Game 16
Game 1
All the four armies (Gothmog and Beefy Supreme and NetRaider, PylDryvr and Shilo and Grinwing, Kith-Kanan, EagleEye) take maximum infantry and a journeyman, except Kith-Kanan who trades one warrior and four thrall away for a dwarf. The Geezers start in the center and northeast, while Kith-Kanan starts southeast and EagleEye starts in the southwest. At the start of the game, both of the Geezers' armies move on the southeast, PylDryvr using pus nicely to freeze Kith-Kanan's dwarf escorts and take out the dwarf with the ghol. As EagleEye heads north away from his ally, the Geezers party by the river, taking Kith-Kanan's army out with ease. Unfortunately Gothmog's infantry gets a little carried away, and PylDryvr's team takes heavy casualties both from their enemy and their ally. Enter EagleEye, stage left. Poor thrall coordination from the Geezers' blue team and yet more friendly fire from Gothmog lead to EagleEye taking out the Geezers' remnants. An easy cleanup leads to the win for Ancrik. Game 2
In this game, the Geezers start northwest and southeast, while Ancrik start in the center and the northeast. All armies have the same troops as the last game, except Kith-Kanan trades two thrall in for an eighth warrior. Early on, EagleEye's ghols try an abortion of a pus run on Gothmog, but luckily no ghols are lost. Ancrik's two armies link up in the center, the Geezers in the southwest. Kith-Kanan tries a ghol bomb on the Geezers, which is a total failure; no damage is inflicted and five out of the six ghols are killed. A confusing four-way melee starts on the road in the mid-west, EagleEye pummelled mercilessly by two armies before Kith-Kanan manages to get there, due to a miscommunication. Kith-Kanan's dwarf dows some serious damage to the Geezers, but once again Gothmog's troops win the day for Ancrik. A messy cleanup ensues, in which the Geezers are able to cling to four balls, not quite enough to win the game. Game 3
The Geezers from Hell take three wights for pus this game, going for a minimalist six archers. Meanwhile, Ancrik take two wights for pus, and nine archers. Ancrik sends all of their army northwest from their NE start, while the Geezers trek to the center. Ancrik's forest giant harasses the Geezers for a time, but gets pussed and badly hurt. Pursued by the Geezers' giant, he runs southwest to where their zerk force has split off to. GfH follow and press them, forcing the single Ancrik pus ghol present to waste its pus against a hill. Seeing an opportunity, the Geezers strike, and in the melee Ancrik's forest giant gets trapped amongst its own troops and slain by the Geezers' giant. It's all over for Ancrik's berserkers. Ancrik retreat all of their warriors and archers to the north. The Geezers' infantry attacks and gets badly pussed, however free kills on the Ancrik archers enable their veteran zerks to rampage through Ancrik's warrior force for an easy win. Game 4
The Geezers start northwest this game, while Ancrik are in the southwest. Both armies take the same troops as last time, the Geezers all going south while Ancrik's zerks go southeast and the rest fortify the southwest flag. Ancrik manage to pus the GfH giant, but fail to capitalise well on this advantage. Their giant chases back into the Geezers' archer range, then veers off and slaps a pus-laden ghol! The ensuing paralyzation freezes the Ancrik forest giant for long enough for it to be mown down by archer fire. This leads to the elimination of the Ancrik SW force, and EagleEye is very unimpressed by this turn of events. Ancrik split up their zerks, sending a few off to tag flags while the majority go southeast, northeast, northwest, and southwest to confront the Geezers' warriors. Seeing the size of the Geezers' force, they run northwest, but eventually turn and fight, losing. A messy cleanup sees Ancrik's lone ghol able to tag one flag in the closing seconds. Game 5
Ancrik start southeast, while the Geezers start in the northeast. Both armies take eight soulless, and maximum infantry. GfH's soulless quickly move to take the north / northeast rock, and Ancrik set up on the small U-shape just southwest of them. GfH move off their rock to initiate a soulless war, and the Ancrik soulless are forced to reposition several times to avoid the Geezers' warriors, during which precious seconds the GfH soulless score lethal hits on them. The Geezers end up winning the war with five soulless remaining. These soulless plink the Ancrik infantry a bit, forcing an infantry battle in which Ancrik commit their warriors versus the enemy thrall only to lose badly. Match Summary (films)
PylDryvr comments: "The Geezers recover from a slow start at the challenging (and malicious) cooperative Grave captures, and dominate the rest of the match." A close game, with some good play by both sides! The Geezers' mad zerk skillz carry them well through games three and four to place the 'criks in a make-or-break situation in game five. Unfortunately for Ancrik, they don't rise to the challenge and so drop out of the Myth World Cup. Best of luck to the Geezers, who go on to face the Rabble Forces in Round 2 of the elimination brackets! - Butcher
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