Turn 12 he rolled a 6 on the dodge into 3 TZ's, so it's an automatic success. Turn 13, he wasn't dodging INTO a TZ, so it was a simple 3+ roll (with the +1 dodge mod) to dodge away from those 3 guys you had. Turn 14 foul with your Beast of Nurgle? Use rotters to foul dude, that BoN is expensive
Same with his Turn 14 dodge, it wasn't into a TZ, so again, simple 3+ roll to make it. That's gonna succeed 2/3 times, it's a pretty likely move. So really the only thing he got lucky on was rolling the 6 on that first dodge, so it's not quite the amazing player you thought he was.
As far as your GFI's go, I think you took a lot of needless GFI's throughout that game and spent a lot of RR's on them. Make sure you never outrun your coverage. Putting another square between you and the opposition isn't important when you're also putting another square between you and your support. In the same vein, I'd spread out your Nurgle Warriors a bit more. Disturbing Presence is a big thing for you, and the last think you want is for all your NW's to end up getting tied up in a scrum on the line. Yeah, they can get a lot of 2D blocks that way, but they also are not very mobile at all, so you need to be able to reposition them more effectively, and getting them scrummed up means you're fighting for the ball with Pests and Rotters only.
It wasn't a bad game by any means, but I think if you had maybe kept your 3 move NW on the line and used the other 3 guys spread out a bit more, you could have maybe stopped some of those pickups with the extra muscle near the ball.