Yesterday was a tough game all around. The defense allowed the Bills to gain 82% of their potential yards, and the offense only gained 25%. The Bills averaged almost 10 plays per drive, and the Broncos without a majority of their corner were just no match. Missing Brandon McManus also was rough, as their should have been 3 points on the board after Denver's first drive.
The first half was actually tight, as Denver was able to gain 41% of their yards. But the wheels came off in the second half as the Bills tightened up and the Broncos followed a fumble with a quick three and out punt. That pretty much ended it. Lock was ok through most of the game, but had a few late out route throws that could have been picked. It was just not a sharp day for the receivers either, with several drops. This is bound to happen against a Super Bowl contender and a team that is held together with duct tape and rookies.
Offense | Defense | Start Line | Quarter | Result | Yards Gained | Potential Gained | Play Count |
DEN | BUF | 75 | 1 | Missed field goal | 42 | 56.0 | 9 |
BUF | DEN | 59 | 1 | Touchdown | 59 | 100.0 | 15 |
DEN | BUF | 75 | 1 | Punt | 25 | 33.3 | 5 |
BUF | DEN | 95 | 1 | Touchdown | 95 | 100.0 | 12 |
DEN | BUF | 75 | 2 | Punt | 0 | 0.0 | 3 |
DEN | BUF | 35 | 2 | Touchdown | 35 | 100.0 | 6 |
BUF | DEN | 76 | 2 | Punt | 4 | 5.3 | 3 |
DEN | BUF | 95 | 2 | Punt | 2 | 2.1 | 3 |
BUF | DEN | 59 | 2 | Touchdown | 59 | 100.0 | 8 |
DEN | BUF | 75 | 2 | Touchdown | 75 | 100.0 | 15 |
BUF | DEN | 43 | 3 | Touchdown | 43 | 100.0 | 8 |
DEN | BUF | 75 | 3 | Opp touchdown | -4 | -5.3 | 1 |
DEN | BUF | 75 | 3 | Punt | -2 | -2.7 | 3 |
BUF | DEN | 68 | 3 | Turnover on downs | 64 | 94.1 | 5 |
DEN | BUF | 96 | 3 | Punt | 1 | 1.0 | 4 |
BUF | DEN | 58 | 3 | Field goal | 49 | 84.5 | 12 |
DEN | BUF | 75 | 3 | Punt | 14 | 18.7 | 6 |
BUF | DEN | 95 | 4 | Field goal | 86 | 90.5 | 11 |
DEN | BUF | 75 | 4 | Touchdown | 75 | 100.0 | 13 |
BUF | DEN | 51 | 4 | Touchdown | 51 | 100.0 | 1 |
DEN | BUF | 75 | 4 | End of half | 5 | 6.7 | 3 |
The Steelers defense that had looked so good throughout the season suffered a real set back against the Bills this past week, especially in the third quarter as Josh Allen had a 90% success rate on his dropbacks. Washington though continues to string together impressive defensive performances, holding the 49ers to just 15 points this week.
On the flip side, the Bills now boast the highest success rate in the league, thanks in no small part to a nearly 8% explosive play rate, trailing just the Chiefs. The Packers continue to remain by themselves in not allowing Havoc, and their success rate is fourth best because of it.
The Broncos offense had its best day, likely in the past few years. Five of their nine drives gained at least 50% of their potential yards, and they had just one drive under 20%, the very rough second to last drive near the goalline. Overall they gained 63% of their potential yards, and Drew Lock hit plays both big and small. The run game was also solid when Melvin Gordon was running, picking up over five yards per carry. Phillip Lindsay struggled though, going just 24 yards on his 11 carries. It was a great surprise that the offense was as smooth as it was, since they were without Garrett Bolles, and Graham Glasglow due to illness and injury. This sort of performance from Lock and Pat Shurmur gives hope that things are starting to click, and this weekend against the Bills will be a good test as to how far they are.
The defense had some issues as the game went on, largely due to secondary depth and guys just starting to wear down. The Panthers had two drives in the first half get at least 50%, and the other three at 25% or less. The second half lead off with a Carolina stop, but Denver didn't get a hold again until the last drive of the game, when they forced a throw short of the sticks on fourth down. Denver had a Havoc rate of 11.8%, which is about what the Panthers offense had been allowing so far this season. Overall a solid effort, especially with some of the limitations of losing another two defensive backs during the game.
Offense | Defense | Start Line | Quarter | Result | Yards Gained | Potential Gained | Play Count |
DEN | CAR | 75 | 1 | Punt | 18 | 24.0 | 6 |
CAR | DEN | 79 | 1 | Opp touchdown | 6 | 7.6 | 3 |
CAR | DEN | 86 | 1 | Punt | 44 | 51.2 | 8 |
DEN | CAR | 91 | 1 | Punt | 19 | 20.9 | 5 |
CAR | DEN | 68 | 1 | Punt | 16 | 23.5 | 6 |
DEN | CAR | 90 | 2 | Turnover | 47 | 52.2 | 12 |
CAR | DEN | 3 | 2 | Touchdown | 3 | 100.0 | 2 |
DEN | CAR | 75 | 2 | Touchdown | 75 | 100.0 | 15 |
CAR | DEN | 75 | 2 | End of half | 19 | 25.3 | 6 |
CAR | DEN | 75 | 3 | Punt | -5 | -6.7 | 4 |
DEN | CAR | 63 | 3 | Touchdown | 63 | 100.0 | 4 |
CAR | DEN | 75 | 3 | Field goal | 58 | 77.3 | 10 |
DEN | CAR | 75 | 3 | Touchdown | 75 | 100.0 | 9 |
CAR | DEN | 75 | 3 | Touchdown | 75 | 100.0 | 9 |
DEN | CAR | 75 | 4 | Punt | 19 | 25.3 | 6 |
CAR | DEN | 82 | 4 | Field goal | 74 | 90.2 | 10 |
DEN | CAR | 75 | 4 | Touchdown | 75 | 100.0 | 3 |
CAR | DEN | 75 | 4 | Touchdown | 75 | 100.0 | 5 |
DEN | CAR | 93 | 4 | Punt | -2 | -2.2 | 6 |
CAR | DEN | 73 | 4 | Turnover on downs | 3 | 4.1 | 4 |
It has been a long time since I've played Armada. The last battle report that I wrote up was in 2018. And there was maybe a game or two in there since then. Following our Corellian Conflict campaign and the birth of my daughter, Armada just sort of fell off for other board games and Legion really. But, with the launch of the Clone Wars expansions and the 1.5 rules update, it felt like it was time to get in some action.
For the occasion I broke out an old stand by kind of list, and Ackbar side arc shooter.
MC30c Scout Frigate (69)
• Caitken and Shollan (6)
• Linked Turbolaser Towers (7)
• Foresight (8)
= 90 Points
CR90 Corvette A (44)
• Ahsoka Tano (2)
• Turbolaser Reroute Circuits (7)
= 53 Points
CR90 Corvette A (44)
• Linked Turbolaser Towers (7)
• Jaina's Light (2)
= 53 Points
Assault Frigate Mk2 B (72)
• Admiral Ackbar (38)
• Expert Shield Tech (5)
• Gunnery Team (7)
• Early Warning System (7)
• Linked Turbolaser Towers (7)
= 136 Points
GR-75 Medium Transports (18)
• Leia Organa (3)
• Comms Net (2)
= 23 Points
Squadrons:
• 4 x A-wing Squadron (44)
= 44 Points
Total Points: 399
Basically keep things in the side arc and shoot. The MC30 is a little odd in this fleet, but I always like having a ship with a sizeable black die pool to help keep folks out of the area with it, and with the change to Evades Foresight feels pretty darn good now. My opponent brought a two raider, Demolisher, and ISD Cymoon list. His fighter component was a unique heavy group, with Maarek, Jendon, Cienna and Saber squadron. His Cymoon was very light, carrying just Ozzel and some other upgrade card that I dont remember. I ended up as second player, and he picked Rift Assault from Planetary Ion Cannons and Superior positions.
Overall the game was a bit of a mess, as we both were super rusty and had to keep checking the rules to make sure what we were doing was correct. We ended up essentially with the Assault Frigate, MC30 and Jainas Light taking on Demo and the ISD with the other CR90 tying up the Raiders and Squads for most of the game. Ackbar remains the king of being able to pile up punishment, as Demo and the ISD went down with Foresight and Jaina's Light holding on to 1 hull apiece for the exchange. It ended up 290-180 for my fleet, with both Jaina and the other CR90 succumbing to wounds in rounds 4 and 6 respectively.
I'm excited to have gotten a game in again after such a long time, and hopefully it will lead to some more going down as the New Year starts.