I can't watch the open match unless you send me the replay - will watch the Tin game against Mr Coffee though. But for now...
The Waldos vs East Bay Raiders
The TossYou chose to kick. I would always receive against 11 man Norse. With a bit of luck you would have got an injury or two from your 4 initial blocks and made him suffer all game. It may not work, but I think well worth it.
First 2 turnsAre gold for you. The kick is on the touchline and his Yeti suffers a turnover. He has no one near the ball. On turn two he will be able to reach the ball and pick it up, but be out of movement. He doesn't have that many guys back to screen... I would have made number one priority getting two blitzers after that lose ball. You know where that Thrower is going to be... Yet you have no pressure at all.
But you have smashed him good, I think you are 10 vs 7 men up already - defensive score for sure!
Turn 3Is some disastrous positioning. The Norse have 1 guy deep, the Yeti and a lineman in the middle, and 4 guys including the ball carrier deep in their own half. You have 10 guys to overwhelm them with, but go for two guys marking the deep threat, and 8 guys threatening the ball. No one marking the centre lineman. It's a simple dump-off to him and the two central players move upfield, making it a 3 on 2, and getting the score. Must mark everyone! The Black Orcs in particular had no business charging off deep. At least two could have stayed central to mark those guys, and make that play very difficult.
Turn 6 to 8You got 3 turns to score - quite doable. The drill here is:
Get guys into scoring range - as many as possible, as spread as possible. (3-5)
Grab the ball and keep it safe.
On the last turn, chose a receiver, blitz him free, pass to him and score.
You tried to do it all too fast. If you pass at once, then your opponent knows where the ball is. If you have several threats, he is forced to blitz one and try and spread himself around the rest. You can then Blitz the least well marked and score! But you were screwed by the dice anyway
Second HalfOpponent more or less lets you score. But there was some nice caging going on
Turn 12This time your defence is nearly really good. You have got guys in your own backfield. You have got two blitzers charging down both flanks for some good pressure... But... why are your 4 deepest players on one side of the pitch? Even if your safety thrower was just 2 squares more central, your position would be fine.
Turn 13Misclick on End Turn? If so there is a mod you can get that moves the End Turn button somewhere else - I highly recommend it! I would have:
Moved the safety thrower over near to the ballcarrier and his attendent.
Done a GFI with your rightmost deep Blitzer to mark the ball carrier and give an assist later.
Done a 1D block with you Black orc on the Ulf, to hopefully at least push him out of the way.
Then a dodge and a Blitz with the nearby blitzer on the ball carrier.
Highly risky, but you got a reroll. There is nothing better due to being overcommitted down the other side.
If your thrower had been more central, he could have provided the assist, and the deep right blitzer can do a 2D Blitz, just needing 2 GFI.
The restHey, you did a perfect 2 turn orc TD to save the day! Well done! (I would have split your target blitzers a bit more though)