Episode Transcript
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Speaker 1 (00:09):
Well, come in to your episode number twenty four of
the Right Stuff, a lovea Bowl podcast brought to buy
Empire games coming out sometimes lovely, always dangerous for lizard
Man Anderson, South Carolina, him Manny here with Nathan, we
got more lizards in peril.
Speaker 2 (00:31):
Yeah. We exist in a morphous temporal zone where time
is lost. All meeting for the league as far as
the league is concerned, but the one constant is danger
for lizards.
Speaker 1 (00:43):
Yes, yeah, this is We're in our bloodball Rachamon era.
Speaker 2 (00:48):
Yeah, so we do have some real sickos in this league.
There were a lot of people who played some double
headers in the past week to try to help catch
back up.
Speaker 1 (00:57):
Yes, to varying levels success.
Speaker 2 (01:00):
Yeah. Yeah, so we still got some more pending games
to get all the way caught back up. In theory,
there should be more progress on that this week, so
I guess we'll see.
Speaker 1 (01:12):
Yeah. If you are listening to this and you are
currently looking at playing games beyond your week six game,
please let us talk about them. We want we want
to praise your games, Okay or roasty mercilessly right, one
of the two, But whichever one it is is, you
can't leave it in limbo. It's going to happen eventually.
Speaker 2 (01:30):
There's no such thing as bad publicity, right exactly. Yeah,
our discussion topic this week is the art of blocking reducts.
We're just going to kind of talk about hidden things.
I think that'll be fun.
Speaker 1 (01:42):
Yeah, as someone who gets to hit a lot of
people twice in one action, seems like you would have.
Speaker 2 (01:47):
Some experience of opinions of that.
Speaker 1 (01:50):
Yeah, we're going to just jump right in. We've got
games going all the way back to week three to cover,
so let's jump on it. Our Week three game was
Swap People and the Scaving Byte skinter Stars. Both of
these were taking journeymen into this game, so there was
a point where Thelizzendman were able to get some damage in.
But we know scamming are resilient can score with US players,
(02:13):
so it was a two to zero win for.
Speaker 2 (02:16):
My note for this game was this was a kind
of classic I didn't hear no bell type of game
where despite getting beaten black and blue up and down
the field, you're still just taking the ball and dunking
it in the end zone.
Speaker 1 (02:30):
Right, Yeah, for people hearing bells. Possibly, So you have
our week four catchups. This was the first one of
one of our doubleheaders to between Wayne and Warren Arbravite
and the wolf Pack in the first half. It was
one o ended up in a route.
Speaker 2 (02:51):
It was like a kind of classic last word situation.
Warren stop By was like, hey, I held Wayne to
one touchdown in the first half while they were taking
a break at halftime, and I was like, Okay, you know,
that's not bad.
Speaker 1 (03:11):
You know.
Speaker 2 (03:12):
Then turns out like, yeah, spoke a little too soon there.
Speaker 1 (03:16):
Yeah. Yeah. I think what we're seeing is, you know,
if you don't put any damage on the ELF team,
eventually they're going to do Elf things income and harass
you and steal the ball.
Speaker 2 (03:27):
Right. I think this is actually in this version of
the game. I think Dwarves are like the conventional wisdom
would be like, hey, this team has a whole bunch
of block and tackle, I should be really good into Elves.
That is not like, that's not necessarily true, right, And
(03:50):
you don't have the stuff that actually puts damage on
ELF teams starting on your roster, and I think, like
worrying even like his Mighty Blow characters didn't even have
tackle and so that's kind of like a problem and
a lot of times, I think people will target like
the war Dancer and it's a blogger, and so if
(04:11):
you go to like knock over your pon, it's like
toughest model to hurt on the team, and you just
low roll the whole game, You're not gonna get any
damage in.
Speaker 1 (04:21):
So yeah, yeah, I was like we can flash back
to like previousseasons. So we had the Mike playing wood
else Like that was a point where you saw what
can happen if you're able to get that damage in
and like put damage on people.
Speaker 2 (04:40):
Well a lot of that also is if you get
the woolf player behind the eight ball the whole season
and they're not getting to develop really their players because
there's just a constant turn of linemen on the team.
Like what off the what alf lineman is a pretty
(05:03):
good stat line. You add one skill to a Woodolf
lineman and they're already like an incredible player, and then
every skill that you add after that just makes them
more and more insane. But if you are just killing
the Woodolf lineman before they get a chance to develop,
then the team is just kind of behind. Once the
(05:27):
team starts getting developed, that's where it can kind of
snowball through a season and things get really disgusting if
left unchecked.
Speaker 1 (05:35):
So yeah, yeah, hopefully there's some people left that can
check going through.
Speaker 2 (05:43):
There's definitely there's definitely one team that's in that division
that's been a check on every team has played again
so far, so that's true.
Speaker 1 (05:51):
Only mild spoilers, Yeah, right. Next up we had the
Soulpeak Dooms and the Necromantic State hell Hounds was a
one to one tie.
Speaker 2 (06:00):
Yeah, and Jennings had a write up in the discord
that I will just go over real fast since this
kind of tells the story of the game in Jennings's
own words. First half was a fairly standard trading hits
while Jack drove down the field. Stand out play was
Jennings tackle money blow wraith blitzing his ball carrier. He
(06:20):
rolled push skull. He decided to reroll it because maybe
it was going to be the only hit he could
get on the ball carrier, and then he rerolled in
double skulls and his wraith went down and got stunned,
and so Jack scores. Jennings had a chance for a
two turn score, but naturally, the werewolf failed to receive
a handoff during the second half, jennings first block was
(06:41):
a double skull and so he had already ate to
reroll right there, and then his ghul failed to pick
up the ball. On the second turn, his first block
was double skull, so he just decided to eat that
and let his guls and whites, like Jack's goules and rights,
run into his backfield. Jings was eventually able to pick
up the ball, retreats to a corner near zenzone, and
(07:04):
then uses wolves and goule to set up kind of
a screen to get away from the Jacks team. Unfortunately,
this left the rest of his team based and on
turn six Jack ko three of Jennings players and on
turn seven he got two more. Luckily, the goals in
the remaining where were able to knock away as white
and score on turn eight to tie the game. Which
(07:25):
I had quite a few experiences with Necro like this,
where you are fighting your team to move the ball anywhere.
It's so much easier to play defense with Necro than
it is to play offense. I'll say that for sure. Yeah,
so that's sounds like a sounds like a heck of
a game.
Speaker 1 (07:47):
Yeah, for a game that probably not quite as heck
in of a game it was mostly Nerlings skimming White
skinter Stars two to zero win for the Stuntlings.
Speaker 2 (08:00):
Yeah. Yeah. My note for this game said, well, this
looks to be a snotling game by all accounts.
Speaker 1 (08:06):
Yeah. My first note was, yeah, like, I don't know,
I can only see more so many times to play
updates before.
Speaker 2 (08:16):
I was just kind of I wonder how any casualties
MOREG has actually accounted for in the season. It might
be double digit percentages of the total casualties in all
the games, so.
Speaker 1 (08:25):
It would not be surprised. Yeah, this is just a
bloodbathings tally about five casualties. There were total eight scaven
players got injured.
Speaker 2 (08:35):
Yeah, and I had how many of my corn players
got injured in that game? I think I had eight
injuries as well.
Speaker 1 (08:42):
So yeah, well I think he has less players remaining
than your team got five active players on this roster
currently for his next game.
Speaker 2 (08:51):
Yeah, that's about havingny because I had to go to
the next game with six journeyments.
Speaker 1 (08:55):
So yeah, so that is that was my things.
Speaker 2 (08:58):
That was my experience of the team.
Speaker 1 (09:00):
M Yeah, we got the we got the killer somethings
in the total Biden Division yeah.
Speaker 2 (09:06):
Yeah, they they're extremely lethal, all right.
Speaker 1 (09:09):
On the week five games, finally kind of catching up,
we had a wrong gate Marauders and ragabone is a
two to three loss for humans. Look at the line
for this game, it seemed like Sean was able to
score early and Fred had a one turn in response,
which I think normally you like having the one turn,
(09:32):
but I think it looking at the way that the
rest that had half played out and left Shawn time
to score right to go up and going into the half.
Speaker 2 (09:41):
Yeah, I'm happy that Fred got a one turn for sure.
The I think that's a great example of like knowing
when you need to win turn versus when you need
to grind it out. Right now, I'm sure Fred's still
working on his hold the ball, keep it secure, beat
(10:02):
on people, plan and uh and in Fred's shoes, I
would probably take touchdowns where I could get him also,
just just to say that I'm on the board, right.
I think Fred's general demeanoring games is kind of momentum based.
I think if Fred gets like an early touchdown, then
(10:23):
he feels like he's in the game, Whereas you know,
if he his opponent scores and then gets the ball
taken from him. You know that could that could kind
of kill your momentum, right, and Bloodball is a game
that you do have to keep up like your mental
fortitude through it because if you if you get tilted
and take it from me, you get tilted in the
(10:43):
middle of a game, you know, you'll start making bad decisions.
Speaker 1 (10:46):
So yeah, yeah, onto the other half. The leg day
is not like the I've dubbed them the Pascifift, not less,
not nearly as injurious as that chases. He had little
times of Mayhem and Dug Barbarians with a zero zero draw.
Speaker 2 (11:08):
All right, So this was my note for this game.
Anthony Fantana reviewed the Nationals album the first two pages
of Frankenstein where he pretended to sleep for nine minutes,
and that was the entirety of his YouTube video. That
was my note for this game.
Speaker 1 (11:26):
Yeah, that's a solid note, I would say. Yeah, it's
like this is very different than the styling games you've
seen more recently. I was able to do more casualties
than Wan Dead, so that's huge. Like I think if
you're coming out of that game with only taking a
couple injuries, like two injuries to your team, none of
(11:49):
them like super debilitating. You gotta be happy with that.
Speaker 2 (11:53):
Yeah, black Orks actually have some skills that are good
against Snarlings and like brawler Let's you fish. If you
don't have block brawler lets you fish for a pal
grab negates their side step. The fact that the Blackworks
are four strength and ten armor means Morg isn't as
good as pulping them as other people more needs like
(12:13):
against a three strength person, more needs one assist to
get three dice and ten armor usually means Morg has
to use his mighty blow against the armor to break
through you, and that means it's not left over for
the injury, so you're more likely to stay stunned. So
I do think black Orks have an advantage in this matchup,
(12:34):
and if its team were slightly more developed, then maybe
he wins that.
Speaker 1 (12:40):
I don't know, Yeah, all right. I next we got
the Those who Wander for the low key rap Asterds.
I had a note I found on this uh from
will this is after the game is I wore a
short depicting Fender eating the Moon for the game. For
the record for the LOOKI matchup, I forgot to banter
about it during the game because of how one sided
(13:01):
it was so and it was very one side of
three to zero. H Yeah, nine casualties.
Speaker 2 (13:09):
Austin, I want you to pay very close attention to
the art of blocking section that we talk about later on.
There's not does not mean to try to be I'm
not trying to be mean before anybody says I'm accusing.
The only thing I'm gonna use this podcast. The only
people I'm gonna believe the podcast are stunty players, those
sick freaks. Uh. Austin, on the other hand, is somebody
(13:32):
who I think doesn't understand how fragile some of the
teams that he played are right like he had. He
kind of had this experience with Norse too. Norse have block,
so they only have an armor, but they also have
thick skull so they actually have some survivability uh taped
onto them, whereas like Goblins and Scavin Lineman are more
(13:59):
fragile than that. Snotling's the exact same way. I think
what Austin is doing generally is he's trying to like
hit back, and that's not where Underworld strength is. Underworld
is a scalpel. You want to pick one model on
the opponent's team, to just laser focus down each turn
if you can smash it with the rat ogre, foul
(14:22):
it if it doesn't leave the pitch, and then you
need to circle the wagons around the rat ogre. You
don't want to give your opponent a blitz on the
rat ogre. You need to use your snotlings to screen
it off. You need to use your goblins. Like. You
have a whole lot of dodge on this team, and
you need to use that to reposition. You need to
keep your blitzer, your thrower, and your gutter runner all safe.
(14:46):
Everybody else on the team is disposable, right, But that
doesn't mean give your opponent hits on them, right, And
I think this is a really good example of that
type of thing in action. Will's team was not nine
casualties deadly right. That is a product of Will getting
a whole lot of extra hits. And I'm willing to
(15:06):
bet that Austin probably gave those hits. Austin's playing this
team kind of like a tournament team. In tournaments, you
can kind of play Underworld a little more loosey goosey,
where if your players are getting killed, that's fine, they'll
be back for the next game. But in a league,
you're gonna run out of treasury, You're gonna run out
of like good players, right, You're gonna get people, particularly
(15:30):
positionals on this team. You're gonna get positions of this
team killed, and it's gonna be really expensive to replace them.
Speaker 1 (15:36):
So for sure, yeah, yeah nine tough to come back, fron,
but yeah yeah, praying for a speedy.
Speaker 2 (15:42):
Recovery all the.
Speaker 1 (15:47):
Next they had another game part of doubleheader, the Gondolin
Gloryhounds and the Title Terrors, and this one was like
an entire game of blootball. In the first two turns.
Speaker 2 (15:57):
Yeah yeah yeah, did Jim get a one turn touchdown?
It was a blitz okay, okay, yeah.
Speaker 1 (16:07):
Yeah so yeah sos. The way the game started off,
Jim was kicking the Clay roll the blitz, was able
to get the ball score on his gym, was scored
on his turn one, kicked off again on turn two,
and Clay lost the fishes ref and got a player off.
Oh god.
Speaker 2 (16:26):
Yeah yeah. So for those keeping track at home, I'm
not trying to blab Jim's business all over the podcast,
but with Frenzy on his blitzer and sidestep on that one,
agility catcher, you can actually do some one turn scores
(16:48):
with this. It's not necessarily easy. It'll take like a
little bit of positioning, but you can basically get a
chain push twice with the frenzy guy and then set
up another block and just keep blocking the sidestep catcher up.
And since the side step catcher has got one agility,
that means he can catch in one tackle zone on
(17:10):
a two, and that means he dodges into a tackle
zone on a two. So that player is really terrifying
and if you're not like prepared for that, then you're
gonna have you're gonna have some troubles.
Speaker 1 (17:24):
So yeah, but one agility you were talking about it
yesterday is like it's basically an amalgamation of a whole
bunch of other skills that you would normally not be
able to.
Speaker 2 (17:34):
Get en off, right right, Yeah, yeah, exactly. You can.
You can kinda kind of simulate this with a gutter
runner plus some mutations, right, you can. You can use
two heads as a very common gun runner mutation because
that means you can dodge in a one tackle zone
on a two. But the one plus agility is extra
(17:59):
arm plus two heads it's actually a crazy leap piece now,
I believe, because if you're leaping into one tackle zone,
you leap on a two plus, you could leap into
two tackle zones on a three. Like. Yeah, I don't
know if leap is the next call, it's probably sprint
that way. It becomes like a very reliable one turn score.
(18:21):
But I don't know. The sky is the limit at
one plus agility?
Speaker 1 (18:27):
Yep. I think in another week or two we should
do a on the scariest players in the league.
Speaker 2 (18:32):
Yeah, I could see that that catcher will be up there.
That catcher's up there. Yeah, for sure, it's up there
with other strength and stat up characters currently.
Speaker 1 (18:41):
Yes, yeah, so yeah ended up being a three to
one when to to one in the first half and
then second half was not as eventful, right, A Jimmy
jim Ish game, it's a.
Speaker 2 (18:57):
It's a game where Jim got lucky, right, Like it's
like Gym's already good and like when you play against
Jim and the dice are in his favor, it just
doesn't feel fair sometimes.
Speaker 1 (19:08):
Oh for sure. Yeah. Actually a Tshow Karen and Renegades
of Funk's a two win for Tito Karon I caught
a little bit of this game and there was just
a massive scrum happening in the middle, and what I
saw was a frog leaping in on a five successfully
(19:31):
and then picking out the ball on a five and
then like making his way out. Yeah, so it seemed
to just be like a game where it's like, if
you have those skills that the Slam just randomly get
like that's the situation where they turn out to be
pretty strong.
Speaker 2 (19:47):
Right right, Yeah, Yeah, I think Slan Slan are a
bit of an enigma as a team. There is like
a breakpoint with the team where once you have like
a certain number of skills, the team gets wild because
(20:07):
it can attack on vectors other people just can't up
until that point. I mean, it's funny because I think
both of these teams are that's true, right. I think
cass Rennegade is another one of those teams where the
team barely functions. You hit one hundred and fifty SPP,
your team is scary. So I think Sean is a
(20:33):
long way from there. I think Chris carrying stuff over
is a little bit closer. And so if you're not
scared to roll dice with Slam and you start hitting rolls,
then silly stuff starts happening. So and apparently Sean's dice
were just off in this game. He gave Chris three
(20:53):
casualties during the game. So the casualties that Chris got
weren't from that Chris threw. It was from blocks that
shone through, which is really funny.
Speaker 1 (21:07):
So that's like the worst possible thing happened to me
three times a long game. Yeah.
Speaker 2 (21:11):
Yeah, it's like a turnover. Plus you lost a piece, right,
so you activated a model, removed that model from the pitch,
and ended your turn, which is awful.
Speaker 1 (21:22):
Yeah, because you're probably also just leaving something else in
a position to also get yeah removed. Yeah, right, next
game up, we had Swamp People and Slaughterhouse eleven. The
capper of this doubleheader. That was your game, so go
ahead and recap it.
Speaker 2 (21:38):
Yeah. So, Joe Scota did not know how dribble and
drool work. He had never taken them before, and I,
being a good Blood Bowl citizen, despite it not being
in my best interest to play against dribble and drool,
told them you need to try how dribble and drool.
You'll be surprised how good they are. And at one point.
(22:01):
I think it was like after he threw was like
his fifth or sixth foul, he said, you know what,
I see the appeal to this. So yeah, I think
I was actually pretty lucky to win this game because
Scota's armor roles and removal were just they were lights out. Now,
my my ten armored dudes, my blood Seekers, despite the
(22:24):
strength down that happened to one of them, my blood
Seekers were extremely resilient. They took a beating in that game,
and it wasn't until the there was like a foul
on one of them that got the strength down. But yeah,
(22:47):
that was that was bad. But my corn Goers were
just paper thin. He would just blitz one no mighty
blow or whatever and would just kao it my block
dodge guy. I think on like turn two got ko
It was like stuff like that where I wasn't giving
him the blocks he which is like blitz one and
peel it off, and so I wasn't even attempting to
(23:11):
try to stop his first touchdown. Generally, with corn I
just want to force my opponent to score as fast
as possible so I can get to the phase of
the game where I get to hit them if I can,
and he like, I think he peeled three people on
his opening drive over the course of like three or
four turns, and so I was not I didn't activate
(23:34):
eleven people all game because I was already down players
before I even got to roll my first dice, and
but I did use I think fairly solid positioning. This
(23:57):
is a classic thing that happens with Lizardman, where if
you can keep the Sauruses tied up away from the action,
they can't ever get to any place relevant. I think
a lot of times lizard players will take whatever Sarus
is free and then opt to blitz with that Sarus,
(24:19):
when really they need to blitz with the Sarus who
is currently tied up to get him into the action. Right,
Because there's six speed, you can usually just knock somebody
away from you and that's your base. That's basically your
your lizard dodge, right, is blitzing on one, pushing somebody
away from you, and then running the distance towards wherever's relevant. Right,
(24:44):
If you're just like taking Saruses and just throwing hits
with them, you're kind of like losing part of the character.
You're not really using the six movement that's there, right anyway,
he casualtied my block tackle corn or twice in that game.
That was why I got the strength down on the
on the blood Seeker. It was like turn two or three,
(25:07):
I think he fouled it out of the game and
rolled like a badly hurt and I was like, I
really need this block tackle if I'm going to try
to get these stupid skinks off the pitch, right, I
need the I need this character to splatter skinks. So
I brought it back in the game and then like
turned seven is where he strength down to the blood
Seeker and I was like, uh, because the guy had
(25:29):
block right. That was like I've already invested in this
character to get him useful.
Speaker 1 (25:34):
Uh uh.
Speaker 2 (25:36):
He I rolled double skulls with the blood Spawn on
one turn. I got pro to get me out of
that jam. I rolled triple skulls with a blood Seeker
into a Skink on a block, So that ate one
of my rerolls in the second half. So uh. We
(26:00):
were playing sevens at one point during the second half
because like, I actually got some removals leading into like
the second half of the game, and but he was
like every time I would take one of his pieces
off the pitch, he would just take one of mine.
He threw like a one die block into my blood
spond and chaot at. It was the only time the
(26:20):
bloodpoint hit the pitch during during the whole game, I
have put him down one time. Kote. I believe, I
genuinely believe that anytime someone has touched my blood spond,
they have broken armor on it during the course of
the season. So but yeah, I think I scored my
(26:41):
second touchdown. I had five players left on the pitch,
like three of them were kog or something. I got
him back and so I managed to stop his touchdown
with a deflection. He was out of rerolls and he
failed to pick of the ball and he had two
turns to score, and so he had a skink try
(27:04):
to pull off some heroics. It picked up the ball
in the backfield, ran up, went to throw a pass,
and I had like snuck a beast man behind his
lines to base like a skink to try to cut
off like the handoff route there. So he goes throw
that accurate pass, rolls the six for the pass. It's accurate,
and I spiked the sixth to deflect the ball down
(27:27):
to ice the drive there and I was like, I'm
lucky to roll the six there because I got a
feeling the rest the way the rest of this pay
plays out is that he like catches the ball on
like a four plus or a five plus and then
makes all his dodges and the go for it and score.
So I'll take the six there to win the game.
Speaker 1 (27:47):
So yeah, it feels like every season there's one or
two good deflections.
Speaker 2 (27:55):
He don't get many chances. Yeah, I was joking about
how I could have taken very long legs on that guy,
because he's He's one who's had like a level I
just haven't had anything I felt like was worth taking
at this point. And I feel like I'm just kind
of gonna say for a stat because honestly, if he
went to seven speed, his ob is to carry the ball. Right,
(28:20):
going to seven speed is better than sprint, It's better
than sure feet. It's basically it's like both of those
skills put together, except without even the four percent chance
that that fails. Right, So yeah, I mean I think
I think I would take speed on him, and if
I hit strength or agility or something like that, then
he just becomes kind of crazy.
Speaker 1 (28:41):
So Okay, Well, finishing off another double header. We got
a whole bunch of double header lefts over. Now it's
the second wave. Yeah, all right, we have the wolf
Pack and Necromantic State hell Hounds. It's a three to
zero win for Jennings.
Speaker 2 (28:57):
Necker's just good in the Dwarves.
Speaker 1 (28:59):
Yeah. The the thing I saw was when I think
I had talked to Warren a little bit before the game.
I'm talking about different in decent plants he could take,
and he decided to go with grim Iron Jaw.
Speaker 2 (29:11):
Yeah, and he's just kind of like a slightly stronger Dwarf.
So I feel like grim Iron draw doesn't bring anything
to the table that you don't already have, if that
makes sense.
Speaker 1 (29:23):
Yeah, it seems like he is. I think his special
rule only goes in for people with like strength five
or higher. I believe, I don't know's it's like a
mighty I think it's it's.
Speaker 2 (29:34):
Like a mighty blow.
Speaker 1 (29:35):
It's like mighty blow for things. It's called slay.
Speaker 2 (29:38):
Yeah, but yeah, I mean he's Grandmaron Jaw. I feel
so like that first wave of star players. You had
the really broken players, the Griffs, the Bombers, the Morgues,
the hack flims, and then you had everybody else. You
had your rocks on a dark nails and.
Speaker 3 (29:56):
Your willows and your grim iron jaws, and you know,
like Zug is fine, but a lot of that first
gen of star players are just they're just kind of dudes.
Speaker 2 (30:09):
Now they're like a model that was on a team,
but slightly better. And so I just I don't think
I'm not convinced of grandmron Jaw's viability. I've played against
him a couple of times. He's not particularly impressive. He's
not like a board presence. He's not even like a
Zug or a grom Brendel. Yea, I really like Grombrudell
(30:31):
for ten game more. You get one less point of strength,
but you get stand firm, you get mighty blow, you
get dauntless, and then you got Grumbrendell's ability, which is wild.
It's crazy.
Speaker 1 (30:46):
So yeah, someone who makes a lot of three up dodges,
like even just like randomly giving like break tackle to
alignment to get them away from flash Golum.
Speaker 2 (30:52):
You can give break tackle to like your dwarf Runner
and dwarf Runner dodges out on a two and then
an open tackle zone, right, you can give dauntless to
like a dwarf lineman. You can give mighty blow to
a dwarf lineman, right, Like if I'm sitting there and
fighting flesh golams and zombies and stuff like that, like
you want mighty blow, get some of them off the pitch.
(31:13):
So yeah, I like grumbon to quite a bit.
Speaker 1 (31:17):
Yeah. It seems like the grim got ko and then
it saw at least one driveway he did not come back.
Speaker 2 (31:23):
Wow. Yeah, and then then your inducement money's gone, so.
Speaker 1 (31:25):
Yeah, which is rough. I know one of Jennings' rates
got knocked out. Was it the grandpa?
Speaker 2 (31:33):
It was it was the bad race and not the
good race.
Speaker 1 (31:35):
Yeah, James, like the grandpa never comes back in the game.
It makes sense.
Speaker 2 (31:39):
Yeah, it's pretty funny.
Speaker 1 (31:41):
Uh yeah, it seems like it's has been.
Speaker 2 (31:43):
A Grandpa gets his early Bird Special at four fifteen, Yeah,
at the buffet, and then it's he's in bed by
He's in bed by five forty five.
Speaker 1 (31:53):
So yeah, Yeah, it seems like the thing that's happening
is people are able to It seems like the last
couple of games, it's like there's been someone got up
a score on the dwarf team and snowball. Yeah, it's
just like it's hard. I think if you don't have
a you know, moving eight crazy runner, it's definitely more
(32:17):
difficult to try to like claw back into situations like that,
and especially starting from scratch, like a new team, you're
in a spot where it's like you don't.
Speaker 2 (32:26):
Have you make one square mistake. Yeah, you makee one
square mistake of movement with Dwarves. That was my experience
playing them back in the twenty sixteen edition. It was
one of those where I was like, I didn't plan
two turns ahead right, Like I was mapping out the
next turn, but it didn't quite map out the following turn.
(32:47):
I was a square off positioning and stuff like that.
Speaker 1 (32:49):
Right, So all right, next doubleheader, A little time to
Mayhem and the gondoling glorious Gyms. Second, I have a
double header to not go quite as well for him. No,
it looked like it was gonna start off pretty strong.
The pump wack and got sent off on a turn one.
Speaker 2 (33:05):
So was Jim receiving or was Jim defending? In that half?
Looked like Jim was defending, I believe, I mean keeping
the snotlings from scoring is pretty good. I don't know
what kind of damage his team took. It looks like
he didn't take like permanent permanent damage.
Speaker 1 (33:21):
Yeah, yeah, he took one like debilitating injury. Yeah, so
again pacifist stolings Yeah yeah.
Speaker 2 (33:28):
And then and Jim like used the snotlings like Mario
uses a brick to punch coins out of right, So
like he had all kinds of SPP flying out of
snotlings in that game. Right, six casualties is pretty good.
Like I said, it's a it's a good reconciliation consolation
prize type of thing for having to spend a bunch
(33:50):
of time looking at snotlings.
Speaker 1 (33:52):
So yeah, I seems like the one locked it up
with a turn sixteen more touchdown.
Speaker 2 (33:56):
Yeah, Mark is really good against elves. If you don't
have strip ball, your options of taking the ball from
More are pretty limited.
Speaker 1 (34:05):
One last game, one last letter to conclude, Rennege is
a funk title terror And this game was this is
like rout of the week. We've already talked about a
four h game and yet this one is.
Speaker 2 (34:20):
We need a stamped It's like certified ass kicking or
something like that, to just stamp on games. Because the
funny thing about Sean is he's either winning by multiple
touchdowns or he is losing by multiple touchdowns.
Speaker 1 (34:35):
Yeah, my note for this game was one sided box scort.
Clady through fouls and Sean got touchdowns and casual take.
He cannot deal damage, He cannot like sustain anything, and
I was just doing whatever he wanted. He got a
certified big guy touchdowns.
Speaker 2 (34:52):
Yeah, a Raderger get a touchdown. I saw, so Yeah,
that's I mean, the Radoger. If he's got the b
I think it's easy to score a touchdown with them,
right because you can just declare blitz and he'll just
punch the guy. He'll still activate, right, Like you don't
have the you don't have like the bonehead chance that
like ogres do where they'll just sit there without the
(35:14):
like without moving the ball for a couple of turns.
I am going to give Clay props. He's got the
highest bucult score in the league right now. So Clay
has had a crazy tough schedule.
Speaker 1 (35:28):
Yeah so far.
Speaker 2 (35:30):
I wouldn't be shocked if Clay goes on a heater
of a streak from here, because I don't know who
he's got left to fight in this division, right.
Speaker 1 (35:39):
Yeah, And that's like the thing. It's like, you get
all your rough gands out of the way early.
Speaker 2 (35:43):
And you're actually better off for the playoffs, right Like
if you if you're getting slapped around through your first
handful of games, but you streak six wins into the
playoffs and your team looks rate. There's been a lot
of teams that have done this, right Like, there have
(36:03):
been a lot of teams that have snuck into the
playoffs and then went on really deep runs because the
team came together down the stretch, right, whereas some teams
lose a key positional right before the playoffs, right, Like,
you don't want all those really tough games at the
end of the schedule, because that's where you've got chances
(36:26):
to lose pieces that you really want for the playoffs, right,
Like if you're building your team around something like a
one turn gut runner or something like that and it
dies in like week twelve, you know, back to the
drawing board.
Speaker 1 (36:38):
Yep. Yeah, And I think the worst thing for Klayman
has this game was his crocksdoor got an agility down
from a foul.
Speaker 2 (36:48):
From a five plus to a six plus. Now, yeah,
that's pretty funny.
Speaker 1 (36:51):
Yeah, I mean I think it's like fine. Out of
all the skills you get, it's probably the least like.
Speaker 2 (36:56):
Scary crock Squard doesn't have passing, right, I don't believe
it does. Yeah, I don't think so. So yeah, if
you don't have passing, you can't get a passing down.
Speaker 1 (37:06):
So yeah. All right, So our immorial segment this week
is fairly short and fairly forgetful. We had a journeyman
for this game by skinter Stars get murdered by morg
Yeah less surprise, surprise, yeah gon. And then a player
that I'm sure everyone wishes would stay dead, Bomber Dribble
Sun Yeah, got killed while under contract by the Loki Rapasters.
Speaker 2 (37:29):
Yeah. I'm just going to point out that Bomber has
been taken in over twenty five percent of the games
that have been played in the league. He's been taken
in seventeen games and there's been like sixty something games played.
So just putting that stat up there for anybody who's
tired of looking up Bomber Dribble snot and to her play.
(37:52):
So yeah.
Speaker 1 (37:53):
Yeah, permanent death, permanent death Star players.
Speaker 2 (37:57):
Yeah, coming soon, Yeah, hopefully that would be so nice.
Speaker 1 (38:01):
Yeah, we have one honorary mentioned memorial a player that
was not killed but was forcibly retired Claw Junior.
Speaker 2 (38:14):
It could Claw the third fail, but fear better than
his predecessors.
Speaker 1 (38:18):
Yeah, I mean he breaks the cycle of.
Speaker 2 (38:19):
Violence, generational trauma passed down from scaping through gaving.
Speaker 1 (38:25):
Yeah. Oh gosh, Well, like on this at least in
that trend, it was chuning towards it being healthy. This
time it'll just pick up a couple of you know,
injuries along the way, but it'll be fine. That's gonna
do it for our recap. We're gonna take a quick
break here and then jump into the art of the block.
Some people really need to listen to this tunes. Yeah,
(38:49):
we got some art to talk about. Yeah, the art
of the block as you put it.
Speaker 2 (38:55):
Yes, well that's a that's a classic article written for
Bloe Bull. It's I think it's like basically it's the
yeah I read theory right kind of posts for blood Ball.
I genuinely believe that some of the newer players of
the league should probably read this if they haven't read
(39:16):
it before. It's presented in like a nice visual format,
and there's been other people who've taken stabs at it
over the years. And so there's like a quite a
good body of work that I would recommend reading just
so that you understand the math behind it. And I
don't really want to go into all the math right here.
(39:38):
I can't just kind of want to like talk about
stuff in general, but and I do have to put
the caveat here that if you do understand the math,
blood ball is designed to make you go insane when
you were beating the odds, so to speak, the bad way, right,
Like you're like, this is only a two percent chance
(40:00):
of failure. Why does this? Why does this keep happening
to me? That's that's you won the lottery, but the
wrong way, right, So yeah, I'm gonna put that caveat there.
A lot of the stuff that we're going to talk about,
numbers wise, you can roll really badly, right, you can
triple skull. In theory, the average role should never be
(40:22):
a triple skull. But guess what, you can still do it.
And you can still do it two nice rolls in
a row. Right, It's possible. But don't let that discourage
you from making the plays you should make at a
given time, Right, so yeah.
Speaker 1 (40:39):
I think that is like that honestly, before we even
get into anything else. That's a key thing.
Speaker 2 (40:44):
That's the game. That's game theory, right, Like it's it's
recognizing the place you have to make to win a game, right.
The We've talked about knowing you're out before, right, and
that's a very common card game player because both of
us have traditional card game Magic and other card games
as well. That's that's a very common thing in those games.
(41:06):
Is playing to your outs, right, Blood Bull is the
exact same way.
Speaker 1 (41:10):
Yeah, I think it does feel a little bit different
out just from like a like a tangible difference you
feel because like you know, playing your outs in a
card game like you were just like drawing. It's like
you don't know, but you are like putting that die
in that cup and you've got to roll it. So
like he feels like it feels so much worse than
it doesn't work.
Speaker 2 (41:30):
Yeah, I think the dice cup, the dice cup is like,
since I've been playing with one for the last like
year more or so, at the the dice cup is
like a wonderful tension building device, right, I think honestly,
if you just roll the dice in the cup, put
(41:51):
it down, don't look the cup up, and you just
like make a quip between every roll. I wonder if
you roll better or worse right, or at the very
lea maybe you have emotionally prepared yourself whatever lies underneath
the Dice cup, right, the schrod Injurers block that you've thrown,
it exists in a super positional state of both failure
(42:12):
and success at the same time. And you just make
some sort of quote, you know, eighties action movie style
before you reveal it. You'll at least you'll at least
farm some clips for twitch at least.
Speaker 1 (42:24):
So oh ye, that's I like to say that. You know,
like when you buy a pack of cards, the cards
are not set in stone until you actually open up
the pack. Yeah, that's the same way with dice.
Speaker 2 (42:34):
Yeah, they're they're phasing through all the other It's the
super Mario World three right, where uh, the bonus is
moving through the blocks and you have to like jump
and hit it with Mario. I don't know why I
keep making Mario references today.
Speaker 1 (42:50):
I really feel like people yeah planning that to you. Yeah,
very anti reptile bias.
Speaker 2 (42:58):
You know how much love it? I love getting stepped done.
Speaker 1 (43:01):
So in a world of tension, would you also say
that tension release? Uh against.
Speaker 2 (43:10):
The part of my contract was we never talked about
that in the podcast.
Speaker 1 (43:13):
Well, good thing, I've never signed that. Yeah. So with blocking,
I guess when you so you are a team that
throws a lot of blocks. Ye blocks as everyone else
per player. It's just about conservative way. So I guess
what would you say as a team that is like
looking to hid, You're look you we're always looking to block? Yeah,
(43:37):
what are you? So?
Speaker 2 (43:39):
A lot of it kind of comes down to a matrix, right,
the skills you have versus the skills your opponents has. Right,
And this is the math that I said I wasn't
going to talk about. But just visualize that grid in
your in your head, right, I have block, you don't
You have block? I don't. Right. There's like a whole
whole list of things that can happen based off of
(44:01):
like the skills you have versus the skills your opponent has.
Speaker 1 (44:04):
Right.
Speaker 2 (44:05):
I think a lot of blood Bowl is determining the
dice you need to roll for a turn and working
your way up the ladder of riskier and riskier plays. Right,
and you're kind of like pushing your luck the whole time. So, yeah,
if you don't have block and you're throwing a two
(44:27):
die hit, the odds are in your favor, but it's
like a you know, eleven percent chance that you knock
yourself over and in your turn with a skull both
down or a skull skull or both down, both down, right,
So you know, the kind of figuring out those hits
(44:48):
the order you should take them in. Now, you mentioned
scrum earlier, like the slam chaos renegade scrum. That's one
of those really interesting board basis because there's usually like
a way out of a scrum for a given team,
(45:10):
but it requires like very specific dice and if you're
like activating big guys, your rad ogres, your trolls, your ogres,
there's a chance that something unpredictable happens and suddenly you're
in like a worse position than before you started rolling dice, right.
I think that's one of those things. Any given action
(45:32):
in bloodball actually has a ton of variance about how
it plays out, and blocking is no exception. Blocking is
probably the best example of how things can go crazy
wrong during your turn because you are taking something that's
like in your favor and then suddenly you've removed your
(45:54):
own piece. Right, that's really hard. That's that's a tough
pillow swallow in the middle of a game of like, oh, well,
I was better off not taking that action. So when
I'm like, when I'm throwing hits with Corn, I'm usually
trying to determine the future board state, right, Like I'm
(46:15):
trying to Corn isn't the best at protecting the ball.
I generally protect the ball by keeping the opponent's team
away from wherever my ball carrier is just using frenzy
to get extra movement and whatnot, and then using something
like the blood spawn is like a massive deterrent to
be anywhere near him. And there's something there's something to
(46:37):
be said for that, right, Like, you have a piece
that's really good at hitting, and your opponent just it's
not the treatment are this way, It's not worth your
time to throw hits into a treatment generally speaking, Right,
You're way better off just out maneuvering them wherever they
might be on the pitch. Yeah, I mean, there's there's
a lot that goes into throwing hits. I'm usually trying
(46:59):
to like turn my hits into more hits if I can.
Frenzy is good for that, right, because you can oftentimes
throw a hit push somebody throw a second hit if
you don't knock them down. This is pretty common against
like bloggers. If you don't knock them down, you can
chain push into another hit. And you know, the blood
(47:27):
ball players survivability is dependent on the skills they have,
and that's like multiplied by the number of hits they've
taken and given enough time, eventually you hit zero. Right,
So the product of taking players out of the game
(47:47):
is usually a volume of hits against the specific model.
Speaker 1 (47:52):
So yeah, yeah, I like the idea of like visualizing
like where you end up at the end of the hits.
That is the thing where it's like you doesn't happen
as often, like you know when you're getting kicked off too,
like you take your line hits like you're gonna take those.
I feel like a situation I found myself in in
(48:12):
the past has been like I throw like a line hit,
and then I throw it the line hit, and then
I'm like, Okay, where do I want to put this
person for the next one? Yeah, and like sequencing tho its,
like even hits that are like not the most consequential.
Being able to figure out like where things like always
acting with intention is key, especially in a game where
(48:33):
it's like, even with the best intentions, sometimes your stuff fails, right,
Like if you don't have any if you're just acting
randomly and taking moving random pieces, taking random roles you
don't need to, You're just opening yourself up to something
catastrophic happening.
Speaker 2 (48:47):
Yeah, I've seen that quite a bit with some of
the list experienced players. I've seen them like make go
for it so they don't need to. I've seen them
maybe make a suboptimal path for a blitz. I think
the blitz on your turn depending on your goal for
(49:14):
the blitz. If your goal is to hurt players, using
your blitz and angling it out such a way where
the hit from the blitz pushes the person into a
block is really important. If you're playing against these dodgy
teams that don't want to sit there and fight you
like elves, you got to turn your line hits into
(49:38):
more hits, right if you go straight ahead, if you
just line your models, if you've got four strength models
versus the L three strength model, and you just put
your four strength model on their three strength model, and
you throw your hits dead ahead, you're pushing them three
squares away from the line, whereas if you hit them
at an angle, you can hit them down the line
(49:59):
and then you can keep hitting them right. So that,
I think is like a huge thing players need to learn.
It's like where the model goes right. Following up also
very important. I see lots of people not follow up
when they should. I see some people follow up when
they shouldn't, Like the trapping some of those agility players,
(50:26):
trapping stunty players forcing them to make lots of dodges
to get free. Those are all really important skills, right,
You're trying to set up future blocks for yourself. Blood
bulls a very interesting game in that regard where to
get blocks. You have to offer blocks to your opponent. Right,
(50:48):
I have to move a model into base with yours,
and then it has to be there on my next
turn when I want to throw a hit or you know,
I have to get you something to hit, and I'm
fine if I don't get a hit the hit back.
It's the zombie mentality, right, Like I'll throw a zombie
at a big guy because I don't care what happens
(51:10):
with the zombie, and I have no intention of actually
ever throwing a hit with a zombie into a big
guy to die uphill. That doesn't make any sense, right,
But you know, keeping players tied up positionally you can
gain stuff from it. You just got to know, like
what the odds of your opponent removing your guys are too? Right?
(51:32):
You know, there there's some degree of that. Something like
a zombie is a pretty good candidate for that. Something
like a retainer also pretty good for that. Something like
say a snotling can be but you don't want to
like mark stuff with block with a snotling. You don't
want to mark stuff with like frenzy necessarily. Though Frenzy
(51:55):
is kind of an interesting case because you can sidestep
away sometimes, you know this. I do think the game
has developed in an interesting way where they've added a
bunch of like extra skills that don't make throwing a
hit an automatic decision. Stand Firm is one of those,
(52:18):
like the Imperial Bodyguard wrestles. Stand Firm is a great
model to ask yourself, do I actually want to hit
this guy? Because if I roll like push both down,
what does that? Do you know? I either he goes
nowhere and he gets to hit me back, or I
(52:38):
both down and he wrestles us, and now I don't
have tackle zones in an important place for my turn.
You know, being intentional is like a big thing about
playing bloodball, I think unless your whole thing is not
being intentional, in which case I can't reason with you.
Speaker 1 (52:55):
So yes, So you know, talking about like making flocks favorable,
I guess what is your if you have a barometer
for when you're taking the unfavorable, like what's your what's
your stance on taking one dies? Or even like going uphill,
like what are your criteria for this?
Speaker 2 (53:13):
So criteria for going uphill is you have block? Generally speaking,
block or wrest Wrestle is actually great for uphill blocks
because if you choose them both down, you get to
put their model on the ground and yours. I will
go two die uphill into things that don't have stand
(53:35):
firm if I'm looking for a push or I've got wrestle.
You know, there's there's a couple of reasons why I
would throw that. I almost never do just frivolously. There's
always some sort of intentional thing for it. Another skill.
It's really good for two die uphill is actually juggernaut
(53:57):
because if you just need a push. I found myself
in this position quite a few times with corn Gores
or with when I played Norse, I had Drunker Knott
on a Berserker, and if the two die uphill, you're
you're like a thirty percent to roll a skull. But
(54:20):
that means you're basically looking for a three or better
to just push the model out of your way. And
if you're trying to score, then that is like favorable odds.
That's like a three up dodge. You get a re
if you've got to reroll same type of thing. With
(54:42):
a reroll, I think you're down to like a one
to nine chance of hitting one skull on two dice uphill,
and so I will use that for positional gains. If
I'm using if like a model is threatening to hit
my model, two die uphill does have the upside of
the chance that you can just move their model. And
I've played against lots of people who've thrown two diet
(55:04):
uphill into me and like resulted in casualties or KOs
now one die blocks. I'm in the camp where I
will take those almost all the time. If you've got block.
It's favorable. Right now, I will ask myself if I
roll a skull here, is that fine? And if the
answer is yes, I will throw the block. If the
(55:26):
answer is I need this dude's standing, I won't throw
the block right because the one and six chance to
fallover is just is too high for my risk tolerance.
There are people who aren't that way. Now, I do
find myself and what I call the honor duel, and
that is like alignment versus another alignment where but like
(55:46):
neither player has skills. That's that's the board state that
I call the honor duel where they're just one dying
each other back and forth. And to me, that's just
trial by combat, like you're earning your place on the
team by knifing their guy, you know. So I will
(56:08):
throw blocks like that in league play just because I've
got the chance of hitting a casualty off of that
type of thing. Now, granted, sometimes my guy gets casualty,
but that's that's the that's the trade off, right if
it doesn't affect the board state, I will throw those
all day. I have been known that I will throw
one dive blocks if that's my best option. And when
(56:29):
I played like nobility, that was quite often, especially if
you've got wrestle and whatnot, you've got like a nice
chance to just take a model out of the way
and then change the rest of the math in a scrum.
So yeah, I mean that's that's a lot of the
factors that go into it is like how bad is
failure here? And for leagues, I think the upside is
(56:51):
usually worth throwing the hits just so you've got more
chances of SPP.
Speaker 1 (56:57):
So awesome. Got a lot to think about going into
future weeks. Any parting parting thoughts that don't evolve throwing
desk ups.
Speaker 2 (57:07):
In the walls. I will say that using blocks as
dodges as a skill that some players can work on
the league right, This is pretty common with elves because
your whole team strength three and your opponent goes to
(57:27):
mark one of your dudes. The important thing is is
like if you're looking for a push that will serve
as a dodge, and you don't have to that they upsize,
You don't have to give up your positioning on the table.
But the problem that I see a lot of times
is that people will move and I suspect this is
what Austin is doing is you're playing a team that
(57:50):
has a relatively low strength score, like Underworld. Somebody goes
to mark your goblin. They want to bully your goblin,
and you're like, well, I'm not gonna stand for that.
I'm gonna bring some assists over and the god what's
going to hit the guy? All right? But what they
don't do is they don't think through where the assists
need to be placed if they get a push. All right,
(58:11):
So if I bring an assist around to the opposite
side of the model and I push you, then the
model that's been pushed is now standing next to the
model that was giving the assist and can then throw
a hit, right, And so that results in your opponent
(58:34):
getting more blocks than they should. Whereas if you bring
the assist up adjacent to the guy who's going to
throw the hit and you roll a push and you
push them away, now you've got a space between your
assists and the guy that you just pushed away, right.
I think it's like a really subtle thing. People don't
think through the push and usually that's where I start
(58:57):
with the block, is like, what happens if I push
this guy? There's a lot of times where the push
is good enough, especially if you're trying to get a touchdown,
push is more than adequate enough usually to get you
the space you need to score. And uh so that's
why I love Juggernaut on models that are carrying the
ball because you can just action one blitz and if
(59:21):
you roll the boat down, you still get the push
and you can keep making your way down the field.
So there you go.
Speaker 1 (59:28):
Awesome. Yeah, that's definitely a good point to leave on
is blocks dodges, because you know, yeah, if you're if
you don't, it's like you know, you're you're just trying
to move them all away from you. It's like a
three plus technically to get.
Speaker 2 (59:42):
That, yeah, exactly right. And if you're an agility like
for or higher character, then there's actually a board state
that I've seen happen a couple of times where somebody
will mark a ball carrier and they'll actually come around
and mark to the other side of the ball carrier,
(01:00:02):
and what that ends up doing is then letting the
ball carrier use a blitz as a dodge, because if
you get the two die in the other person and
you knock them down, you can follow up into the
square on the other side of them, and now you're free.
It didn't matter what your agility was. You knock somebody
out of the way, they're down on the ground, and
(01:00:24):
now you can use your rest of your movement the
other direction.
Speaker 1 (01:00:27):
So okay, all right, we got some Week six games.
Talk about leg day.
Speaker 2 (01:00:36):
Some of the bangers have already happened.
Speaker 1 (01:00:38):
Yeah, we have had some bangers happen already out of
the remaining games, which once are you kind of looking at?
Speaker 2 (01:00:45):
Well, that Sean and Will one certainly jumps off the
off the list for sure.
Speaker 1 (01:00:50):
That was my pick of the week. I think like
Raging Bone those who Wander, it's going to be definitely
just like two very strong, like staple of the community
each other.
Speaker 2 (01:01:02):
Yeah, at this point, that's a battle for second place
in the division. Right. They neither of them have played
your again, right, so they're trying to like position themselves
as a threat to number one somewhere down the road, right,
(01:01:26):
And yeah, I mean this is a that's a that's
a kind of a cataclysmic game for both of them, right,
they could they could both do damage. Their team values
are very similar, their stat lines are very similar. Yeah,
I mean that's a game that could go either way.
Really kind of depends on line hits. Right.
Speaker 1 (01:01:47):
So other game we're looking at and Karen and Loki
rap Basters note is have the Slands stated their hunger
for rat flesh?
Speaker 2 (01:01:59):
Yeah? They certainly made an example out of the last
game and team they played against.
Speaker 1 (01:02:04):
So so that'll be that'll be an interesting one to
watch us for that. Other one I think will be
fun to talk about in a recap is Real Gate
Marauders and try Hards.
Speaker 2 (01:02:13):
That there's all kinds stuff that cap in that game.
Speaker 1 (01:02:16):
It's like, I think this very players are very well
match each other's energies. Yeah, so it could lead to
some we could be talking about like a four or
five game or something like that.
Speaker 2 (01:02:26):
I'm gonna use the word stochastic.
Speaker 1 (01:02:29):
So okay, that's that's quite a word to use. Go
look that one up if you don't know what it means. Yes, yeah, okay,
total body division. Still some just some solid ones in here.
My pick of the week here actually was wolf Back
and Swamp People. I think that's an interesting that's an
interesting match up to me.
Speaker 2 (01:02:50):
Yeah, that is a that's one of those games that's
either zero casualties or ten casualties, right, the wors lizzurement
if both players dice are hot and you actually crack armor.
Otherwise everybody just kind of sits around and looks at
each other. Right now, if you can get the dwarf
(01:03:11):
lineman to the skinks there, that's like bad for the Skinks.
And we got any kind of both teams. Both teams
are kind of slapped around a bit, right, they're both
banged up, so who knows?
Speaker 1 (01:03:27):
Yeah, all right, any other games staying up for you?
Speaker 2 (01:03:33):
Let's see soul Peak news, Rookwood conspiracy.
Speaker 1 (01:03:38):
That's that is another one I have consideration for.
Speaker 2 (01:03:41):
That's that's one of those like who's got what, right,
Who's who's got the who's got the the moxie to
position themselves well in the league? Right, that's one of those.
If we're using fight terminology, this is like a mid
(01:04:02):
card fight, right, But a lot of times your headliner
fights end up being kind of disappointing, right, but your
mid card fights or were some where some juice can happen.
So yeah, I think this is that's a that's an
interesting game for sure. Jack really making a name for
himself in the league so far, and Josh, He's got this.
(01:04:26):
This human team kind of speaks to him, right, I
feel like this is that's kind of like his calling.
Speaker 1 (01:04:31):
So this is a.
Speaker 2 (01:04:32):
Classic match where you kind of want to be the uh,
the the stick and move, tuck and roll kind of
human team. You don't necessarily want to go toe to
toe with the undead. You kind of want to use
your mobility to your advantage, but it doesn't mean you
can't just stand and bang. Undead are a team that
absorbs a lot of punishment. But if you get the
(01:04:54):
Alpha strike on him, and if you get a couple
of lucky removals, you can really punish an undead team.
You get after those Googles, and I think Josh's blitzers
are kind of like engineered to kill Googles. So yeah,
it'll be an interesting game for sure.
Speaker 1 (01:05:07):
The human team is set up for that. I think
one interesting side note for that game is both of
these players still have their Week five games to play,
so there could be some kind of key piece missing.
Speaker 4 (01:05:17):
Yeah, true, true for when we get to it, but
as it sits, both teams look fairly full strength, and
I think as those teams are full strength, that'll be
a good good game.
Speaker 2 (01:05:27):
Yeah sounds good.
Speaker 1 (01:05:28):
Yeah, oh right, well that's gonna do it for us
this week. I hope that we came in at the
proper time allotment for you, Chase, wherever you are listening
to this.
Speaker 2 (01:05:38):
I don't think we hit an hour and fifteen minutes,
but you know what you get, what you.
Speaker 1 (01:05:42):
Get, Yeah, you know, pause it for ten minutes somewhere
in there, and yeah, rant about your game for ten minutes,
because I'm sure you.
Speaker 2 (01:05:49):
Would love to do that. Yeah, well exactly. This is
the This is the spot right now where we'll give
Chase a chance to voice his thing in the car
and pretend like he's on the podcast again. So yeah, right.
Speaker 1 (01:06:02):
Now, Okay, that's enough. I can't sing anymore.
Speaker 2 (01:06:07):
Another slotly recap.
Speaker 1 (01:06:08):
Yeah, yes, the Sufty freaks. But yeah, I appreciate y'all listen,
you know where you listen to this, Make sure you
give us a follow, like subscribe, whatever sort of kudos
and ratings and things we give. All those make us
show up better and make us happy inside. So it
gives us some sense of joy for this game of
(01:06:30):
dispairly play. So appreciate you all listen and make sure
to you know, keep up. We've got some tournaments coming
down the line soon, hopefully. I've heard rumors of We Warriors.
Speaker 2 (01:06:48):
Yeah yeah, allegedly it's on the way. So we don't
have a date officially, but I have seen pictures of
the swag and that that tournament. That a tournament for sis.
Speaker 1 (01:07:04):
Yes, yeah, please come comment on the podcast. We're listening
to bully Nathan into playing with saunties.
Speaker 2 (01:07:10):
I have to play stunty's in that league, so uh
in that tournament. So yeah, I mean, yeah, guess what,
guess what, sickos, I'll be there.
Speaker 1 (01:07:22):
All right. Well, so all the all the stunty and
non stunty sickos out there, we'll catch you next time.
Speaker 2 (01:07:26):
Good Bye, everybody.