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"A vicious part of a complete breakfast!"
Originally formed in the summer of '98, Snap, Krackle, DIE!
combines a passion for video-gaming with a cult-like devotion to
breakfast cereal. Snap first popped onto the tournament scene in the inaugural
Myth World Cup. It was apparent from the onset that we would soon become the
unstoppable farce on bnet. Since our debut, we have bolstered our ranks
with such strong players as Taoist Chi and Dinsdale. Our tournament
success has been limited to date, with our most notable finish coming in the
Myth Association, where we took second in our division. We're looking
forward to what we hope will be our best tournament showing in this year's MWC,
encouraged by the additions of war monkeys, He Who Eats Dung, and jiblet
to our roster.
We play the game to win, but more importantly, we play to have fun.
99 people have bet on Snap, Krackle, DIE! to finish in the top ten teams of MWC99. (average place ranked from 1st - 10th: 6.6)
MWC99 Threat Assessment: Cult-like devotion is an important part of any solid Myth order, and
Snap, Krackle, Die! keep up a vigorous training regimen by chowing
down on truckloads of vitamin-fortified cereal. They have pulled off
some nice work in the past with MA and MWC98, but that was a long time
ago and they can't really be considered a huge threat in MWC99... at
least, not yet.
QR Week 1: Snap do very well in their first match against RO, showing off sound skills and strategies and resulting in an upgrade to three trow.
QR Week 2: Snap continue their march through the Heron pool with a victory against the Evilmen that is only marred by their first game; confronting a tactically smart opponent on their home ground is never called for, guys... however, against VG they have more luck, trashing them over quite well. Rust Dragon has a particularly amusing match, accounting for a large number of his teammates' units... "oops".
QR Week 3: Revenge of Rust Dragon? Maybe not. Snap, Krackle, Die take on the French Free Frogs and do very well; our reviewer compares them to the German forces storming France but that may be a little over the top (!). Certainly a fearsome war machine, at any rate. They go on to tackle Ascension in similar style and crush them by numbers in a very nice match.
DE Round 2: Snap face the order of Kamppurs this round, who show that they've got the tactical and strategic skill to be a serious threat. However, snap are able to adapt to changing circumstances gracefully and quickly, taking the Kamppurs down in a great display of coordination and teamwork. After watching this match, nobody could doubt that they have the potential to take the Cup. Threat rating upgraded to four trow.
DE Round 4: Snap go up against Alliance, who have been undefeated up to this point. They show why, never letting the Snap team find their feet and continually challenging them with unexpected attacks and maneuvers. Snap aren't able to respond to this strategy and are defeated soundly. Their relegation to the Bottom Bracket means that from here on in the stakes are just that much higher.
DE Round 5: Snap face down the Companions, even going to the point of sending a secret undercover operative to try and lure Gunda away on a date. But it's not necessary, as they capitalise on tiny melee mistakes by the Companions and end up winning several crucial fights to take the match. On to the next round...
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| STATISTICS |
| PLACING: | 9th |
| QR AVG PTS: | 52.2 |
| MATCHES: | 9 - 2 |
| GAMES: | 31 - 10 |
| POINTS: | 662 - 334 |
| KILLS: | 1453 - 1085 |
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| CAPTAINS |

CAPT: 22 W/T/L: 17/0/5


CAPT: 5 W/T/L: 3/0/2


CAPT: 5 W/T/L: 3/0/2


CAPT: 3 W/T/L: 2/0/1


CAPT: 1 W/T/L: 1/0/0
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QR Pool: Heron (Ranked 1st)
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