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Map: Clash in the Cloudspine
The numbers next to each player are [kills] : [losses], as displayed in the film of this game.
Reviewed by Grimbergen: SR trade for melee, taking only one lock. ap has two locks and 6 ghols, so less brigs. Both teams start with the same strat. Both defend two home flags, sending trows and zerks into the fray. ap choose to have two groups, with a trow in each. SR concentrates. ap has the fourth flag first, and attacks the fifth, being weakly defended. The defending SR zerks run home, followed by the attackers. SR is taking a stroll in the meantime, completely forgetting to guard a flag, and three sneaky ghols tag it. Both SR trow get very angry about this, and the ghols get mistreated badly, the pulling out of limbs being the kindest misuse they suffer. Too late. ap is 2 flags ahead, with a considerable force in the north (near SR's home). They threaten flag 7, attacking it from both sides. Poor coordination (must have been more than one player controlling there) costs them a trow, but they get the flag. The SR trows are tagging merrily in the meantime, killing some time chasing a ghol and strolling on the hill. Had they pressed south with the two trows, they might have turned the tide, but the hesitation allows ap to bring home their troops, and the final SR attack fails. Nice defense by ap, giving up flag seven to make the last untakeable, but it did cost points.
Altus Praeses: 7 flags + win, 26 points. Back to Match Index | On to Game 2, Clash in the Cloudspine Flag Rally |
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RULES TEAMS ENTRY RESULTS BRACKETS |
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