Looking for good Nurgle resources/advice

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mattgslater
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Re: Looking for good Nurgle resources/advice

Post by mattgslater »

In that case, KOR.

I still think you'll be happier with Block.

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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 Wanchor »

Kick-off Return is key. Getting the offense in gear and getting into a decent position for a cage outweighs the possible gains from Two Heads.

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Re: Looking for good Nurgle resources/advice

Post by Lunchab1es »

Lunchab1es wrote:
Carnis wrote:Also, the team's current star is the 3-MVP hogging Rotter 'Mostly Harmless' who is due to get FA if he doesnt double in his next game.
I have a 35spp rotter just like this. He LOVES him some MVP awards! He also went block, claw, FA. Combo works pretty well, as he spends most of his time getting punched in the face.
Nuffle heard me brag, and my star Rotter finally died :( . He managed 1 more Cas before he died, thus taking 37spp with him the his nurgley grave. RIP Carl Malone, you will be missed.

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Re: Looking for good Nurgle resources/advice

Post by DiddleySquat »

Is - given a double roll - taking Side Step on Warrior worth it, compared to just taking Stand Firm?

In my particular case, my team has a 4-1-3 record:
Beast (Stand Firm)
1x WoN (8 SPP: Block)
2x WoN (4 and 2 SPP)
1x WoN (10 SPP: Double roll pending)
Pest (Wrestle)
Pest (Sure Hands)
2x Pest
Rotter (Dirty Player)
Rotter (Block)
Rotter (Block, normal roll pending)
2xRR (110K in treasure for the 3rd RR)

I can imagine Side Step is a bit stronger near the side lines, particulary with Grab as a 3rd skill. But is it a) worth 10K TV more, b) worth postponing Block?

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Re: Looking for good Nurgle resources/advice

Post by Ullis »

DiddleySquat wrote:Is - given a double roll - taking Side Step on Warrior worth it, compared to just taking Stand Firm?

I can imagine Side Step is a bit stronger near the side lines, particulary with Grab as a 3rd skill. But is it a) worth 10K TV more, b) worth postponing Block?
Block first, especially as you don't have too much of it.

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Re: Looking for good Nurgle resources/advice

Post by Lunchab1es »

Ullis wrote: Block first, especially as you don't have too much of it.
+1, Especially as they skill up ever so slowly. What's your plan for the Rotter who is leveling up?

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Re: Looking for good Nurgle resources/advice

Post by mattgslater »

Yeah, Block first.

I'm one of the biggest proponents of Side Step, but I don't think it's a great #1 skill for a slow-skilling player with Foul Appearance. Blocking a Block/SF NW is an act of desperation, so you don't really need SS for him. Side Step is much better than Stand Firm on the wings, but Warriors are really too slow to play that role anyway.

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What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
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 DiddleySquat »

Ok if even Matt takes Block over Side Step, it'll be Block. ;)

The Rotter will get Fend. Ultimately I want 2 Dirty Player Rotters on a 13 or 14 player team. The others get Block and Fend.

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Re: Looking for good Nurgle resources/advice

Post by Smeborg »

DiddleySquat wrote:Ultimately I want 2 Dirty Player Rotters on a 13 or 14 player team.
Diddley - if you plan for 2 D-Player Rotters and a fouling strategy, I suggest you may need a deeper roster (say 15 or even 16 players) so that you can cope with the foulers being sent off. With no starting Block, at least 6 AV8 players on the pitch, some of whom do not have Regen (the Rotters), it is difficult to ensure that you will have 11 players for that last important drive. I have found that Nurgle lose some of their advantages when they have to start a drive with less than 11 players, even when they have just 10. A similar dynamic can be seen with other slow and clumsy teams.

For my part, I prefer to stick to a 14 player roster, but without D-Player. Don't let that stop you, but be aware of the numbers risks.

All the best.

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Re: Looking for good Nurgle resources/advice

Post by Smeborg »

DiddleySquat wrote:Ultimately I want 2 Dirty Player Rotters on a 13 or 14 player team. The others get Block and Fend.
Diddley - another most important consideration with Rotters is their high death and retirement rate. If you add the MNG effect, it means that each time a Rotter is CAS'd, he has a 25% chance of playing in the next match. For me, this dynamic argues against specialist builds for the Rotters (because the chances are that they will not be around to perform their specialist task). So I might argue that you need to decide between a generic fouler build and a generic blocker build, and just go with that one type.

All the best.

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Re: Looking for good Nurgle resources/advice

Post by Carnis »

Diddley - if you plan for 2 D-Player Rotters and a fouling strategy, I suggest you may need a deeper roster (say 15 or even 16 players) so that you can cope with the foulers being sent off. With no starting Block, at least 6 AV8 players on the pitch, some of whom do not have Regen (the Rotters), it is difficult to ensure that you will have 11 players for that last important drive.
My ultrakilly nurgle features 2 dirty players who both try their best to get sent off each game. I still only field 13 players. I field both on the offence drive, to get the highest chance of having a rotter in position to foul, then when the first one is sent off I dont foul anymore until start of 2nd half, where the other rotter fouls stragglers, such as receivers who did not die on the knockdown and are in scoring range.

The team's managed an ok 24-14-8 record, with the main antagonist being necromantic teams, which have managed to beat me in 4 games out of 7 that I have faced them. I feel I could have won a lot more games with a credible 2-turn plan, but without an +AG increases in the team (fired my +AG rotter, high TV cost, no movement or horns to capitalize on the +AG, decay). Most of the other losses have been a combination of great opponent & some bad dice on critical moments. The team also suffered a lot from an early lack of tackle/guard, which has since been fixed.

I went as killy as I could, and it certainly shows on how the roster looks out & plays out, the team frequents 4+ CAS per game. Opponents are random, I cant choose at all.

http://fumbbl.com/FUMBBL.php?page=team& ... _id=641013

I no longer skill rotters for any roles, all dirty player & sack if they skill to lvl3 if there's no fluffreason to keep them (such as being the highest fouling player of all time, or making a run for it). This player taught me not to get attached: http://fumbbl.com/FUMBBL.php?page=playe ... id=7788283 ;)

I've developed a generic 'plan' to follow as well ;). Not really that sophisticated though, just kill! ;)

Beast: Block,Guard,BT/SF - ignore even +ST, not worth the turnover risk or the 50k TV. +MA could be worth it, but only after block!

BT probably before SF because there's often situations where your beast ends up entertaining just 1-2 guys cause the others made their tentacles checks after being stuck 2-3 turns, and you sent your assist guy out ages ago. Just only do it at the end of turn.

NW: Build towards Block,Guard,Mb,Claw - PO, Tackle, Tentacles or Sidestep at skill #5. Fend as skill #6 (if you make it there, you dont want to get piled on randomkilled ;-)). I like to start these players with either MB Claw or MB Block as the 1st 2 skills to speed progression. Obviously if you take piling on, then you skip guard for tackle to get more hits on the blockdice, you wont be using guard on the ground anyways.

Pest: Build towards Block,Tackle,MB,Claw

Tackle really is the most important skill when playing against low # of players on the pitch teams (eg, after you've got the killing part working) ;P. You will get into range cause there are not that many opponents in your way. Will you get the pow though, not likely ;P.

1 guy needs surehands, but he can anyway be just another killer if you dont find +AG somewhere.
1 guy goes all murdery crazy (MB,Claw,PO,JU,Block + either frenzy or tackle), the rest use the ball to spread SPPs around each other.

Rotter: Build towards dirty player/sneaky git - if no doubles dirty player/Block

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Re: Looking for good Nurgle resources/advice

Post by DiddleySquat »

I think one of the advantages of Nurgle is that with Rotters at 40K, you have a cheap warm body. In a long term league - once you have all the goods and a treasury - you can hire and fire Rotters with flexibility, taking into account the needs for the following game.

Secondly, I believe D-Player is actually the best player retention skill a Rotter could have. After all the only safe place for a Rotter is in the dug-out. Block/Fend guys are doomed to die sooner or later, since their whole purpose is to tie up opponent's dangerous players.

The team went 5-1-3 this season, beating the division champions 1-0 (High Elves, 5-3-1 record). That Warrior who just got Block was beaten a smashed collar bone though (-1ST), so the 3rd RR will have to wait. On the other hand the Beast and 2 other Warriors skilled up.
Disturbing Presence won the game against the 6 remaining HiE trying a 2 turn TD attempt.

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Re: Looking for good Nurgle resources/advice

Post by Smeborg »

Carnis - is there a pattern to why you have a poor record against Necromantic teams? Is it just good opposing coaches, or is there something going on (CAS, S-Firm, Frenzy, Claw, high MA)? How many different Necro teams are we talking about?

All the best.

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Re: Looking for good Nurgle resources/advice

Post by mattgslater »

Smeborg wrote:Carnis - is there a pattern to why you have a poor record against Necromantic teams? Is it just good opposing coaches, or is there something going on (CAS, S-Firm, Frenzy, Claw, high MA)? How many different Necro teams are we talking about?

All the best.
7 games isn't much of a sample....

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What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
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 »

DiddleySquat wrote:...Secondly, I believe D-Player is actually the best player retention skill a Rotter could have. After all the only safe place for a Rotter is in the dug-out. Block/Fend guys are doomed to die sooner or later, since their whole purpose is to tie up opponent's dangerous players...
Diddley - I think this points to a difference in playing style. When played in a "stymie" style, I find that all players have to play their part, which for the Rotters means they often have to mark opposing players. If you don't do this, then you are merely playing Nurgle in the style of "any" team. Nothing wrong with what you're doing, but it is not just a difference in development plan, but a difference in playing style too.

All the best and good luck with your team.

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