice rolls apart.

I had intended to reroll to Khorne next season, but I'll stick with these boys at least one more season and see how they get on. Vanval has emerged as the division's most violent player with 6 casualties, and was joint second highest scorer with 5 - not bad for a rookie in MD1!

Thursday, 11 October 2012

OCC Division 6A Matches 6 to 8

Match 6, GHG vs Cruor Imbibo II

This was a tough game against vamps (only my second ever game against vamps). I won the toss and chose to receive, but made a mess of my drive. I passed the ball to my rookie catcher Gil-Galad mid way into the vamp half on the left, but failed to make a strong cage for him and left him badly exposed.

The vamps grabbed the ball with one of their ST4 blodgers, and the first half degenerated into me chasing him around the pitch with my players trying to get 2D hits on him as he made his way closer to my line. On turn 8 I finally got a 2D block on him with my killer (tackler) catcher Vanval - I knocked the ball loose, my new thrower picked up the ball and passed it to Gil-Galad, who caught it in a TZ and dodged away for a late touchdown.

In the second half the vamps attacked down my right, but again exposed their blodging vamp ball carrier to a 2D hit from Vanval, and again I knocked the ball loose. I waited and waited, holding the ball in a little cage near my own end zone, waiting for the vamps to de-pitch their own thralls, before handing off to Gil-Galad to run clear for his second TD of the game.

The game finished 2-0, and Gil-Galad picked up +1MV after the match. My new thrower Cirdan also levelled up straight away, and took accurate.

Match 7, GHG v Erengrad Convicts

The humans bought a bribe before the match, and basically used it to foul every turn of the game. I chose to receive again, and decided to run the ball, making a cage on my left.

The humans formed columns to hold me back, but a substantial portion of the team were engaged in gang-fouling Gil-Galad on the far side of the pitch, so I went "full contact", and pushed onto the humans, inviting blocks. Sure enough, they failed a block and Cirdan darted forward down the touchline and handed the ball off to Werelenial for a touchdown.

The human team went for it in the remainder of the first half, and were unlucky not to score - they ran the ball on my left side via their catcher (who was knocked over by Vanval). The ball was picked up and handed off to their AG4 blitzer, who failed a GFI just short of the line.

The humans received in the second half, and again passed the ball to their catcher who was protected by a cage on my right. Several turns of intense fighting in the elven half ensued before the humans dodged clear, making a strong half-cage in the centre. Xakalwe was having none of it though, and dodged through the cage, brought down the human catcher and dodged clear with the ball.

The crowd roared as the humans fired up the wizard, who killed Xakalwe on the spot with a lightning bolt! The humans were unable to secure the ball however, and it was scooped up and handed off to Gil-Galad who made the final score 2-0.

Match 8, GHG v Krieg Komodo

After two very close games, something a bit easier with a Nuffle-assisted win over the lizards.

Vanval was the star here, killing a skink with his first block, and then sweeping up as the lizards broke forward with the ball. He KO'd the ball carrier, and then picked up the loose ball and passed it to Gil-Galad, who sprinted forward to score an early TD.

The lizards received a second time, but a dropped hand off gave rise to a huge ruck in the centre of the pitch. At the end of the first half Cirdan managed to grab the ball and pass it clear to Werelenial, who scored on the stroke of half time for 2-0.

In the second half more touchdowns followed, an early sack on the ball carrier was recovered and converted into a three turn TD for the rookie blitzer Turin. The lizards then responded by running the ball close to the elven line. Vanval again knocked the ball clear, and again Cirdan tried to pass the ball clear, only this time a lizard interception allowed the skinks to pass the ball themselves to make it 3-1. Finally a typical elven 2 turner made the final score 4-1

Updated roster

With 1 match to go this season, the roster is as follows: