Kobb's Khorne vs. Monk's Marauders
Khorne picks up a wandering apoc, just to be safe. Khorne elects to kick, and lines up in a relative conservative formation, with two players deep and the wings off the front line. A perfect defense ensures the Minotaur is across from the Ogre.
M1: Two beastmen on the wing get knocked over. The thrower picks up the kickoff and begins to move it forward with a blitzer for protection.
K1: A blitzing warrior knocks out the thrower. The ogre goes down. A lineman is stunned.
M2: A beastman gets stunned. A thrower fails his dodge trying to move back toward the ball.
K2: Several humans get knocked over. The catcher falls over beside the ball.
M3: A catcher picks up the ball and runs it forward, handing it off to a blitzer near midfield.
K3: Some blocks, then the catcher again falls over, this time going into the end zone.
M4: The blitzer hands off to a catcher, who runs in the touchdown.
K4: Monk gets an extra reroll from the kickoff. New TAB picks up the kickoff. LnS, the Catcher, and Fritz begin moving down one side.
M5: Several players swarm around the threesome.
K5: A lineman gets knocked out. New TAB passes to the Catcher who, one again, fails a GFI and falls over. The fans helpfully throw the ball back in to one of Monk's blitzers.
M6: The blitzer heads downfield. A catcher falls over trying to dodge.
K6: A warrior manages to double skull on the reroll of his blitz of the ball carrier.
M7: The blitzer falls over going for it toward the end zone.
K7: A thrower is killed by LnS, but the apoc saves him. New TAB runs back toward the ball.
M8: A blitzer injures a warrior, who apocs.
K8: An attempted Long Bomb to the catcher fails.
Halftime Score: Monk's Marauders 1 - 0 Kobb's Khorne
K9: All three of Monk's knockouts stay down. Monk gets an extra reroll. New TAB picks up the kickoff in the end zone. The front line of the humans goes down, including a stunned ogre, but the minotaur goes down in the process.
M9: A beastman goes down. A blitzer runs toward New TAB.
K10: TAB runs forward with the ball, and fumbles the pass.
M10: A blitzer double-skulls twice to bring a quick end to the turn.
K11: New TAB picks up the ball and hands it to the catcher, who runs it downfield with LnS and another beastman.
M11: A bunch of humans blitz the catcher, sending the ball into the stands. They send it straight back, to the middle of the Marauder backfield. A thrower picks it up.
K12: A failed dodge ends the turn.
M12: The thrower gets off a pass, but the catch fails.
K13: The minotaur gets beside the blitzer near the ball, but can't knock him down.
M13: Some moves.
K14: Lots of blocks, an injury, New TAB gets near the ball.
M14: A catcher picks up the ball and gets to midfield with support. A warrior is knocked out.
K15: An attempt to blitz the catcher just pushes him.
M15: Fritz gets knocked out. The thrower uses his nerves of steel to get the ball to a nearby blitzer, who runs downfield with it.
K16: I forgot that I can't start a move then declare the blitz and, thus, ensured I couldn't score. Did no damage, either.
M16: Runs in the score.
Final Score: Monk's Marauders 2 - 0 Kobb's Khorne
Thoughts: *shrug* There's a limit to the number of double-1 rolls (or the double skull equivalent) I can survive.