Pool F Round-Robin Game
As MaD faces off with the MSH for the first game just the setups are foreboding of what is to come. MaD goes for a rather quirky and "out dated" setup that is archer-heavy and pus-armed. MSH goes for the snazziest possible with not only pus but also satchels for a bomb and no archers at all. Both teams are somewhat slow to get going and MaD is almost a tad geriatric in their movement towards center. MaD show some relentless pursuit of the MSH ghols coming through center, but MSH keep their fast beasts alive and manage to force MaD pus out of their ghols' claws. After this unfortunate loss MaD adds to the setback and forgets one big pus chunk. The game turns calm and even a bit dull for a while as both teams stare each other out. MSH dunks wights north and south and move armed ghols on the flanks. Managing to get warriors in pursuit MSH performs a textbook example of a pus 'n' satchel attack with only 4 ghols. Some more action ensues with a good thrall-wighting by MSH and a less successful pus 'n' satchel attack. MaD loses a player and get lag in all this ruckus and MSH shows some good sportsmanship by asking MaD if they want a restart or not. MaD valiantly turns down the offer and goes on. The bright green archers of MaD start trying to find targets on the opposite side but MSH provides them only with a rather expendable journeyman to practice aiming skills on. The one minute warning goes off and shortly thereafter the charge is made. MaD stands little chance, but a wight belonging to the Hooligans almost pops near it's own troops, putting the only question mark in the outcome of the game.
The second game sees a similar start as the first one. MaD goes for an archer-dominated setup again with pus. MSH decides to rely on brute force and little on chance. MaD moves somewhat oddly at the start and sends weak forces to north and south, keeping most of the forces in center. The Hooligans send 2/3 of their warriors along with ghols and wights north. 1/3 of the warriors, the bulk of the thrall force and all archers are kept in center. Only ghols are sent southwards. As the large ghol packs roam MaD's side of the map, archers are left vulnerable and MSH takes advantage of the situation and wipes out almost all MaD's archers, leaving most of the south pack intact. As things again look grim for MaD, a close wighting is avoided north of the bridge and ghols are chased by a large quantity of thrall with a handful of warriors. MSH see the opportunity and move both in center and north, swiftly removing the small northern force from the game and capturing the flag. The center forces crash into each other and MSH has the numerical superiority from the start. MaD wastes its valuable pus on mere archers and are therefore unable to aid much. The MaD dwarf is also not very successful mostly due to poor luck and succumbs before doing any major damage. MSH move wight in, one is popped before reaching MaD's thrall, but the second one does major damage with surgical precision, missing its own troops by inches. Little is left of either side as MSH tries to use their slight advantage to chase MaD's remaining warriors down and snag flags for full points. MSH shows the only bad move in this game by failing to control their forces well and missing out on two flags.
MSH gets the big advantage right from the start by starting in the extremely advantageous northern position. MaD gets the less fortunate southeast starting point. Both teams move out fast and go for center. MSH does, however, fail to take advantage and snag both center flags or defend either. MaD therefor gets 4 flags first and is leading the game. MSH catches up after a bit and now MaD needs northeast to win while MSH has to get west. Some remarkable negligence is shown by both teams as MaD manages to get almost half their berserk force stuck to the southeast for the entire game, leaving their western flag dangerously low on defence. MSH manages to screw up a bit as well in defending their northeast flag, but MaD's piece-meal feeding of trow into their defences gives them a close win and no loss of flag. As MSH's trow stomp towards the final, undermanned flag of MaD their berserk can't manage to take the even more undermanned northeast flag and they lose the final game of the series.
Match Summary (films)
A somewhat unfortunate set of games for MaD, but quite entertaining no less. MSH show some great skill in planning and initial execution, but fall short in damage control and initiative after big action.
- The Crimson King
Butcher says: Interesting to note how, after MSH were smashed 25-4 by Altus Praeses in their first game, they seem to have assimilated their tactics rather well! Note the pus bomb usage in Game 1.