Dark Vertibrae vs Kobb's Khorne
D1: Khorne elects to kick, and sets up in their standard Full Frontal Brutality, with the three-armed bandit (now A4) on one of the wings. Four beastmen immediately fall over (including 1 KO and 1 stun). However, the ghoul in the back has butterfingers trying to pick up the ball.
K1: One zombie takes three tries to knock over. A couple of more go down easier.
D2: The ghoul picks up the ball and passes it to a wight who has had his friendly mummy take out all the nearby threats.
K2: A chaos warrior and beastman get to the wight in time. The crowd tosses the ball to the other side of the Khorne backfield. The three armed bandit stands up, dodges away from the mummy, and begins to make his way toward the ball. The two beastmen lying beside the two mummies play dead rather than standing up.
D3: The mummy-wight combo on that side of the field knock over the three armed bandit, but the wight falls over going for the ball.
K3: A beastman who turned out *not* to be the three-armed bandit fails to pick up the ball.
D4: The ghoul has made his way downfield and picks up the ball.
K4: The local beastman knocks himself out knocking over the ghoul.
D5: The ghoul picks up the ball again and scores.
K6: A riot puts more time pressure on me as I receive the kickoff. The three armed bandit picks up the ball. The two beastmen on the edges go deep. The chaos warriors knock over the zombies on the line.
D7: The edge beastmen get covered.
K7: The three-armed bandit runs forward. The zombies in the middle get knocked over again.
D8: The edge beastmen again get covered.
K8: A warrior helps the deep middle beastman knock over his ghoul shadow. The three armed bandit makes two dodges, two GFIs... then fumbles the pass.
Halftime Score: Dark Vertabrae 1 - Kobb's Khorne 0
K9: More zombies get knocked over. The three-armed bandit picks up the ball.
D9: A few beastmen get knocked around.
K10: A wall forms in the middle of the field, with zombies and skeletons getting blocked away. The three armed bandit falls in inside the wall.
D10: Some pushing in on said wall, but nothing too dangerous.
K11: The three armed bandit throws a long ball to a beastman waiting in the end zone. The good news is he passed it well. The catching part... not so much. Still, the ball lands in the end zone.
D11: More beastmen get knocked over. A ghoul gets near the beastman trying to score.
K12: The beastman near the ball pushes back the strong ghoul and picks up the ball for a TD.
D12: Khorne sets up in FFB. A beastman finally gets injured... the apoc says he can die, rather than get the pinched nerve, if I want; I refuse his offer. A ghoul picks up the ball and runs it to the midfield line.
K13: A blitzing beastman knocks over the ball carrying ghoul.
D13: Ball shennanigans leave it directly behind the chaos warrior front line. A 2-die blitz comes up double-skull for a ghoul, who injures himself.
K14: A chaos warrior knocks himself over on a 2-die block against a wight.
D14: More ball shennanigans lead to a mummy with the ball at midfield.
K15: Some undead get pushed around.
D15: The mummy hands the ball to a waiting ghoul, who gets it close to the end zone.
K16: Because I forgot to declare the blitz in advance, a beastman managing to get beside the ghoul forgets to blitz. A chaos warrior has to dodge, GFI twice, and then put the block on.
D16: A wight manages to pick up the ball for a throw, which he lofts into the stands.
Final Score: Dark Vertibrae 1 - 1 Kobb's Khorne
Thoughts: Early on, it felt like DV couldn't fail a block and KK couldn't fail a dodge. Overall, it was a fairly normal slugfest, except with only three casualties rolled. Having the three-armed bandit miss the next game will be annoying; hopefully, with the 12 SPP I'm getting *someone* else will get a skill this time 'round.