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War |
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KnallP |
Maps | Date and time |
Midway/Aberdeen | 2004-04-22 22:00 |
League | Score | Tickets |
Up-North 10vs10 season 4 division 7 | 2-1 | 308-251 |
Information |
2004-04-18: Denna matchen jobbar jag på att fixa... så den är inte helt säker än, men anmäl er för den blir förmodligen av!!!
2004-04-19: KnallP kan inte kl 21oo utan måste spela 2o.oo många av dem ska jobba tidigt dagen efter... hoppas det inte innebär problem för er...
isåfall meddela mig genast...
First map: Midway
Score:
twl 66 - 150 KnallP
twl 78 - 88 KnallP
144 - 238
Second map: Aberdeen
Score:
twl 19 - 13 KnallP
twl 145 - 0 KnallP
164 - 13
Total: 308 - 251
MVPs selected by twl
In twl: BelcheBob
In KnallP: Lanfear
MVPs selected by KnallP
In twl: BelcheBob
In KnallP: seal |
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Players |
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# | Name | S | P | |
1 | Flamingo | | | |
2 | InsanityClaus | | | |
3 | Nanna | | | |
4 | Febben | | | |
5 | BelcheBob | | | |
6 | OlleBaiz | | | |
7 | Tubbe | | | |
8 | Franze | | | |
9 | Cavehobbit | | | |
10 | Lizard | | | |
11 | Trollankan | | | |
12 | ShadowRob | | | |
13 | Mac | | | |
14 | Lan | | | |
15 | Bubbles | | | |
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Report |
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twl vs KnallP
An old enemy from last season. Last time we faced eachother we won a 3-0 victory, but it wasn't all that convincing and KnallP showed some real promise for the future. As they have made some very strong results this season we knew we were going to face a tough opponent.
Our practice game against WWL was rather strange. Unsurprisingly we lost both rounds on Midway(a map which we have never won a single round on), though we made our best results yet on that map which raised our hopes for the KnallP match. On Aberdeen WWL started out strong as axis and pushed us back and gained a ticket lead of about 70 tickets, but with 11 minutes to go we managed to turn the tables and finally won that round by 25-0. And in the final round we managed to really push them back and get a good enough win to take the whole match by ticket differense. But why am I talking about this match? Read on and you will see.
Round 1 - Midway
twl - allies
KnallP - axis
We really thought we could do it this time and launched our attack. Capturing both sea flags and the airfield things were looking good. Especially since we managed to take out the Chi-Ha. But KnallP came towards the airfield with every single infantry available and by god they had a wicked aim. We managed to beat of the two waves but they came on unrelenting. And now we made a huge mistake in not paying enough attention to the flag, and with a one second margin they had captured the airfield even though we had four guys hanging around. Their guys cleared out our last "defenders" and now they had both islands. We had a small ticket lead and as long as we could hold the two flags at sea we could gain time to attack the islands in force.
It was not to be. Instead of making coordinated attacks we made rambo attacks which resulted, not surprisingly, in our own deaths. KnallP had so far tried to capture the sea flags now and again, but our fleet had quickly recaptured them both. Now they made a more consious effort to capture the flags and chose their weapons well. As we had become quite desparate we had split our fleet to be able to attack the island faster, and this meant that our planned defenses at the flags wasn't there when we needed it. Now KnallP had all four flags, our tickets draining fast. Over and over we tried both at the airfield and at the small island, with wingwalkers and landingboats, but KnallP were very good at defending and kept their guys together very well. We never managed to get a foothold on the island again, and only a little while managed to stop the ticket drain by capturing both sea flags again. But KnallP quickly gained back their advantage by recapturing the southern flag. when the clock ran out we were behind 84 tickets. Ouch!
twl 66 - 150 KnallP
Round 2 - Midway
KnallP - allies
twl - axis
Well that didn't went according to plan at all. We quickly decided to reinvent ourselves and try something else. The round started out quite good, for about 30 seconds. Then, just as we captured the small island, [user]Lanfear[/user] found our wingwalking plane and decided to crash right into it, killing all our poor soldiers. Ouch again! Not to be put off by this we managed to capture both flags at sea again, this time by plane instead of utilising the fleet. KnallP held on really hard to the airfield and our attacks were pushed away. Though they didn't idly stand by at the airfield waiting for us to come, they also counter attacked continously but we also managed to beat them back. As soon as they had stopped the ticket drain, by capturing a flag at sea, [user]BelcheBob[/user] was there to recapture them, continuing to drain their tickets a while longer.
Then suddenly KnallP had managed to gain hold of the small island as well. Nightmarish pictures from last round flashed before my eyes. Not good at all. Now they also brought up fleet elements to both flags at sea, meaning we could no longer capture them easily by plane. Our tickets started to drain really fast, as we once again had to pound ourselves bloody against the KnallP defense of the islands. Our own lead was gone and KnallP had gained about 30 tickets. Things were looking grim but with a much better coordinated attack we managed to retake the small island. Now we really needed the airfield and put all our efforts into capturing it.
They once again defended really well but this time we had superior numbers which after a few tried finally made the difference. The drain having stopped by us having both flags at the island we now set us up to defend against the counterattack we knew would be coming. For the remaining minutes of the match KnallP tried unsuccessfully to recapture either flag, though it was very close one time when a mental lapse made our defense particularly week at the small islan. Luckily [user]Nanna[/user] was there. We gained back a few of the lost tickets but since we didn't manage to capture either sea flag we couldn't turn the drain on KnallP. A much tighter round, but it still ended in favour of KnallP.
twl 78 - 88 KnallP
Midway: twl 144 - 238 KnallP
Our Midway curse continues. How to salvage this disaster? They had been much stronger than we had anticipated and had aquired a lead of 94 tickets. But we had fought back pretty good in the second round, not loosing too many tickets. I at least thought that would be very hard to recover and had given up hope of getting the bonus point. But we still had one point to fight about and we were not giving up totally, yet.
Round 3 - Aberdeen
twl - allies
KnallP - axis
Now we really had to put up a show and get the better of them from the get go, if we were going to close the ticket gap. It started out pretty bad. KnallP managed to capture the town and once again our tickets started to drain. Things were not looking good at all. We tried to push them back with everything we had, but they held on strong in the middle. And after our second wave had failed as well, they counter attacked and captured the eastern flag. They had now amassed another substantial ticket lead. We really needed to turn things around and attacked in force towards the middle.
With a great effort we managed to capture the eastern flag as well as the town flag, finally stopping the drain and turing it on KnallP. They were quick to pounce on the middle again greying it out, but we managed to recapture it again. Now we switched flags at the east and west and then suddenly all three flags in the middle was grey. We both recaptured our "original" east-west flags but KnallP had a really huge foce in the town. Luckily for us they waited some time to recapture the flag. When they did get the flag our reinforcements were on the way and tanks blew up everywhere. One of our guys managed to sneak past all the reinforcements coming from their main base, but got caught just as their main base greyed out.
But now our forces in the middle had managed to turn the drain on KnallP and the race was on. They still had quite a big lead, and we urgently needed to gain them back. Now I had a flashback to our practice game against WWL where we also had managed to turn the tables in the nick of time. We could only hope things would turn out that way again. Things were getting very desperate in the end but with just a few seconds left we finally were in the lead and we managed a few final kills to win the round by 6 tickets. Phew!
twl 19 - 13 KnallP
Not really the ideal result, it had been way to close and we had gain precious little tickets. If the final round would be as close as this one we were in real trouble. But at least we had won a round.
Round 4 - Aberdeen
KnallP - allies
twl - axis
Our tactics didn't work out as we had hoped and quickly revised them. We made a massive attack to the middle and somehow managed to beat them back. Now we pushed on to capture all the middle flags and set up a defense. After managing to sort out the next KnallP attack we also managed to capture the northern flag. Things were finally looking up for us, but there was way too much time left to feel comfortable. We fought very hard to keep KnallP contained and to keep them from gettning a flag. Their tickets slowly draining.
When we had to get reinforcements from our home base they managed to capture the northern flag, and then made a very well coordinated attack to the eastern flag, which they also managed to capture. But now our reinforcements had arrived and managed to push them back again. They really had to struggle to get out, but we never could feel safe. There was a couple of times that they almost broke trough or almost gained a strong foothold in the middle, but we managed to sort them out. We saw the ticket gap slowly close and then we were in the lead by a few tickets, a small cheer went up on teamspeak, but there was still some time to go. Nothing really unpleasant happened in those final minutes, except a lot of dying on both sides, and we finally saw their tickets reaching zero. What a relief!
twl 145 - 0 KnallP
Aberdeen Total: twl 164 - 13 KnallP
It ain't over till the fat lady sings, as you say. This just goes to show you that you should always keep on fighting. Though we couldn't really believe it, especially after those two rounds on Midway. By some quirk of fate this match had played out almost exactly as our practice game.
Total Score: twl 308 - 251 KnallP
[user]Lanfear[/user] was our MVP choice. Not only was he very useful during all four rounds, and especially annoying as a pilot on Midway. He also had the highest ping during the whole match and cut of two of our soldiers in half with his plane, flying really low. [user]BelcheBob[/user] became our MVP, as without him the scores on Midway would have been way higher in the wrong direction and that would probably have meant that KnallP had gotten the bonus point.
A big thanks to KnallP for this exciting match. I though we were really lucky to get out of this match with the bonus point. There was no doubt that KnallP had better tactics than us on Midway, but luckily we could make up for that on Aberdeen.
Good game and good luck. |
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