Alright. It's our defensive turn, so we have to do the same we did in the end of last half, but this time, it's more like that and lasts for the entire half.

Swashmebuckle kicks the ball

And the Lizards get a free re-roll!?

Well, that's a first on this season. And I thought we were ahead on all polls!
Here we see the lizards attempting a break through on our right side. The ball carrier is guarded by several skinks, and there's STR 5 saurus (he's as strong as Spoon) on the LoS, making things even worse. Here, Trak absorbs a saurus blitz, and that just moves him backwards. No big deal.

What, even more skinks on the right side? I thought this one would attempt to go through the left side

A saurus rolls the blocking dice (two against him) against Spoon. Very lucky, both options are direct hits.

But it's the Spoon's Stand Firm skill that stops the onslaught on its tracks. The troll wont be moved, so there's no opening forming through our middle LoS. That was a very good skill choice, it's even more handy than I thought!

Black Knight goes down with equally good blocking dice

That's the saurus 9th turn. We start our own #9 just now.
Spoon and Black Knight stand up to provide some buffer once again. Spoon specifically is surrounded by 4 sauruses! They still won't be able to get a three die block against Spoon, but it's getting closer to that! So principally Spoon will be a punching bag here, tying hopefully at least a couple of saurus next to him as they really cannot dodge away from the tackle zones. We start to form a defensive screen behind, the skinks can quite reliably skim through three tackles zones exerted by a single player. For that reason, we make the defense double layered

Our mobile force consisting of blitzers (especially with tackle skill) moves to block the access routes through middle to right hand sides. If you want to get through, you'll have to work for it!

Things being readied fail safe on the screen side, Scotty takes a blitz against the skink guarding the ball carrier


Yeah, pile on!

Close, but no dice. Courtesy of that stun, the skink is out for a turn

Srihag moves next the STR 5 saurus to provide assistance for the blocking, that is, if we get that far this turn.

Getting two assists from guarding Spoon and Blackbelt, he rolls two dice against the saurus, and knocks him down

Scourge takes this risky one die block against STR 5 saurus. C'mon orc, get him out of the pitch!

No such luck today. Our 9th turn ends in quite good defensive position, but leaving our left hand side empty.

Lizards' turn #10
The lizards reinforce right hand side with
an additional skink. That's definitely a force to be reckoned with.


On the left hand side, a saurus gets close to Mammothtank

And then we mainly get blocks
Scourge remains standing

Spoon unfortunately, does not. He manages to tie two sauruses on that location.

That was a tough enough blow to stun Spoon

That's the lizard turn #10
Our turn #10
We add reinforcements on the right hand side, Moktrak goes behind Swashmebuckle to exert additional tackle zones behind him. Additionally, if Swashmebuckle falls due to skinks ganging up on him, Moktrak is in prime position to punish them.

Mad Max blitzes here. It's the new skink on the block!

Take push, I repeat, take the push!

Still take the push!

And the skink is injured by the crowd! I just love the TOOOT sound the make when they get punched!

He hand is fractured, so he'll not be playing in next game

To protect himself from the deal that happens between Scotty and Srihag, Mad Max moves one square away from the border. With a go for it to boot.

Given the skinks clustering on our right hand side, Blackbelt moves a bit towards right to provide some guarding muscle around

This allows Scourge to block the STR 5 saurus again. It's a clean hit, but no impact on the saurus

Srihag then moves next to the ball carrier, making it very difficult to dodge towards our left hand side flank.

Trak moves to the center of the pitch to be ready for anything

Only then we have enough courage to pull the available LoS centerline blocks. Knight knocks down a saurus

And Mammothtank fails a dodge from a saurus

Yes, re-roll that!

Tough luck, Mammoth

TurnoverLizard turn #11
This saurus follows keenly Trak's path. I wonder if it is the scent or the eyesight?

Then there's the long distance blitz that was to be expected

Unfortunately, Srihag goes down from the clean hit to da face



It's a stun
Then we get a skink blitz against Scotty. It's a one die blitz, and that both down gets re-rolled as the skink doesn't have block.

And Scotty remains strong

Seemingly frustrated, the lizards then pour their frustration on our center line
Black Knight get hit here

Awww crap

CRAP!


He is injured and badly hurt. Damn, we really needed that muscle in this game!

Our turn #11
Mammothtank is now able to move freely. He supports our screen just behind the LoS

Scotty here eyes the skink who blitzed him last turn. Think you got what it takes lil' skink?

Unfortunately, even jumping on the hapless skink doesn't stun him this time.
Mad Max blocks this skink here. He manages to knock out the skink!

Yay, we got some attrition happening! Two skinks have been pushed out of the pitch, making it 10 vs 9 for us.
Boyz, swarm that skink fortress right on this minute!
Swashmebuckle obeys

Moktrak blitzes. He doesn't even have block, and it's a one die. Be nice, baby needs a new pair of shoes!

It's a hit! And given that there's no room to move anywhere, the ball carrier is crowd surfed


10 vs 8 now
As the ball carrier went off pitch, he still had the ball in his clutches. The audience doesn't want to stall the game, so they kick the ball near Spoon. Moktrak goes next to the skink to add a tackle zone so that the skink must roll dodge if he wants to attempt ball pick up.

Trak must then get near the ball to add a tackle zone on it to make ball pick up harder

He fails the first dodge. It must be that tail of those lizards I tell you! Re-roll!

The re-roll succeeds, and he gets next to Spoon on the LoS. Blackbelt then blocks the saurus wedging forwards

The result is inconclusive.
Scourge then pushes another saurus behind our LoS

In our 11th turn, we managed to knock out the ball carrier and the ball landed next to our LoS, but we are far from safe. A skink can still easily pick that ball up if we let them

Saurus turn #12
Mammothtank sees a friend once again

Moktrak gets blocked by the very saurus he blitzed. The hit connects

Ouch! It connects too well!


Our superstar rookie gets his hand smashed, and he will miss the next game

The skink dodges free from the pressure

And then we get the regular two dice against blocks. Scourge remains on his feet

We get another block from the STR 5 saurus

Ah-HA! It's a skull! It's also re-rolled!

The center field blocks are once again one die blocks with predictable inconsequential results

Our turn #12
We start with a rare action: Swashmebuckle blocs a skink!

Ooooh! Cutscene!

Swashmebuckle lets that down-trotten thrower rage to boil up as signified by this photographic picture

TOOOT




I'm starting to think that with a stance like that, he should block more!
The skink is badly hurt and out of the game. One skink remains on the pitch!

Mad Max blocks this saurus next. The saurus has fend, so he can't be crowdsurfed this turn!

Ooooh!

That's some massive right hand upper hook right there

And the dino is knocked out! Wonderful!

Scotty blitzes the last skink standing

These dice leave something to be wished for indeed. Just push him next to the borderline then!

We would also need to get the center field dinos down this turn to get the thing in my mind done. Blackbelt, knock it down!

With the dino being down, only three dinos stand, and they are all marked with our black orcs. Thus Trak can attempt the ball pick-up

It works without a re-roll! Madness! Trak of course, runs the hell away from the center to left hand side, making sure none of the sauruses can get to him.

Spoon, could you take that one saurus down so that they have only two standing in the beginning of next turn?

Hooo boy, here it comes!



The saurus falls down stunned as a big wet THUD echoes on the stadium.
Then Mammothtank dodges away from the right hand side to protect Trak

Phew, that's our turn 12 done, with a much better outlook at hand!