Looking for good Nurgle resources/advice

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inkpwn
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Re: Looking for good Nurgle resources/advice

Post by inkpwn »

Fine. Wait for the third :wink: :wink: Dodge is for wimps and amazons (who are wimps, awesome wimps, but wimps still the same)

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Porkus_Maximus
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Re: Looking for good Nurgle resources/advice

Post by Porkus_Maximus »

Faced my first "slayer" team today, my 1750 nurgle team vs a 1990 chaos team. Definitely not at their peak potential for slaying but certainly the most deadly team I've had to face. I was up against a total of

4 claw/mb players
2 mb players
1 claw/mb/po player

Thanks to an igor reroll my wrestle/fend/tackle beastman was saved from an untimely death (turn 1!) and that was the only permanent injury I took all game. Dunno if I was just incredibly lucky or if it was the stymie style but injuries were rather sparse, unfortunately once a few players were KOed he was just able to move around me and scored comfortably. Game ended 1-1 after I took a risk and broke through with my ball carrier. He got blitzed down after a a 3+ dodge and double GFI but with all my s-firm/tentacles restricting his movements he couldn't cover the ball and I got it back and scored. I even managed to give one of his rookie beastmen a niggling injury which he neglected to save, so all in all I was very happy with the result of that game. Truth be told I was just pleased to have a team left standing by turn 16.

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Creamster
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Re: Looking for good Nurgle resources/advice

Post by Creamster »

VS Goblin (TV 1740)

First Half

This is my first game against these little buggers, I didn't even think goblins could get such high team values! As you expected they had everything with 2 lv4 trolls and skills out the booza across the board. I generally wasn't that concerned as I was hoping my rotters would shine. Kick-off results in him getting another RR (7 now!) Started great with his loony stunning himself with his chainsaw first action :lol: With this I pushed up on both flanks marking a lot of his players back field. Now I am not sure what happened but over the next three turns he caused 5 CAS on me! One of them involved a troll blitzing a warrior and then pushing out a pest (very well played by chain pushing the pest into postion). I suffered two badly hurts in that one move and only the pest regenerated. I lost a warrior to a fanatic (miss next game) and two further rotters to the gobos (one fine - the other westle one lost a Strength). His loney also kept on stunning my players. I did have some saving grace in the fact I could have moved my beast and guard warrior in contact with the ball carrier (two go for its) and hope I can sit out 4 turns - but really stupid shined through yet again. I knew he was going to score and I didn't have the man power to stop him, so focused on taking down his key players (only managed 1 CAS and 1 KO). He walked in last turn and the 2nd drive resulted in another gobo KO.

Second Half

Right back up to 9 men and he has lost two of his weapons - GAME ON! Kick-off was running clock so lost 2 turns from the get go. Agian started well with a blitz on my tackle pest CASing a gobo and moving my beast in contact with 2 of his players by the far right (effectively taking them out of the game). My only two warriors were on the far right and moved up to form a cage and mark players. The enemy threw his players in contact with mine and managed to get the ball loose. I picked it up again but moved by the touch line hoping one warrior would be able to help. He then moved all of this players in contact with my carrier (lots and lots of dodges and GFI) and knocked the ball out of bounds. Throw in results n the ball 2 squares away from his TD on the other flank now. I pushed a warrior to GFI twice and the RR still couldn't help him. With no players that could get down there I am wondering if they spiked my drinks before the game...

11-4-2

Lack of tackle really hurt me in this game and I have to admit I underestimated goblin teams ability to play well at higher level. Losing the turns at the start really added some pressure on me. With both of my loses I am not sure if it was due tot he high cas rate or me playing badly... (If only I picked heads at the start!). I will review the replay...

Anyways my MvP was given to the westle rotter which resulted in a skill up. By being S broken I had to drop him and I am missing a guard warrior next game. With this I have purchased the last pest; same value as the rotter I dropped with none of the negatives. My +1A, tackle pest rolled an 11 and I don't know why but I have picked up the +1 A. Having a 5A pest is going to open up a lot of plays. Either for much longer throwing if i need to (hmm didn't think of doing this vs the gobos...), being able to blitz into a cage for a 3+ or picking up a ball with lots of enemy around and dodging out through an enemy tackle zone. It isn't the smartest choice but I am looking forward to see how he plays out. Any thoughts? Right now I am thinking of getting stripball and westle to really form a ball loosener.

TV - (ermm 1600ish for next game I think)

Beast -
Warrior - MB, Claws
Warrior - MB
Warrior - Guard
Warrior - Guard (miss next game)
Pest - +2 A, Tackle
Pest - +1 A, Dodge
Pest - Surehands, Block
Pest -
Rotter - Dodge, Block
Rotter - Kick
Rotter -
Rotter -

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Carnis
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Re: Looking for good Nurgle resources/advice

Post by Carnis »

Creamster wrote:This is my first game against these little buggers, I didn't even think goblins could get such high team values! As you expected they had everything with 2 lv4 trolls and skills out the booza across the board. I generally wasn't that concerned as I was hoping my rotters would shine. Kick-off results in him getting another RR (7 now!) Started great with his loony stunning himself with his chainsaw first action :lol: With this I pushed up on both flanks marking a lot of his
My +1A, tackle pest rolled an 11 and I don't know why but I have picked up the +1 A. Having a 5A pest is going to open up a lot of plays. Either for much longer throwing if i need to (hmm didn't think of doing this vs the gobos...), being able to blitz into a cage for a 3+ or picking up a ball with lots of enemy around and dodging out through an enemy tackle zone. It isn't the smartest choice but I am looking forward to see how he plays out. Any thoughts? Right now I am thinking of getting stripball and westle to really form a ball loosener.
Here's a template for building a +AG+AG pestigor. I dont think you can do better without rolling doubles for dodge:

http://fumbbl.com/FUMBBL.php?page=playe ... id=7502520

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Porkus_Maximus
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Re: Looking for good Nurgle resources/advice

Post by Porkus_Maximus »

My team is really stating to shine in terms of development with 2 warriors at 31spp+ and a 4th at 51spp+. I'm giving the block/S-firm/Tentacles route a try and it has been rather fun as my last 5 opponents have been 2 necromantic teams and 3 dark elves. My 51spp warrior is one who developed block, guard, s-firm, so he's taken tentacles at 51spp, but if I could change things I'd have gone block/s-firm/tentacles/grab. In my last game I played against a DE team with 6(!) blodging side steppers and while I had 3 wrackle pestigors and 3 warriors with tentacles in addition to the beast I still found them awkward to manoeuvre around.

However the record of my last 12 games is roughly 2-8-2. Why is this? My opponents always seem to make some kind of incredible turn 8/16 play, which turns a win into a draw, or draw into a loss. Need to make a desperate 6+ pass, 6+ catch due to disturbing presence? No problem. Need to suddenly have all 3-4 players trapped by the beast escape, including a bunch of ST2 receivers? No problem. Need to 1d block or -2d block my warriors and beast? No problem. I suppose I should be proud of the fact that my opponents are forced into such risky situations in the first place and I try to console myself with the knowledge that statistically these kinds of plays will fail more often than not... but what the statistics say should happen and what actually happens in a game of Blood Bowl are two difference things. ;)

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Creamster
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Re: Looking for good Nurgle resources/advice

Post by Creamster »

Hmm sure-hands with 5A...

Porkus - I agree. I find that nurgle need to use turn management to stop these plays from happening and you need to get players as safes behind the line. You need to correctly assess the situation and look to force the blitz on any players that can score over getting the ball carrier. Also look at using your warriors/rotters as easy bait for his harder hitters. Hoping that they get a double skull and eat up a re-roll for that turn. If his dice are hot theres nothing you can do apart from making it really difficult and rolling dice.

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Carnis
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Re: Looking for good Nurgle resources/advice

Post by Carnis »

Creamster wrote:Hmm sure-hands with 5A...

Porkus - I agree. I find that nurgle need to use turn management to stop these plays from happening and you need to get players as safes behind the line. You need to correctly assess the situation and look to force the blitz on any players that can score over getting the ball carrier. Also look at using your warriors/rotters as easy bait for his harder hitters. Hoping that they get a double skull and eat up a re-roll for that turn. If his dice are hot theres nothing you can do apart from making it really difficult and rolling dice.
Yep.. with 5A you can dodge into 1 TZ at a 2+, if you can get dodge it comes with a RR.. Pickup from a zone at 2+, from 2zones at 3+. Certainly a surehands worthy player. Also.. A proper surehands/5A player will be a backfield thrower, punting the ball into the offense zone 12 squares back (move6, pass6 -> 2+).

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sunnyside
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Re: Looking for good Nurgle resources/advice

Post by sunnyside »

Smeborg wrote:number6 - I have a simple system for people who forget the Foul Appearance roll. I allow the block dice roll to stand if the F-App roll is subsequently passed (2-6). However, if the F-App roll is a 1 and the coach decides to re-roll it, I tell them they will have to re-roll the block dice. This is fair and speeds up play.
I find it really works better to catch people on stuff before they throw the dice. Being slack and asking for rolls after the fact is just begging for drama.

After all there is the precident from the rules where they say if an opponent forgets one of the "easy to forget" rolls like bone head you don't rewind the game. Somebody who just managed to get double pows on a defender choice block might trot that out when you ask for a foul appearance roll afterwards, or accuse you of deliberately not mentioning or not using FA because you expected to get a skull or both down and thereby cause a turnover, and are changing your mind now that they rolled hot.

Just don't go there. Pay attention to what's going on and get it done right the first time as often as you possibly can.

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Re: Looking for good Nurgle resources/advice

Post by Coach »

So what do you do when someone picks up the block dice and says block and rolls then before you get a chance to say anything.

I agree with Smeborg, as long as you get it quickly there is nothing wrong with getting them to roll afterwards and letting the block roll stand if they pass. Of course if they rolled double skulls or something then I'd be happy to let that stand...

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Re: Looking for good Nurgle resources/advice

Post by number6 »

sunnyside wrote:
Smeborg wrote:number6 - I have a simple system for people who forget the Foul Appearance roll. I allow the block dice roll to stand if the F-App roll is subsequently passed (2-6). However, if the F-App roll is a 1 and the coach decides to re-roll it, I tell them they will have to re-roll the block dice. This is fair and speeds up play.
I find it really works better to catch people on stuff before they throw the dice. Being slack and asking for rolls after the fact is just begging for drama.

After all there is the precident from the rules where they say if an opponent forgets one of the "easy to forget" rolls like bone head you don't rewind the game.
Somebody who just managed to get double pows on a defender choice block might trot that out when you ask for a foul appearance roll afterwards, or accuse you of deliberately not mentioning or not using FA because you expected to get a skull or both down and thereby cause a turnover, and are changing your mind now that they rolled hot.

Just don't go there. Pay attention to what's going on and get it done right the first time as often as you possibly can.
I am not "slacking" when someone throws down dice. With timed turns things can go down faster than you expect.
E.G. "I Throw a Block against yadayada #3" dice roll immediately... because their turn is timed.
Response "Um did you roll my foul appearance in your rush?"
"um no".
"please do so"

Let's be blunt. There should be a clock involved and this can create an imperative move / rolling situation which gets kinda gray imo.
I don't need a clock, I'm an uber fast player, by instinct. If I f*ck up and roll the incorrect sequence of dice and my opponent corrects me before the "second roll" (if there is one), then I just reroll the dice in sequence. I don't try to "keep or lose" a roll.
I provide my opponent with my team sheet. They should read it and understand. I go easy on new players, and can be harsh on experienced ones who play harsh back. One of the social elements that online play probably lacks.

The gray zone for me is, after rolling their Block dice, can I "ignore" my FA if I like the result?

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duttydave
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Re: Looking for good Nurgle resources/advice

Post by duttydave »

I've been enjoying this thread for a while and found it more than useful. Our Club is starting a perpetual League with three small divisions of four teams each with relegation and promotion between seasons. The schedule is fairly slow with each round allowing three to four weeks to fit in the games. I’m taking the plunge and playing a Nurgle Team for the first time.

Starting teams are 1 Mil. We have a house rule that one random player starts on 6 SPPs as a result of pre-season training. Furthermore, the first game of the Season pays double winnings and the last double points.

My team is the Beast, four Warriors, one Pestigor, five Rotters and 2 Re-Rolls. The pre-season training skill was allocated to a Rotter. I took Block.

The draw sees my team Rotting Rovers start in Division 1 along with some Chaos Dwarves, a Necromantic and an Underworld Team. The CDs are my first opponents. They have 6 CD Blockers (one with Guard), the Minotaur, four Hobgoblins and 3 Re-Rolls. They have an Apo as well.

On defence, my plan is to put three unskilled Rotters on the Line, the four Warriors and the Beast a couple of squares back and play a waiting game. The Beast will be used to try and tie up any ball carrying Hobs. On offence I want to slow grind up the field with the Pestigor carrying the ball.

With no ball carrying skills and only one player with block I anticipate a very tough match. I am looking forward to the challenge. I’ll post updates as the league progresses.

Any tips gratefully received.

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Re: Looking for good Nurgle resources/advice

Post by number6 »

duttydave wrote: Any tips gratefully received.
I'm not uber experienced, just uber opinionated :P ;) :D

Beyond all the brilliant information presented on starting teams you've now got a CD opponent. CD being the team I've played a lot of.
Imo, if he isn't using Bull Centaurs you will be fine.
Hobgoblins do not have any skills either, so your Pestigor should be able to Blitz any Hobgob that wants to pretend they are an elf. The Block Rotter could also be kept as a bit of a safety in this instance. Your call.
C-Dwarves might try to cage, but you out-strength him which factors against his Block. Someone can quote the odds, but it's a bit of a wash imo.
Read on the stymie technique.
With no skill / 3AG Hobgobs and your Disturbing Presence he won't be passing unless he's hoping for lucky-good-times.
The Minotaur is unreliable. Just tag it with a Rotter and watch as he often times messes up a 2dice block vs. your fodder. You can always journeyman Rotters as you save coin for more rerolls and Pestigors.

My simple 2 cents.

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Re: Looking for good Nurgle resources/advice

Post by Creamster »

number6 wrote: The Minotaur is unreliable. Just tag it with a Rotter and watch as he often times messes up a 2dice block vs. your fodder. You can always journeyman Rotters as you save coin for more rerolls and Pestigors.
This is something I would not do - With the mino you need to move players one square away from him. Force the blitz or he has to move on a 4+. Try to move players away on your last action to avoid any early turnovers. Dwarfs I hate facing but if he cages up you have to slow him down (not in base contact) and the hobs have to break free on their own. Luckily S4 Warriors can go hand in hand with them so focus on blitzing his hobs or moving your beast into contact with 2 of them and leaving him alone.

Played another game this morning vs ogres finished 0-0. I couldn't get up the field and after KOing 2 of his ogres the first half they rolled back up for the second :( Just a massive grind game really. Not worth writing about. My claws, MB guy got block after the game (now on 3 players with block :o ) and a fresh rotter got a +1 AV. It seems a bit pointless but I need these guys to stay on the field and I normally skip the +1MV or AV so thought I would see what its like.

The 5 AG, westle pest was amazing! Dodging into 2 cages and sacking the carrier two different times (poor snots). Also blitzing, KOing a snot, dodging next into the loose ball and escaping outa there with the ball. This was all in one half (2 KO's and 1 CAS)! Next skill looks like strip ball (maybe block as a bothdown did KO him ;) )

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Re: Looking for good Nurgle resources/advice

Post by Insane_Prophet »

Creamster wrote:
number6 wrote: The Minotaur is unreliable. Just tag it with a Rotter and watch as he often times messes up a 2dice block vs. your fodder. You can always journeyman Rotters as you save coin for more rerolls and Pestigors.
This is something I would not do - With the mino you need to move players one square away from him. Force the blitz or he has to move on a 4+.
I'll second this *unless* leaving the Minotaur unmarked gives him a productive Blitz. Minotaurs are easily deactivated by knocking them over (which runs the risk of focusing on them too much) or by drawing them away from the play. But if you have a choice between marking him with a rotter of giving him a useful blitz that'll help bring the Big Guy back into the play the choice should be obvious.

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Re: Looking for good Nurgle resources/advice

Post by Smeborg »

Creamster - my longest surviving Rotter had AV9. I think it is worthwhile on them.

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