Postby lawastooshort » Fri Jul 10, 2015 12:28 pm
Skaven – Amazon
Teams
Well, this one’s all about the Tackle, innit. There isn’t any! It’s going to be frustrating for the Skaven to get the Amazon to go down at all – especially if the ball gets to the ST4 catcher (who someone should probably murder before she also gets Block). The Amazon also have more players – if any rats go down the women can afford to do a bit of fouling to extend this advantage. The blitzers are beginning to get some skills – the Guard will be handy and I’d expect the MB blitzer to do a lot of blitzing against the soft AV7 rats.
On the other hand, it doesn’t look like the Amazon have any Tackle to tackle the 4 gutter runners, and they certainly don’t have the speed to deal with them. To keep up with the more mobile rats they might be tempted into more dodges than AG3 with Dodge probably should dodge. Although the Skaven don’t have as many players, if I was them and either of those statboosted catchers goes down I’d definitely risk a linerat to gangfoul them as heavily as I could.
I’m not sure how up to date the PERVS is on this one – you’d expect it to be right up to date concerning a team of scantily dressed women – but there will some inducements going to the Skaven. Wizard should be the first pick, and then I’d be thinking about either babes and apothecary or some mercenary linerats, possible including one with Kick, which could be useful given the differences in speed between the teams.
First Half – Skaven
Skaven want to kick first so they can use their full numbers for defending – as long as they don’t lose all their Gutter Runners doing so they have a good chance of scoring back. The trick will be balancing how much to commit the gutter runners to defending by hassling the ball carrier. If, for example, there’s a chance of getting multiple gutter runners between the ball and the line of scrimmage before the ball is adequately protected, this is a risk totally worth committing all 4 for. But if not, they just need to be patient, protect the best players, and be ready to pounce on mistakes.
There’ll be a point where the Skaven will have to decide – do they commit hard to stop the Amazon scoring at all, or do they do all they can to try to make the Amazon score and leave enough (2 turns) in the half to equalise?
But what if Skaven receive first? It’s tricky, but I would want to score in 5 turns to make it possible but risky for the Amazon to score back – hopefully the Amazon will push too hard and make a mistake, and the Skaven will have a gutter runner in range to go 2-0 up at half time.
First Half – Amazon
There’s a bit too much talking going on at lunchtime for me to concentrate properly on this now, and someone is complaining about the fridge again.
Anyway, I think as Amazons I would want to receive first – taking as long as possible to cage down the pitch, using one Guard blitzer to protect the cage and the other to support the MB blitzer doing as much violence to vulnerable targets as possible. But if I kicked first, I’d be happy with that too – trusting in my team’s skills to get the rats to score quickly enough to have a chance to equalise before half time.
Second Half
If the Amazons received first and are 1-0 up, then the Skaven have to score quickish and then pressurise the Amazons into giving up a defensive touchdown. But this will depend on how many players are left, really.
If the Amazons received first and it’s 1-1, then the Skaven can win by taking 6-7 turns to score – but again, if they can hold out or not depends on how many players are left.
If the Skaven received first and are 1-0 up, then if the Amazons score quickly, the Skaven would be favourites to win if they have gutter runners left – so playing for a draw seems sensible if boring.
If the Skaven received first and it’s 1-1, then Amazons have to take as long as possible to score and they win, unless the rats can work the 1 turn touch down.
If any team is up 2-0 at half time then they just need to not feck it all up to keep the win, of course.
Since the wizard can stop a scoring chance and even lead to a defensive touchdown from it (particularly if, say, you have fast AG4 players about), it can obviously have quite an effect and really change the natural flow (dice/coaching) of the match. It could also do nothing...