Before the match: a riot burns time.
O2: Ball is kicked well into the corner; a thrower picks it up. One black orc takes a Chaos warrior down; the other black orc, and his friends, push him down the line, until faced with a blitzer with a 1-die block, which the blitzer fails (a 2-die fail got rerolled earlier in the process). Quick end to the orc line work.
C2: Minotaur gets a block, rest of the Chaos Horde moves in to the line, which has turned into two scrums.
O3: Insistent on showing their superiority at knocking things over, the Orcs make a successful 2-die block, again push a chaos warrior... and again fail the 1-die block. Quick round, with ball still well in the rear.
C3: Two Beastmen end up on top of the poor lone backfield thrower, and five orcs are down.
O4: An orc gets free! The thrower sees him, dodges around the beastmen, goes for it twice, goes for a long pass... and fumbles. I'd rather not think about how many fumbled passes that makes in the two games so far.
C4: More knockdowns. The beastmen yawn, pick up the ball, and waltz it in.
O5: After a stern talking to on the sidelines, the Orcs come out more ready to play. A quick snap after another deep kick puts the orcs in reasonable position. The deep thrower picks up the ball and moves forward. The orcs control the left side of the line, and actually succeed at a couple of 1-die blocks on the right. They even stun a beastman, the largest injury so far.
C5: A knocked out orc via the minotaur. A beastman gets next to the ball.
O6: The thrower again dodges, again goes for it twice, but, this time, manages to get the ball into the hands of the waiting lineman. That, and a few good blocks, get the orcs with a two-man wall to defend the ballcarrier.
C6: The orcs have positioned their defense pretty well. The beastmen try to get in position, but nobody threatens the ball carrier.
O7: Only a couple of 2-die blocks are needed to free the ballcarrier and 2-man wall to move downfield; barring a Chaos miracle, a TD next turn is assured.
C7: No miracle occurs.
O8: TD
C8: A couple of knockdowns, but no real damage.
Halftime score: 1-1 Tie
C9: The orcs blitz, managing to get a thrower beside the catching beastman (who was lucky enough to be positioned right where the ball was landing). The thrower even managed to stay on his feet when another beastman came around to gore him. Thankfully, the minotaur boffs a 2-die block early in the round.
O9: The left flanker blitzer gets free, and knocks down the ball carrier. The thrower does his part and knocks down the friend that smacked him around. Sadly, a snafu on the line leaves little else accomplished.
C10: It's not a pretty field when it's over, but a beastman manages to get back and pick up the ball.
O10: Poor order of operations leads to only one good getting beside the ballcarrier, and several orcs still being on the ground.
C11: Another messy looking round, that ends with a beastman with the ball at midfield.
O11: The orcs make Dodgy McDodgerson proud. This is especially true for the lineman who dodges out, dodges back in the pick up the ball in a tackle zone (left when good blocking freed up a black orc for a stand-and-go-for-it blitz), and then dodge out again and go for it twice, all without using a reroll. I think he may just be an upsized goblin or something.
C12: The beastman horde get the ballcarrier down, and get defenders on pretty much every orc.
O12: The orcs get sufficient force back to get the ballcarrier down and the ball into the hands of a blitzer with a little (but not enough) support.
C13: Amazingly, not enough beastmen can get back to do any damage to the ballcarrier. His position is bad, but he's still up... unlike a lot of the rest of the team.
O13: The ballcarrier makes a mostly-lateral run to get free of the lingering threats, then makes a break for the end zone. He gets a few yards away, with one man guarding his back shoulder.
C14: A beastman falls over going for it! Hail Morg!
O14: The blitzer runs into the end zone before anyone can stop him.
C15: The orcs line up in prevent defense. As many American Football commentators will tell you, this is effective at preventing defense. The touchback doesn't help. A beastman gets the ball halfway into the orc side of the pitch, behind a minotaur. Uh-oh.
O15: Not paying attention is bad. I attempt to blitz with the freebie spare player I have, who comes with loner. I may have three rerolls left, but he fails to use 'em. I now have one man on the ballcarrier.
C16: Sadly, the man with the ball is one go-for-it short of the end zone, and has no men farther downfield. (Except the lead block minotaur, who, even if he didn't go wild, has one movement less, so has the same problem.) So... blood for the blood god! Except not, as the consistency of 0 casualties continues. 7/10 orcs down, not even a KO.
O16: A couple of blocks get a KO, so the 0 casualty match holds.
Final: Morg's Meat Mashers 2 - 1 The Ides of Khaos
Thoughts:
If I were a fan, I'd ask for my money back. 0 Casualties, especially with these two teams, is deplorable.
The money I put into those 4 rerolls continues to pay dividends... it's precisely what lets me run orcs like they're elves, because until I use that first reroll in a turn, the chances of failing a dodge with a reroll are only around 11%.
It's been a while since I've played as orcs, and I'm being reminded how flexible they are. I definitely am willing to give up the mobility of the humans in exchange for the orky ability to stay on the pitch.