Narly and I had a thoroughly entertaining game today to kick off the season, finished as a 2-2 draw, but every single TD was a defensive TD. Ridiculous game that ended up as a 20/20 rating, and balanced on a knife edge throughout, as our games always do.
Narly chose to receive, and got a little unlucky with a blitz result to start the game, which let me put some serious pressure on him, and exercise my strength advantage over him, my block dice were nice, and some considered play and pressure led to the ball switching hands a few times, until finally I managed to clear the ball and pick it up and ram it down the centre of the pitch with a vamp and double lunchbox escort. Narly couldn't put him down, and feeling the rest of his team closing in, I chose to score around turn 4 or so, maybe 5.
Second kickoff to Narly was quite shallow, and I got the perfect defence result, and perhaps a little foolishly I chose to put my players in the position to really pressure him.
This left me a little open on Narly's left flank, and forced him to reverse and make a throw, burning his last reroll I think. He was streaking down the pitch, but had no margin for error. I was a little out of position, but some nice use of hypnotic gaze and careful play allowed me to seal the flank, extract the ball and lock up some of his better players deep in my half, whilst streaking down the pitch to score a second defensive TD on turn 8, closing out the first half.
There had been injuries galore in the first half, and Narly's sub turned out to be pretty critical in the second half.
I was down a vamp in the injury box, a thrall with a broken collarbone, and a thrall that had been munched on with a case of the KOs (who wisely decided not to get up at all through the entire game, he'd gone off about turn 3 or so I think). In contrast, Narly was down 2 gobbos I think, but the skaven core to the team was intact. With a 2-0 cushion and a vamp with 5 spp, I felt it was worth going for a throw to try to level him. However, the second half kicked off with Narly getting a blitz, and a really deep kick. I didn't really have enough players to cover the deep part of my half fully, and decided my best bet was to pick up the ball, make the throw and push towards Narly's weak, refused flank, this is when the bloodlust started to kick in. I failed the bloodlust roll on the vamp close enough to pick up the ball, and had to reroll it, which meant that when I actually went for the ball, I fumbled the pickup. Narly swept in and poached the ball, and tiptoed it over the line in a single turn. 2-1.
We set up again, and this time I did get the throw off (though burning another reroll) and made a push down my left. Narly's dice really started coming up great, and added to this was my team deciding to chow down on each other, and while I didn't lose any vamps off the pitch to bloodlust, there was a turn where 2 failed bloodlust rolls put 2 thralls off injured. Narly closed the flank down expertly, and some good, violent play from the troll was really causing me problems in the centre. He was closing in very fast, and my dice were ice cold. I had to try to make a very weak breakthrough, and failed the dodge, putting my vamp out injured, leaving me with only 2. 2 who were very bloodlusty. Narly cleared out the ball, started to lock up my players (what few were left), and after surviving a blitz from a thrall (burning my final reroll) headed down my empty right flank. Some good technical play in the turn where I ate 2 thralls (to badly hurts) let me free up a thrall to try and close him down, but he had a fine player advantage, and it wasn't to be. Narly slammed his second home, and the game was on, because he had a five player advantage, and just enough time to score again. Most of my players ended up stuck on the LOS, and I only had 1 vamp and one thrall deep to receive the kick. This time the kick was very short, and favoured Narly to recover it. I had no rerolls and no margin for error, and my (crappy, but what can you do) plan was to pick the ball up with the thrall, chuck it to the vamp, and play keepaway for the final 2 turns, hoping not to fail any bloodlust rolls. Predictably the thrall failed the pick up, and Narly cleared the ball, picked it up, and pushed as far forward as he could, as he only had 1 turn left to score.
The race was on. Luckily, the vamp that should have recovered the kick had now essentially turned into a deep safety. Narly had tried to chuck a gobbo at him to lock him up, but that goblin met an unfortunate end as he got eaten by the troll... Narly made a few dodges and GFIs to lock up the safety. Luckily I made my bloodlust roll and the dodge, and blitzed his ball carrier, but the result was push, both down. I decided to take the push, and Narly and I had a brief discussion about whether the both down would have been a better choice. It would have spilled the ball, but turned over, and I still had other players to activate. The push also meant his ball carrier needed 2 GFIs and a load of dodges to get straight past the vamp, or Narly needed to clear out the S4 vamp. I managed to dodge my other vamp, and hypnotic gaze one of his players to free up another thrall, which I used to put a tacklezone on the only other player that Narly could get to the endzone. It also meant he couldn't assist any blocks to free up the ball carrier. My final move of the game was to try to dodge a final thrall to put more TZs on the ball carrier, but it failed. Due to the way my players were spaced, Narly was really struggling to put together a 2DB on the vamp marking the ball carrier, he tried to dodge a gobbo to help out, but failed, and the game ended on some pretty desperate D play.
It was a tale of 2 halfs, the first was all me, and Narly was all over the second.