Looking for good Nurgle resources/advice

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tool
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Re: Looking for good Nurgle resources/advice

Post by tool »

I have just rolled doubles on one of my warriors.

I am considering selecting dodge with the intention of finishing out the warrior as such:

Dodge, Block, Break tackle, Standfirm

I was thinking perhaps I would appreciate a warrior who was more mobile on defense, as well as being more capable of advancing my cage on offense by simply dodging out and creating a corner somewhere else.

Thoughts?
Block or Break Tackle first?

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Re: Looking for good Nurgle resources/advice

Post by mattgslater »

I'd take Side Step over Dodge. Either way, nobody will hit him out of hand, but desperate people looking for a hole to open will have to go someplace else.

If you do give him Dodge, specialize him as a big guy marker, by giving him Block, Claw and MB, in that order. That's pretty much the only thing it's better than Block for.

Another option, worth considering: ignore it and take Block. You don't have a team with a ton of it.

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Re: Looking for good Nurgle resources/advice

Post by Smeborg »

tool wrote:I have just rolled doubles on one of my warriors.

I am considering selecting dodge with the intention of finishing out the warrior as such:

Dodge, Block, Break tackle, Standfirm

I was thinking perhaps I would appreciate a warrior who was more mobile on defense, as well as being more capable of advancing my cage on offense by simply dodging out and creating a corner somewhere else.

Thoughts?
Block or Break Tackle first?
I would take Block. Nurgle have a large deficit to make up since they start without Block. Once you have 5 or 6 players with Block or Wrestle, you ought to notice a step up in team performance. I ignore doubles for Nurgle Warriors, although I would consider Dodge on a Warrior who has Block+Stand Firm already. The path Block+Stand Firm is based simply on maximising the value of the starting F-App (chance of a no result block or worse goes from 19% to 26% to 54%) and D-Pres (same odds, the receiver is at -2 to catch unless the Warrior can be knocked down or pushed away). I would also consider Break Tackle as a late skill, but not as an early one. My playing experience suggests that patience is a virtue when it comes to developing the Warriors.

Hope that helps.

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Re: Looking for good Nurgle resources/advice

Post by tool »

roger that, thanks fellas

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Re: Looking for good Nurgle resources/advice

Post by pfooti »

Next doubles question. In my tabletop league, I'm playing a brand new nurgle roster. Went with the 4 warrior / 1 beast / 1 pest / 5 rotter / 2 RR start, lost a rotter in my first match, but made 80k in my first two matches to replace the rotter with a second pestigor. It's a very slow-developing team, for sure; I'm not rolling all that many casualties, and I've noticed that there are far fewer "dead turns" where I can afford to try and throw a low-percentage pass just for the SPPs. Regardless, it's a lot of fun and I've noticed the same sort of strategic trend: I do a lot better on the other guy's turn, just by being in the way. So I'm developing toward a stymie roster (planning on block / stand firm on the warriors, when I finally start getting skills on them).

My first (and so far, only) skill roll has been boxcars on my pestigor. I'm assuming that a 4 ST / horns pestigor is pretty handy for blitzing in a lot of situations and that I should go with the +ST. My theory is: if I get +AG on a pest, that's when I start looking toward dodge or whatever. Otherwise I will get sure hands and block on my "carrier" pest, and wrestle on another "blitz/strip" style pestigor.

Given TV concerns, should I be shooting for 4 pestigors on my roster? They're considerably more expensive than rotters, but for good reason. My basic purchasing strategy for this entire first season with my team (teams can roll over from season to season, so about half the league is usually veteran teams) will be to ignore my total roster size and just buy pestigors and rerolls until I have 4 of each, freebooting rotters as necessary to get to 11 players, eventually shooting for something like 13-14 roster players (all 9 specials plus 3-4 rotters). Hopefully I'll get a few free rotters along the way, but that seems to be a rare event for me. At least it's easier than the last time I played Nurgle, which was back when only Beast kills gave you a free player.

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Re: Looking for good Nurgle resources/advice

Post by Smeborg »

pfooti - a ST4 Pestigor makes an excellent ball carrier. He helps the team do without early Guard (the cage corners do not need Guard if the ball carrier is ST4). Any stat increase is good on the Pestigor Runner (+ST, +AG, +MA).

I would take 4 Pestigors (I accept that starting a game with 3 of them is fine). In most games you will not have all 4 on the pitch for long (Pestigors are targets, some will also miss games). That extra point of movement, Horns and Regen do help over the course of a game. I also find it is easier to protect 2 Rotters than 3 (and I regularly reach a peak of 2 skilled Rotters, but rarely have 3 of them).

I find 3 Re-rolls is enough. It is one of the ways I keep TV lean (more important for Nurgle than for most teams). I have found 4 Pestigors and 3 Re-rolls to be a good balance. I might even consider 2 Re-rolls in my next league outing with them. 14 players seems to be a good roster (you can consider more if your league is bashy).

Hope that helps.

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Re: Looking for good Nurgle resources/advice

Post by pfooti »

Excellent, thanks for the advice.

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Re: Looking for good Nurgle resources/advice

Post by number6 »

pfooti wrote: Otherwise I will get sure hands...
Do not count out Extra Arms (u got mutations after all).
I like the Extra Arms for picking up the ball and catching opportunities. Later in team development is when I'm finding I can exploit catching the best.
I'm into insurance and first took Extra Arms on one Pestigor and Sure Hands on another (for Strip Ball mostly).
Against similarily slow teams I sometimes engage in backfield CPs using the Extra Arms Pestigor as the receiver.

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Re: Looking for good Nurgle resources/advice

Post by Lunchab1es »

Hello again, Nurgle Coaches...

My squad finally broke its drawing/losing streak, pulling off a 2-1 victory over the Undead! Unfortunately, I took 5 serious injuries, only one of which regened, and caused no cas in return. However, I did get a level up, which I would like some advice on.

Here is the team:

Pest (36spp) - Sure Hands, Block, REGULAR SKILL
Pest (22spp) - Block, Claw (in retrospect, MB would have been preferable)
Pest (9spp) - Wrestle MNG (niggle)
Warrior (11) - Block
Warrior (10) - Block
Warrior (9) - Block -1ag
Warrior (7) - Block
Rotter (8) - Block -1strength
Rotter (35) - Block, Claw, FA (the magic rotter!)
Rotter (16spp) - Dodge, Block
Rotter (7spp) - Guard
Rotter (0spp)
Beast (5spp)

The team now sits at 5-5-9 (not a record I am too proud of, but I have less than 30 games of BB against living opponents, so I'm not ashamed either!)

The current plan is to cut the strength busted rotter and purchase my fourth pestigor. For me emerging star pestigor, I can't decide between extra arms and Kick off return. Both seem to have their merits, but I would love some input before I make the final decision. For reference, I am playing in the perpetual online cyanide league.

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Re: Looking for good Nurgle resources/advice

Post by Mr_lemon »

I could see Big hands as an option for the Pestigor to send him into the square where the ball ends up when you have sacked the opponent's ballcarrier with your blitz.

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Re: Looking for good Nurgle resources/advice

Post by Aliboon »

Hi, I got to page 27 then gave up reading. Is there anything about inducements? The only advice I could really see was about getting extra inducements and that Grashnik is broken? I started with a 3 NR, 3 reroll team, so aren't as in need for extra rerolls, but was wondering what inducements are worth having.

I'm playing some TV167 necros with my rookie team. I've gone for Max, 2 bribes and Brick Fa'rth and grotty and a BB Babe. I've never played with or against Brick and Grotty before, but went for them because of a) the extra player, b) the extra strength from Brick and c) I could afford a bb babe (unlike with Grashnik or Lord Borat)

I've gone for Max because I've just been on the receiving end from him and a ST4 saw is hard to take out (at least it was against woodies).

Are Brick and Grotty worth having? Is Borat better than Grashnik, the ST 7 blitzes from Grashnik looks nice, but no block and AV8? Borat has block, but is he really worth it? Lewdgrip looks cool, but I can't see him having much of an effect against a team with no catchers, maybe if I was up against some woodies with a strip ball 'dancer, but not against many other teams i don't think.

I don't reckon wizards are as good for Nurgle as for other teams, but what are your experiences?

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Re: Looking for good Nurgle resources/advice

Post by Dzerards »

I got to say I love Grashnak as an inducement. ST7 blitzes with frenzy and MB; brilliant for putting the hurt on side-step blodgers! That's 6 dice against ST3 to find a POW! The AV 8 was only ever a problem for me when he fail GFIs. A 167 point Necro team may have enough guard to get him down but it shouldn't be easy.

Sure Borak has block, but so will most of the opposition so it's not as useful for taking guys down.

Max could be a gamble. The only time I ever induced him he couldn't stop rolling ones! :puke: Plus your spending 330k on him and his bribes. If he gets taken out on the first turn or the other team scores in a couple of turns and you roll a one for the bribe.... I find he either goes spectacularly right or spectacularly wrong! :D

Don't forget Brick Far'th has bonehead too!

I would induce three extra merc rotters for the fouling game and/or to maintain 11 players on the pitch (give one Dirty Player), add Grashnak to target the ghouls and wolves and get an igor just to make sure you don't lose one of your main guys. A bit more conservative than you picks maybe, but Nurgle tends towards conservatism I find.

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Re: Looking for good Nurgle resources/advice

Post by Ullis »

I'd steer clear of Max. I'd probably go for Borak, Grashnak and a wizard (or something else with the 160k). Borak and Grashnak would add a lot of muscle that you'll be lacking otherwise. You could even probably outstrength the necro team with your warriors and the stars. I haven't found a wizard to be too good for Nurgle, but it's always something that an opponent has to take into account.

Grashnak really is awesome and if you're worried about the necros taking down a ST6 piece, then Max with his puny ST4 will be ripped to shreds in no time. Plus the necros have zombies and flesh golems they can throw at Max without worry.

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Re: Looking for good Nurgle resources/advice

Post by mattgslater »

Not sure I agree. You'll use Max on offense, where he can choose who to go after. The trick to beating Necro or Dwarfs or any such AG2 team is to get early damage on the few guys who can fill the ball-carrier roles, and Max is great for that. He's also good in that if you can use him to mark a Were and screen the assists away, the Were will have to dodge.

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What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
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Re: Looking for good Nurgle resources/advice

Post by Smeborg »

Lunchab1es wrote:For me emerging star pestigor, I can't decide between extra arms and Kick off return. Both seem to have their merits, but I would love some input before I make the final decision. For reference, I am playing in the perpetual online cyanide league.
Lunchab1es - Kick-off Return and Extra Arms are both good. I have tried both with success. I tend to favour Kick-off Return, but neither pick would be a mistake.

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