After an entire first season of losses and draws (in equal measure) the Stonecutters pulled off an actual bon-a-fide "W" in last night's season 2 opener. Slayers Skalf and Dumin both leveled after the match. In keeping with their appearance, Skalf now has "stand firm" and Dumin now has "mighty blow".
My opponent was new league member Rick. His team of humans, the "Marburg Septics", were each named after a disease. Aspiring Nurgle team? Who knows. With three catchers on the field I was expecting a lot more passing. The dice did not go Rick's way, including an interception at a key moment in the second half. On the plus side he hired a wandering apothecary as an inducement, and so managed to reduce a casualty result of "killed" (6-8... maximum killage) to merely MNG. Whew.
This game was also a test run of my recently injured player. Blocker Thorek had leveled and gotten the skill "guard" but had been injured in Dungeonbowl and lost a point of movement. Blockers only start at M4, so going down to 3 seemed pretty harsh. He actually performed quite well, and so I will keep him instead of firing him and hiring a new player. He is also the first miniature I painted for the team, so for reasons I can't quite understand I was reluctant to fire/re-hire, even if it just meant a new name and stat line for the same miniature.
Ok, off to get me a Big Moot Sandwich(tm)!
Otherworld Skirmish, Green Magic Part 2 - Picking up where we left off....TURN 4, INITIATIVE: DEFENDERS 3, ATTACKERS 1. Man, the attackers cannot get a break. DEFENDERS, GREEN MAGIC, 1 FATE ...
5 hours ago