Blacksmiths - Kicking (Perspective)
Anvil - Kicking
Fishermen - Receiving
Team Analysis: Fishermen: Phlop Donkus
I mostly played Corsair in season 3, and tried him out in previous games against the Blacksmiths in season 4, which I don’t feel was a good drop. I think the last thing I want to do is pull Sledge into my scrum, especially if I don’t kill him! I played Shark in order to put constant pressure on the ball, and Vet Siren as I was not going to be playing Kraken, and Vet Cinder would not be affected by Siren’s charmed male. Seeing Iron and Burnish being drafted really is the stuff of nightmares, and dealing with it was not something that I was looking forward to. I hoped that Vet Sakana and Hag would be able to deal with their ability to kill the ball, and maybe Shark getting a couple of luck tackles with a stack of six influence would work too... Blacksmiths: Tsar14
The goal of this lineup is to combine the best offensive threats from blacksmiths with the passive ball killing potential of Iron & Burnish. Ideally I want to get Iron under Burnish’s reinforced plating and hopefully under either Anvil or Furnace’s Sentinel and make it extremely difficult to get the ball off of him. While Iron kills the ball vCinder & Sledge try to get into the enemy team and takeout any player that can retrieve the ball. I chose Furnace as captain ultimately for the offensive legendary but was considering Anvil to make it harder to disrupt the positioning when Iron tries to kill the ball.
I lineup on the right wing to avoid the large rough ground in the center of my half of the pitch and to control one wing of the pitch when I go to kill the ball. My thinking here is that I likely can’t stop the turn one goal but I can set up so that after my goal kick I can have Iron, Burnish, and Anvil in position to control turn two and onward. Anvil’s kickoff was risky but worked about as well as possible with a scatter onto the left wing of the pitch. I kicked off with Anvil to try to get his sentinel aura further forward for later, but it might have been better to kickoff with an apprentice threat or burnish in hindsight.
Turn One Allocation Bs- 3 Sledge & vCinder, 2 Anvil & Iron, 1 Burnish & Furnace Fs- 6 Shark, 3 Hag, 2 vSiren, 1 vSakana Turn One Key Activations
After Shark and Greyscales move up on some passes, Burnish sprints up next to Anvil and uses flame belch on Shark & Greyscales
Shark, with the ball, charges burnish and dodges off of him before shooting a goal
vSiren uses Dread Gaze on Sledge who is threatening to dodge up vCinder and charge shark. This also pushed Sledge just outside of the six inch tutelage aura
Sledge passes to Iron and charges vSiren, fails to hit damage after defensive stance
After the goal kick, Iron gets setup under Burnish, Anvil, & cover to the left of the center obstacle.
Turn One Recap Blacksmiths - 0 Fishermen - 4
The turn one goal was basically unstoppable, so I instead opt into trying to get Sledge & vCinder as far up the board as possible while setting up Iron to protect the ball. Unfortunately I position Burnish in a short-sighted way and end up setting up Iron in the center of the pitch surrounded by potential threats, it likely would have been worth simply sending Iron up the right side of the field even without Burnish's support after my positional mistake.
*Picture is after Shark starts to activate on turn two*
Turn Two Game Plan and Allocation Gameplan Cards
Blacksmiths - “Full-Back”
Fishermen - “Keep The Ball Moving” (Wins Initiative)
Bs- 4 vCinder, 3 Sledge, 2 Furnace & Iron, 1 Anvil Fs- 6 Shark, 4 Greyscales, 3 vSakana Turn Two Key Activations
Shark jogs to Iron and fails to reach his tackle, with his last couple attacks he switches into taking dodges towards the goal to get in snapshot range
vCinder uses her one influence charge on Siren, catching Tentacles, but fails to finish the takeout and trigger Grim Vengeance to potentially kill Tentacles
Hag jogs in and legendaries Anvil, Burnish, and Iron to break up the formation
Sledge attacks Greyscales and gets him very low
Greyscales gets the ball off of Iron and passes to shark for a snapshot goal
Furnace uses his one influence charge to finish off vSiren
Blacksmiths reform, in-part, the Iron ball kill on the center-right side of the center obstacle. Burnish attempts to jog over to Iron but gets knocked down on the parting blow.
Turn Two Recap Blacksmiths - 2 Fishermen - 8
This turn looked like a disaster for fishermen at first with Shark’s six influence nearly going to waste. It’s worth noting here that he opted to jog in rather than charge to avoid the defensive stance from Iron, but the math would have favored hitting his column two tackle on the charge rather than two normal attacks. But the Hag legendary enabled the fishermen to get the ball back and a swift snapshot goal pushing them into a controlling lead. Meanwhile the blacksmiths damaged many models and tried to re-kill the ball but we’re too tied up to get much distance.
Turn Three Game Plan and Allocation Gameplan
Blacksmiths - “Go For The Knees” - Sledge - (Wins Initiative)
Fishermen - “Back In The Game”
Bs- 4 vCinder, 3 Sledge, 2 Furnace & Iron, 1 Anvil Fs- 4 Shark, 4 Greyscales, 3 vSakana & vSiren Turn Three Key Activations
Furnace charges and finishes Greyscales, influence moved to Hag
vSakana pushes Sledge then hits ‘Fancy Footwork’ to get the ball off Iron, passes to shark for a snapshot goal
Game Recap Blacksmiths - 4 Fishermen - 12
While the Iron triple setup ball-kill was established by the blacksmiths, the fisherman controlled the center of the pitch. The main consequence of this was that despite having to put extra resources or risks to retrieve the ball, when they did the fish were setup to immediately take advantage giving no time for me to retake the ball and set back up. End the end this resulted in a rapid series of goals despite almost every member of the fishermen being under threat.
Blacksmiths - Kickoff lineup
I overestimated how far on the wing I could setup Iron after the goal kick. While if I had positioned models better turn one I could have setup further to the right I’m not sure it was enough to justify how much control over the center I lost as a result.
Blacksmiths - Burnish’s flame belch instead of prioritizing positioning turn one.
Burnish’s priority for turn one should be to position for Iron’s ball kill, instead I went forward to take an opportunity at softening what I viewed as the two goal-threats on his team. This was very short-sighted play as it forced me into setting up on the left side of the obstacle instead of the right in exchange for a flame belch that didn’t have much if any effect on the game.
Fishermen - Shark jogging in to attack Iron at the top of turn two.
By jogging in and attacking a 3/3 model in cover Shark was only at a 13.2% chance of hitting his tackle. If he had charged, even after defensive stance, he would have a 50% shot at hitting his tackle. Regardless due to close control this is a very long shot of being able to hit two tackles and still momentously dodge to get into goal range.
Blacksmiths - vCinder’s charge at top of turn two.
I overestimated vCinder likelihood of killing vSiren due to her having a one influence charge. As a result I got greedy and included Tentacles in the charge at the expense of taking a crowd-out thinking I would be able to kill vSiren and use Grim vengeance to damage or even kill Tentacles for a momentum lead. Her six defense on the charge and five defense on the remaining attacks left vCinder only hitting her first two columns on most attacks. I went for this partially because I wanted to take the opportunity to get in vCinder’s charge before he could move vSiren thinking that the ball was safe once Shark had activated. But had I foreseen the effect Hag was going to have it would have been wiser to activate Sledge threaten Hag or Greyscales
Blacksmiths - Allowing Shark to stay in tap-in range
I was prioritizing minimizing the fishermen’s ability to retrieve the ball all game. But after giving up the center of the pitch I severely underestimated the potential of having Shark in snapshot threat range with so much of his team in range to pass to him. Most of our games involving shark are much more spread out than this and it caught me off guard not having an activation to potentially retrieve the ball.
Blacksmiths - Prioritizing finishing Greyscales over likely killing vSakana turn three
This one is borderline but looking back I think Sledge could have killed vSakana or taken him so low that he’s in threat of dying to a counter attack. Instead I saw Greyscales and Shark as a threat to take the ball and immediately score a goal and tried to mitigate that since Furnace was capable of killing Greyscales due to how low he was. This was mistaking that vSakana was actually the stronger threat to retrieve the ball and be able to get it to Shark since neither Greyscales nor Shark were likely to tackle off of Iron but without burnish making it into range to protect Iron vSakana was very capable of stealing it off of him.
Key Model Blacksmiths - Iron
While his play was entirely passive, the defensive tech was key to the game plan and the only thing slowing the fishermen down. Fishermen - vSakana
vSakana’s ranged tackle that ignores close control was a constant threat, combined with his anatomical precision to make it easier to hit target models and bag of coffers providing a more reliable pass vSakana both altered where and how I could play my models while also making a game-winning play himself.
Underperforming Models Blacksmiths - Burnish
I failed to position Burnish well, which both altered where I setup Iron and made it difficult to reposition next to Iron after the Hag legendary. Fishermen - Tentacles
Hard to say anyone on the fishermen lineup underperformed since every squaddie made a game-altering play and Shark scored all three goals. Their mascot however didn’t manage to get into the game for either significant crowd-outs or blind and was a liability to vCinder.
Play of the Game Award
Hag Legendary breaking up the Hellraiser puzzle box. This single play turned the game around by adjusting the positioning of every key model and enabling the Fishermen to take a commanding lead turn two.