Bantha won the toss, and chose to receieve first.
First blitz of the game, an MB Beastman outright kills my MB Wight, regeneration failed. He never even got to take a single turn with his newly acquired MB skill, poor thing.
Starting off on the back foot, the life-challenged ones scramble to set up a defensive stance on their first turn, without accomplishing much.
Second chaos turn, a skeleton is badly injured, but at least he regens successfully. Numbers are getting ugly early.
Despite that, the ball carrier is successfully brought down, and there is a tussle for the ball. Ultimately, The Four Horsemen manage to get it back, and KO'ing a ghoul and a zombie in the process.
Even though the recently deceased are four players down at this point, the ball is knocked loose yet again, and a ghoul is able to pick it up. Being severely outmanned and cornered, a desperate attempt was made to pass it upfield, but even with an RR it was not to be. Some last-minute beastman action secured the touchdown in the end.
The winds were changing a bit towards the midway point, as two Chaos Blockers were KO'd, only one of which recovered for the second half, and in turn 8, a beastman was injured. Meanwhile, all the undead KO's had recovered, which meant that The Unalived actually enjoyed an 11-10 player advantage at the start of second half.
The expired ones marched up the field, with some classic left-to-right-ghouling, and managed to run it in after four turns despite losing the ball once. There was violence on both sides, and the second drive of the second half sees 9 vs 9 players on the pitch.
A couple of turns pass without much progress being made, as there is mostly fighting for space around the line of scrimmage. On turn 15, however, The Unalived manage to swarm around the ball carrier, with several in base contact including a mummy.
The Four Horsemen's turn 15 is fateful, as the second action is a 2D block that sees double skulls. Being out of team RRs, this is a very early turnover with three undead players still in base contact with the ball carrier.
The Mummy unleashes a 2D block against the carrier, and... doesn't get what it needs. RR is spent, still no pow or stumble, so a push is all it gets, which also means the carrier leaves base contact with the two ghouls. Enter the lowly zombie from the back, blitzing in for a heroic stumble. The ball is loose, the nearby beastman is pushed away, and all the remaining ghoul has to do is pick up the ball and run it in for the 2-1 victory!
Good game Mr. B!