I applaud your attention to detail and dedication however, my fellow Time Wizard!MATCH REPORT VS LAW(UNDERWORLD)
13th DOOMWHEEL VS THE MIGHTY UNDERCHEESERS

Excerpts from the Book of the Plays, wherein much blood was demanded
"The Abominomicon has failed us!" - Starscream the II, losing confidence before the game has even started
tldr: Double 1-filled first few turns from Abom, with Time Issues from Law. Undercheesers push into Doomwheel's half turn 3ish. Doomwheel uses fireball wizard on cage. Ball rolls into another Undercheeser's hands. Law fails to score said Cheeser due to time issues and/or a potential mistake or misclick. Slugfest ensues. 0-0 at halftime. 2nd half is full of many injuries for Undercheesers, despite them being the ones with Mighty Blow. Doomwheel cage rolls upfield past the injured Underworld and scores easily. 1-0 to the Skaven.
Long version, now with Bolded Fouls!
To my dismay, after a rather lucky win against Gandalf, I was up again against a high TV team coached by Law. Since my small brain can't comprehend so many skills at the same time, I noted his team composition in my playbook. The main takeaway is that he's mighty-blow heavy. 540 in inducements I would have. I plotted my stars. I got the number of the perfect wizard. I brushed my teeth. Yes, I had the perfect plan, calculated to the 13th decimal point!
Result: 490 in inducements! ?!?! Starscream the II scratched heavily at his infected warpneedle marks as he realized his Coach had failed him and had failed basic arithmetic. Or was it only a test?
Skaven choose to kick. Law gets the ball near mid-field. I send some gutter runners after him but no blitz ends up happening because double 1s arrive early.
I believe law has some time issues around turn 2 as well as in a later turn as well. Gandalf and I had our time-wimey Chronomancy in effect, leading law to ignore its subtle ticks and tocks.
Some more double 1s happen for me, so we enter turn 3 with men barely marked, players barely injured and cages barely formed. Some ogre spectators fall asleep on the stands, falling off and crushing a few halflings in the process.
Finally, law pushes through my weak left side and sets up a solid 5-man cage and even a goblin receiver deep in my half. I throw a rock at my wizard, forcing him to wake up and fireball the cage, which hits 2 players. I rush the ball and it, very unfortunately, falls into Law's nearby +1 agi Skaven Thrower. The turn ends with him barely marked, but finally my players are in some sort of position.
Surprisingly, Law uses his ball-carrying thrower to blitz instead of just dodging out of the way with a reroll and going to score with 1 GFI. I think reroll included, he prob had like a 90% chance to score or somesuch. I woulda taken the free score (we're on turn 4abouts hereish), but perhaps he was thinking to prolong the half so as to abuse his Mighty Blow or maybe the clock just wasn't on his side. This is where things start to go wrong for the Underworld.
The 13th Doomwheel marks all his men and dodge-lines are secured. The ballcarrier flies down and the ball flies, miraculously, into a mercenary rat ogre's comfy hands. A foul (demanded by my playbook's unholy pages) on the right, completely irrelevant side of the field by the Skaven results in a badly hurt for Law's lineman Backup Killer lineman of doom.
Rest of the half goes like this: Law can't really get his players in position to knock loose the ball because it's a slugfest with everyrat covering everyrat else. Next few turns result in Undercheeser goblin badly hurt, another one knocked out, and a blitzer badly hurt. The rat ogre mercenary frenzies his way to freedom whenever it looks like he's got people covering him. He might've been able to score via frenzy since law put some players in front of him rather than to his side/behind, but I forget to do blitz. Law successfully takes out any gutter runners that the ball could have been handed off to in time and so the half ends.
0-0 at halftime.
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The Undercheesers showcase a special center-oriented defensive positioning to start the half. They get a free blitz turn and the ball unfortunately is going to land close to the line of scrimmage, but thankfully the 13th Doomwheel had a nice defensive positioning that meant a simple blitz wouldn't allow a cage to be formed without many dodge rolls. A goblin catcher gets into position and calls his buddy over! Unfortunately the excessive dodge rolls prove to be too much even for Stunty and the buddy gets badly hurt.
Another goblin's knocked out straight away on the actual turn 9. And then another one's badly hurt. Law knocks out 3 of my players in a one turn equalizer right away.
So, entering turn 10, 6 players have been taken out and law has used 2 rerolls. I form a solid cage on the right side. Some scuffling for the ball occurs, but the nature of a cage's positioning, and maybe a little bit of luck, results in better blocks for me. 1-2 more of the Undercheesers crumble to the floor and the cage moves upwards, with the Undercheesers on the floor. The score is pretty much assured by turn 12, barring some miracle dice or a big mistake from me.
1-0 to the Skaven
In the final turn, law decides not to go for the Throw-Teammate 1 turner. I think he should have gone for it, even tho it probably would have had like a 10% chance of working, since I covered all the lines and even put a few players on his Warpstone Troll (AFAIK, much like a regular pass roll, a Modified 1, not an unmodified 1, can be a failure), and since the ball did not land in an ideal position. Law says it was actually impossible tho because he didn't have enough movement to even attempt it.
Good game, law!






