As the guy who called the Nurgle offense "supremely suckorama," I have to say that I'm not ready to concede that the team sucks. Offense is 25% of the battle if you're playing well. They certainly aren't overpowered....Jimmy Fantastic wrote:Well it's nice to see that after 8 pages you are all starting to agree on the fact that Nurgle teams suck !
Looking for good Nurgle resources/advice
- mattgslater
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Re: Looking for good Nurgle resources/advice
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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.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
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Re: Looking for good Nurgle resources/advice
Did you play against a lot of elves with high ma/ag catchers? I honestly don't see how you can score 1.5 defensive touchdowns per game against a competent elf coach without rolling high CAS early.Big-Bad-Bear wrote:Honestly, I think that Nurgle is probably one of the best teams in the game. They are definitely not for beginners as the team requires patience and a lot of foresight. If you aren't willing to plan your turns two or three a head and set up the appropriate traps they'll probably be the most miserable team you'll ever play.
Don't expect yourself to have a lot of explosive firepower, and don't try to go too bashy. You're best bet is to use a denial strategy and a swarming defense.
I firmly believe they are a highly competitive team in light of my experiment (My end of season record was 10-0-0, 20 td's for/4 against). The majority of my touchdowns (3/4's) came on defense and I was middle of the pack with casualties at 11.
DPres can be avoided by just running far enough, and a weakness can always be found, eventually.
Amazingly low CAS as well. 4 times less than what I managed. My record is something like 13/3/3 but the first 4-5 games were against tier2-3 teams so it's really more like 8/3/3.
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Re: Looking for good Nurgle resources/advice
So, any Nurgle playbooks one could read, somewhere?
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- mattgslater
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Re: Looking for good Nurgle resources/advice
Craig wrote a playbook. Plasmoid has it up on his website. I don't feel like fishing for the link, but you could ask him, or maybe he'll come along and post it.rvlvr wrote:So, any Nurgle playbooks one could read, somewhere?
Actually, if I remember right, Craig might have linked to it himself on page 7 or 8 of this thread.
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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.
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
It is linked on page one.mattgslater wrote:Actually, if I remember right, Craig might have linked to it himself on page 7 or 8 of this thread.
Craigtw wrote:Found one (Thanks Digger!)
http://graveyard-gothika.webs.com/coach ... #455282408
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Re: Looking for good Nurgle resources/advice
Well now that I went through the effort of finding the one Matt mentioned.... 
http://plasmoids.dk/bbowl/LRB6Playbooks.htm

http://plasmoids.dk/bbowl/LRB6Playbooks.htm
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Re: Looking for good Nurgle resources/advice
For the record I'm following this lineup: -
- Block, Stand Firm on 2 of the Warriors (Tentacles if they get a Str up, Tackle, Prehensile Tail if they don't). Block, MB, Claw, Piling On on the other 2?
- Wrestle, Fend, Tackle, Two Heads on 2 Pestigors. Sure Hands, Block, Big Hand, Two Heads on 1 Pestigor. Block, Claw, MB, Piling On on the last. On doubles, Sidestep, Jump Up.
- Block, Fend, Foul Appearance on the Rotters. Guard on doubles.
I'm really digging the idea of the "Reefs and Sharks" and its exactly that thats meant that I haven't conceded a goal since that 3-0 loss, thats 2 season games about 3 pre-season.
I'm still torn for the Beast on whether to take Break Tackle or Stand Firm first. I'm more inclined with Stand Firm. I'd be interested Smeborg in your thoughts since you mentioned earlier in the thread that you'd tried both, originally starting with Stand then going Break, then switching to break then stand, and now moving back to stand then break, as to which you feel is the better setup and why.
Also, if anyone cares, I can take a shot of my team for people to see.
Can I also just say, get Sure Hands and Block on that first Pestigor ASAP. I'm currently getting 1-0s simply because my Pest can't reliably pickup the damn ball.
- Block, Stand Firm on 2 of the Warriors (Tentacles if they get a Str up, Tackle, Prehensile Tail if they don't). Block, MB, Claw, Piling On on the other 2?
- Wrestle, Fend, Tackle, Two Heads on 2 Pestigors. Sure Hands, Block, Big Hand, Two Heads on 1 Pestigor. Block, Claw, MB, Piling On on the last. On doubles, Sidestep, Jump Up.
- Block, Fend, Foul Appearance on the Rotters. Guard on doubles.
I'm really digging the idea of the "Reefs and Sharks" and its exactly that thats meant that I haven't conceded a goal since that 3-0 loss, thats 2 season games about 3 pre-season.
I'm still torn for the Beast on whether to take Break Tackle or Stand Firm first. I'm more inclined with Stand Firm. I'd be interested Smeborg in your thoughts since you mentioned earlier in the thread that you'd tried both, originally starting with Stand then going Break, then switching to break then stand, and now moving back to stand then break, as to which you feel is the better setup and why.
Also, if anyone cares, I can take a shot of my team for people to see.
Can I also just say, get Sure Hands and Block on that first Pestigor ASAP. I'm currently getting 1-0s simply because my Pest can't reliably pickup the damn ball.
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Re: Looking for good Nurgle resources/advice
ShriekBob - this season I plan to go S-Firm/Guard/B-Tackle with the Beast, with Block as the first double. I suggest the Beast needs Guard if you are not giving it to the Warriors.
I suggest the first normal skill on the first Pestigor should be S-Hands. Time and time again you will blow a re-roll early in the turn (on a block, typically), and you still need to pick up the ball reliably. Re-rolls are too precious to Nurgle to be routinely used on ball handling, especially on your offense. So definitely S-Hands first.
The more I play Nurgle, the more I am inclined to go S-Hands, KoR on the Runner Pestigor. The Nurgle cage is so slow that forming it 3 squares nearer your opponent's end zone is a massive boost. It also helps greatly when you are chasing the game, for example you are 1-0 down at half-time and receiving, so need to score quickly. Naturally, when you have to attempt a score in 2 or 3 turns (also common), KoR is good. In the same vein, my doubles strategy for the Runner Pestigor is S-Feet, Sprint (for sheer speed of reliable ball movement). The best Runner I had (last season) was a Pestigor with S-Hands, X-Arms, +1MA, S-Feet, who was feared inour league. I am now inclined to give KoR before X-Arms (it worked with his successor). Note that I do without Block, which may not be to everyone's taste, but works for me. Block will help against a rookie Wardancer, but will not help against cage-breakers with Wrestle.
The main risk with your outlined strategy, as I suggested in a former post, is that your Warrior and Pestigor builds are somewhat specialised (2-2 and 2-1-1). This means that you may struggle when specialists with 2-3 skills are killed or retired (as will surely happen, Regen being a coin-toss). Last season I built 2 Warriors with M-Blow, Claw, Block (normally I would start with Block, but we had 4 Orc teams). The first Warrior to get to 3 skills died soon thereafter (a one-die block from a rookie Zombie), leaving a big hole. The only remedy I have come up with to this problem is to reduce the number of specialist builds, reducing it to just one - the Pestigor Runner, which, I think, cannot be avoided (his replacement can at least be built up again quickly through TDs).
A lesser risk is that you will not get enough Guard. However, I feel that if you can nurse your Rotters to 2 with Block/Guard and also get as far as Guard on the Beast, that ought to work a treat. It is easier in my experience to get a Rotter to Block/Guard than to do the same with a Warrior!
I look forward with interest to hearing how you get on. All the best and go Nurgle!
I suggest the first normal skill on the first Pestigor should be S-Hands. Time and time again you will blow a re-roll early in the turn (on a block, typically), and you still need to pick up the ball reliably. Re-rolls are too precious to Nurgle to be routinely used on ball handling, especially on your offense. So definitely S-Hands first.
The more I play Nurgle, the more I am inclined to go S-Hands, KoR on the Runner Pestigor. The Nurgle cage is so slow that forming it 3 squares nearer your opponent's end zone is a massive boost. It also helps greatly when you are chasing the game, for example you are 1-0 down at half-time and receiving, so need to score quickly. Naturally, when you have to attempt a score in 2 or 3 turns (also common), KoR is good. In the same vein, my doubles strategy for the Runner Pestigor is S-Feet, Sprint (for sheer speed of reliable ball movement). The best Runner I had (last season) was a Pestigor with S-Hands, X-Arms, +1MA, S-Feet, who was feared inour league. I am now inclined to give KoR before X-Arms (it worked with his successor). Note that I do without Block, which may not be to everyone's taste, but works for me. Block will help against a rookie Wardancer, but will not help against cage-breakers with Wrestle.
The main risk with your outlined strategy, as I suggested in a former post, is that your Warrior and Pestigor builds are somewhat specialised (2-2 and 2-1-1). This means that you may struggle when specialists with 2-3 skills are killed or retired (as will surely happen, Regen being a coin-toss). Last season I built 2 Warriors with M-Blow, Claw, Block (normally I would start with Block, but we had 4 Orc teams). The first Warrior to get to 3 skills died soon thereafter (a one-die block from a rookie Zombie), leaving a big hole. The only remedy I have come up with to this problem is to reduce the number of specialist builds, reducing it to just one - the Pestigor Runner, which, I think, cannot be avoided (his replacement can at least be built up again quickly through TDs).
A lesser risk is that you will not get enough Guard. However, I feel that if you can nurse your Rotters to 2 with Block/Guard and also get as far as Guard on the Beast, that ought to work a treat. It is easier in my experience to get a Rotter to Block/Guard than to do the same with a Warrior!
I look forward with interest to hearing how you get on. All the best and go Nurgle!
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Smeborg the Fleshless
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Re: Looking for good Nurgle resources/advice
You might be right on the Guard front....I am worried about not getting enough of it. So I will probably go Block/Stand Firm/Guard on the Warriors and keep all four the same. Also, I'd agree that the beast needs Guard, if I take Stand Firm first then yeah Guard second, otherwise its Guard third.
For some reason I'd never considered Kick Off Return, odd because its a fabourite of mine for elf throwers. So yes I am very much inclined to go Sure Hands/Kick Off Return/Extra Arms/Two Heads. While I do have that W extra specialised Pest, its simply that I fancy having a slayer, a "I've got nothing that needs blitzing so let's try and kill something" guy. That could simply be a little sub conscious desire to bash, cos I never have before, showing through, and I think it'll be useful from time to time to make sure the odd "home grown star" is taking a dirt nap. I also like sure feet/sprint for the ball carriers doubles. Consider that stolen.
As for the Pestigor, they really are "quiet fish". As such its as much guard as I can get. With skills to try and keep them alive coming 2nd.
For some reason I'd never considered Kick Off Return, odd because its a fabourite of mine for elf throwers. So yes I am very much inclined to go Sure Hands/Kick Off Return/Extra Arms/Two Heads. While I do have that W extra specialised Pest, its simply that I fancy having a slayer, a "I've got nothing that needs blitzing so let's try and kill something" guy. That could simply be a little sub conscious desire to bash, cos I never have before, showing through, and I think it'll be useful from time to time to make sure the odd "home grown star" is taking a dirt nap. I also like sure feet/sprint for the ball carriers doubles. Consider that stolen.
As for the Pestigor, they really are "quiet fish". As such its as much guard as I can get. With skills to try and keep them alive coming 2nd.
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Re: Looking for good Nurgle resources/advice
Oh! My next match is against Chaos Pact. Any suggestions? Cos those big guys are looking a bit worrying. I'm pretty much expecting that I try to give them worthless targets and halt the rest of the team.
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Re: Looking for good Nurgle resources/advice
Has anyone tried using Rotters for Ball-handling? All this skills suggested for the Runner are General/Mutation so you only lose out on the extra movement.
I am planning to give all my Pestigore's Block/Guard rather than using one of them as a specialist ball-handler. I am thinking of Mighty Blow as second skill on the Warriors to accelerate development to a third skill.
I am planning to give all my Pestigore's Block/Guard rather than using one of them as a specialist ball-handler. I am thinking of Mighty Blow as second skill on the Warriors to accelerate development to a third skill.
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Re: Looking for good Nurgle resources/advice
Lack of skills retention on the rotters is a problem. The lack of any defensive skills coupled with Str 3 AV 8 and Decay means they die to easily IMO. I've been actively trying to avoid Rotter loss be trying to make all blocks against them 2die up hill, and still I've had one MA broken (not that much of a loss) and one Dead. I think the main reason Pests are used as ball carriers is Horns let's them blitz out of a tight spot, and Regen means they're harder to permanently damage. This means they retain skills quite well. You want this considering your rate of SPP regen is low.
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- mattgslater
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Re: Looking for good Nurgle resources/advice
@ShriekBob: As far as Chaos Pact, I feel for you, man. Chaos Pact are, like, built to take this team apart. Have better blocking skills than the other guy? Get the Elf, go after the Goblin with 3d and pick on any Claw players with Rotters?
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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.
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
@ Smeborg, the reason I would advocate taking Block on your ball carrier has two main reasons:
-Sure it doesn't help against a Wrestle player but there are going to be a lot of other players around with block that you now have to worry about compared to when you take Block. Wrestle also has no armour roll so you would prefer to go down that way than if a block player comes in
-Makes them more useful on defence as well. A Sure hands kick off return guy has somewhat limited use in comparison.
@ Marlow, you seem to like typing loose when you mean lose ;]
@ ShriekBob, I'd go stand firm first, keeps him useful and involves no dice rolls, it can only be cancelled and you can't fail (cause turnover) using it, compared to break tackle which fails at least 1/6 times and you have Loner making reroll use dubious and half the time worthless as well
-Sure it doesn't help against a Wrestle player but there are going to be a lot of other players around with block that you now have to worry about compared to when you take Block. Wrestle also has no armour roll so you would prefer to go down that way than if a block player comes in
-Makes them more useful on defence as well. A Sure hands kick off return guy has somewhat limited use in comparison.
@ Marlow, you seem to like typing loose when you mean lose ;]
@ ShriekBob, I'd go stand firm first, keeps him useful and involves no dice rolls, it can only be cancelled and you can't fail (cause turnover) using it, compared to break tackle which fails at least 1/6 times and you have Loner making reroll use dubious and half the time worthless as well
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