Looking for good Nurgle resources/advice
-
- Legend
- Posts: 3544
- Joined: Wed Jun 12, 2002 2:02 am
- Location: Christchurch, New Zealand
Re: Looking for good Nurgle resources/advice
Craig - I have been successful in a similar tournament format (second place in a small tourney). I took Leader (on a Warrior) as the doubles skill. This allowed me to take just one Team Re-roll, freeing up 70,000 for more players. I would be reluctant to take just 11 players in a Nurgle tournament roster - I go for a minimum of 12, and 13 if I can (hard in this format, I know). I suggest S-Hands on a Pestigor (the best option for saving the precious re-rolls).
I know Block+S-Firm looks very good on the Beast, but he is very easy to mark out of the game. He will work much better against bash than against AG, so is quite an "asymetric" pick.
All the best and good luck in the tourney.
I know Block+S-Firm looks very good on the Beast, but he is very easy to mark out of the game. He will work much better against bash than against AG, so is quite an "asymetric" pick.
All the best and good luck in the tourney.
Reason: ''
Smeborg the Fleshless
-
- Legend
- Posts: 3544
- Joined: Wed Jun 12, 2002 2:02 am
- Location: Christchurch, New Zealand
Re: Looking for good Nurgle resources/advice
If this mega-thread is not enough for all you Nurgle junkies, there is a whole podcast interview at the wonderful Three Die Block, at the following address:
http://pseudoradio.blogspot.com/search/ ... eeDieBlock
The interview is the first 50 minutes of the podcast, so you might like to settle down to it with a nice cup of tea.
http://pseudoradio.blogspot.com/search/ ... eeDieBlock
The interview is the first 50 minutes of the podcast, so you might like to settle down to it with a nice cup of tea.
Reason: ''
Smeborg the Fleshless
-
- Super Star
- Posts: 983
- Joined: Sun Oct 26, 2003 6:06 pm
- Location: Canada
- Contact:
Re: Looking for good Nurgle resources/advice
A little too successful for my comfort as your encroach on the #1 position!Smeborg wrote:Craig - I have been successful in a similar tournament format (second place in a small tourney).


Reason: ''
Add me as a friend on Facebook: Spazz Fist
Add me as a friend on Xbox Live: Spazzfist
Add me as a friend on Xbox Live: Spazzfist
-
- Experienced
- Posts: 97
- Joined: Sat Oct 04, 2008 10:58 am
- Location: Sweden
Re: Looking for good Nurgle resources/advice
Just had my first real setback teambuilding-wise for my Nurgle Team. I played against Khemri and got 2 players killed. 1 Pestigor with 26 spp (Dodge, MA+1) and a Rotter with 16 spp (Disturbing Presence, Dirty Player), and another Rotter got ST-1, so all in all my Teamvalue went down with 260 000gp. At least I won the game 3-1, and I know I've been lucky so far not to suffer injuries like these before in the previous 16 matches. But on the positive side; now I can develop my fourth pestigor inte a more specific roleplayer. The big annoyance and joke of the team is the Beast who is still at 4spp's after 17 games, just as he were after 3 games...
Reason: ''
- Grumbledook
- Boy Band Member
- Posts: 10713
- Joined: Sat Sep 21, 2002 6:53 pm
- Location: London Town
Re: Looking for good Nurgle resources/advice
craig I don't understand what that whole skills on ping pong balls means when you are buying skills with the starting money
are they extra ones, how many of each skill, you didn't really explain it at all
are they extra ones, how many of each skill, you didn't really explain it at all
Reason: ''
-
- Legend
- Posts: 3544
- Joined: Wed Jun 12, 2002 2:02 am
- Location: Christchurch, New Zealand
Re: Looking for good Nurgle resources/advice
The same could be said of any Big Guy. Patience and 3-dice blocks are the answer. Look on the bright side - he is only a CAS away from his first skill! Or an Intercept...Mr_lemon wrote:The big annoyance and joke of the team is the Beast who is still at 4spp's after 17 games, just as he were after 3 games...
Reason: ''
Smeborg the Fleshless
-
- Ex-Mega Star, now just a Super Star
- Posts: 1630
- Joined: Wed Dec 05, 2007 11:31 am
- Location: Finland
Re: Looking for good Nurgle resources/advice
Actually, since we're talking tourneys now, I'm thinking of whether Nurgle would work in the following format:
1. 4 games regeneration tournament
2. 2 first games - buy a roster at 1100 + 150 for skills (one skill per player and only normal skills for big guys)
- ST (50k), AG (40k), MA (30k) and AV (30k) can be bought, but only one ST or AG
- only half as many doubles skills as normal ones
3. 2 last games - buy a new roster (same race) at 1300k + 300 for skills
- a lineman type player (rotter) can get a second normal skill by paying extra 30k
- all inducements can be bought
- both ST and AG can be bought
Now, I guess wood elves are superior for this tournament, as a +ST wardancer and a +AG catcher will win the game all by themselves. But I'm trying to resist the temptation and I don't have wood elf figures either. But I can build a pretty solid Nurgle roster with these options. I'm just wondering about the +AG and +ST allowed. I guess the obvious targets for getting these would be the pestigors. But do they really add all that much? I can already blitz at ST4 and Sure Hands probably makes a better ball carrier than +AG (with the inevitable wood elves flying around). I'm thinking:
- Stand firm on beast
- Block on warriors
- Sure Hands on a pestigor
- Wrestle on one pestigor
But what about the rotters? At the 300k skill selection, you get a minimum of 11 skill selections so almost everybody on the team gets a skill. I could get a Sure Hands rotter and give some other skills for pestigors. I could have a couple of Guard rotters or something. I could also afford a rotter with two normal skills, but what would those be? Block and Sure Hands. Sure Hands and KOR.
The last quirk about the tournament is that every game gives bonus points for the following:
game 1 and 2: 3 cas or 3 TD
game 3: at least 2 successful (knock down or push back) -2d blocks
game 4: any of the above
Those bonus things don't exactly favor Nurgle, but they might affect skill choices.
1. 4 games regeneration tournament
2. 2 first games - buy a roster at 1100 + 150 for skills (one skill per player and only normal skills for big guys)
- ST (50k), AG (40k), MA (30k) and AV (30k) can be bought, but only one ST or AG
- only half as many doubles skills as normal ones
3. 2 last games - buy a new roster (same race) at 1300k + 300 for skills
- a lineman type player (rotter) can get a second normal skill by paying extra 30k
- all inducements can be bought
- both ST and AG can be bought
Now, I guess wood elves are superior for this tournament, as a +ST wardancer and a +AG catcher will win the game all by themselves. But I'm trying to resist the temptation and I don't have wood elf figures either. But I can build a pretty solid Nurgle roster with these options. I'm just wondering about the +AG and +ST allowed. I guess the obvious targets for getting these would be the pestigors. But do they really add all that much? I can already blitz at ST4 and Sure Hands probably makes a better ball carrier than +AG (with the inevitable wood elves flying around). I'm thinking:
- Stand firm on beast
- Block on warriors
- Sure Hands on a pestigor
- Wrestle on one pestigor
But what about the rotters? At the 300k skill selection, you get a minimum of 11 skill selections so almost everybody on the team gets a skill. I could get a Sure Hands rotter and give some other skills for pestigors. I could have a couple of Guard rotters or something. I could also afford a rotter with two normal skills, but what would those be? Block and Sure Hands. Sure Hands and KOR.
The last quirk about the tournament is that every game gives bonus points for the following:
game 1 and 2: 3 cas or 3 TD
game 3: at least 2 successful (knock down or push back) -2d blocks
game 4: any of the above
Those bonus things don't exactly favor Nurgle, but they might affect skill choices.
Reason: ''
-
- Super Star
- Posts: 983
- Joined: Sun Oct 26, 2003 6:06 pm
- Location: Canada
- Contact:
Re: Looking for good Nurgle resources/advice
@Grumbledook:
Sorry it made perfect sense in my own mind!
You create your team as normal, buying skills and players up to 115K. Then at registration you pick two balls with the skill names on them. In the bag there is one ball with each skill on it. After each pick, the ball is put back in the bag. Once during the tournament you may elect to put the ball back and re-draw. These skills can be applied to any player. After game two you pick one more skill ball and then after game four two more. So there is no really knowing what you are going to get.
For this reason I have been considering a team that is more flexible in case I get a skill that will be sub-optimal on Nurgle.
Sorry it made perfect sense in my own mind!

You create your team as normal, buying skills and players up to 115K. Then at registration you pick two balls with the skill names on them. In the bag there is one ball with each skill on it. After each pick, the ball is put back in the bag. Once during the tournament you may elect to put the ball back and re-draw. These skills can be applied to any player. After game two you pick one more skill ball and then after game four two more. So there is no really knowing what you are going to get.
For this reason I have been considering a team that is more flexible in case I get a skill that will be sub-optimal on Nurgle.
Reason: ''
Add me as a friend on Facebook: Spazz Fist
Add me as a friend on Xbox Live: Spazzfist
Add me as a friend on Xbox Live: Spazzfist
-
- Legend
- Posts: 3544
- Joined: Wed Jun 12, 2002 2:02 am
- Location: Christchurch, New Zealand
Re: Looking for good Nurgle resources/advice
Well, I try, but some of my best results have come in non-NAF tourneys, and when the NAF tourneys come, I seem to get a lot of wins against unregistered coaches (at least 5 so far). So I don't think you're in great danger of being toppled in the near future!Craigtw wrote:A little too successful for my comfort as your encroach on the #1 position!Smeborg wrote:Craig - I have been successful in a similar tournament format (second place in a small tourney).![]()
All the best.
Reason: ''
Smeborg the Fleshless
-
- Rookie
- Posts: 54
- Joined: Wed Jan 13, 2010 6:12 am
Re: Looking for good Nurgle resources/advice
Mr. Lemon I posted the same issue earlier, and the 3 dice block does work, you just have to pick your battles wisely.Smeborg wrote:The same could be said of any Big Guy. Patience and 3-dice blocks are the answer. Look on the bright side - he is only a CAS away from his first skill! Or an Intercept...Mr_lemon wrote:The big annoyance and joke of the team is the Beast who is still at 4spp's after 17 games, just as he were after 3 games...
I've mostly been using the Beast to Tentacle x2 players, with at least 1 being a key positional for my opponent and then just let him sit there using one player to remove 2 from the game.
However, if ever the opportunity arises to spare a Rotter or Pestigor (or 2) as assists to have the Beast hammer away at someone for 3 dice, I do so without hesitation. My BoN finally got Stand Firm and it has greatly improved his Tentacling duties, including tying down some Ogres with Break Tackle


Reason: ''
-
- Rookie
- Posts: 54
- Joined: Wed Jan 13, 2010 6:12 am
Re: Looking for good Nurgle resources/advice
In line with some previous posts, here is what I have after 10 games.
10 games is the leagues standard season, and my Nurgle are in 4th place in the league. Potentially coulda been 3rd, but I decided excessive alcohol and Blood Bowl were a good combo vs. a brilliant coach with an Undead team.... clearly I lost that match.
The top 2 teams.... Skaven
"Basturds of Babylon" 5 / 3 / 2
Beast: Stand Firm (6)
Warrior: (4)
Warrior: Block (12)
Warrior: Block (8)
Warrior: -
Pestigor: Block, Extra Arms, Tackle (37)
Pestigor: Block (11)
Pestigor: Block, Sure Hands (16)
Pestigor: Dodge, Block (20)
Rotter: Disturbing Presence (7)
Rotter: Disturbing Presence (15) Niggling, -1 AV
Rotter: Wrestle (12) -1 AG
Rotter: - Niggling
2 x RR
6 x FF
TV: 149
Treasury 170k
- A Nurgle Warrior suffered a -1 AG casualty, so I fired him as he had no SPP. Otherwise my Treasury would be at 280k and I'd definitely buy another reroll.
- I've been lucky with Regen rolls, very lucky. A Warrior was killed in my last game, but came back (Ogre team, much Mighty Blow happening).
- However I can't roll doubles. Only once so far. Plus Foul Appearance occurs maybe 5% of the time (or less).
- My random MVP has graced one Pestigor x3 times and another x1, and otherwise is basically there to skill up my Rotters
- I've had no injuries until my last 3 games. 3rd last I was drunk; the 2nd last was against Skaven so I was using my Rotters more aggressively; my last against the Ogres was more friendly fun than uber competitive so I fed the Ogres a steady diet of Rotters so they could enjoy some casualties while my Pestigors stole the ball and scored a lot. Otherwise I've been veeeeerrrry connservative in exposing the Rotters and Pestigors to lots of blocks.
- Extra Arms is awesome out of the gates for Pestigors. It allowed easy picking up of the ball in the early stages. Now that I've got another Pestigor with Sure Hands (preventing Strip Ball), the Pestigor with Extra Arms can move onto catching duties. Why catching.... Well I've found that if a Pestigor (and soon a Rotter) needs 1 SPP to skill up, I'll get them to pick up the ball and make a Pass Action to my Extra Arms Pestigor.
- The Pestigor with only 11 SPP will soon score a few TD's and then get Might Blow (unless I roll doubles)
- In retrospect, less Disturbing Presence on Rotters, and probably Kick and/or Guard. Wrestle has paid off nicely, so yay Wrestle on a Rotter or two.
- There is an advantage to having injured Rotters without much in the way of SPP... you don't care about them. So now I'm less concerned with putting them on the line and watching them get smashed.
10 games is the leagues standard season, and my Nurgle are in 4th place in the league. Potentially coulda been 3rd, but I decided excessive alcohol and Blood Bowl were a good combo vs. a brilliant coach with an Undead team.... clearly I lost that match.
The top 2 teams.... Skaven

"Basturds of Babylon" 5 / 3 / 2
Beast: Stand Firm (6)
Warrior: (4)
Warrior: Block (12)
Warrior: Block (8)
Warrior: -
Pestigor: Block, Extra Arms, Tackle (37)
Pestigor: Block (11)
Pestigor: Block, Sure Hands (16)
Pestigor: Dodge, Block (20)
Rotter: Disturbing Presence (7)
Rotter: Disturbing Presence (15) Niggling, -1 AV
Rotter: Wrestle (12) -1 AG
Rotter: - Niggling
2 x RR
6 x FF
TV: 149
Treasury 170k
- A Nurgle Warrior suffered a -1 AG casualty, so I fired him as he had no SPP. Otherwise my Treasury would be at 280k and I'd definitely buy another reroll.
- I've been lucky with Regen rolls, very lucky. A Warrior was killed in my last game, but came back (Ogre team, much Mighty Blow happening).
- However I can't roll doubles. Only once so far. Plus Foul Appearance occurs maybe 5% of the time (or less).
- My random MVP has graced one Pestigor x3 times and another x1, and otherwise is basically there to skill up my Rotters

- I've had no injuries until my last 3 games. 3rd last I was drunk; the 2nd last was against Skaven so I was using my Rotters more aggressively; my last against the Ogres was more friendly fun than uber competitive so I fed the Ogres a steady diet of Rotters so they could enjoy some casualties while my Pestigors stole the ball and scored a lot. Otherwise I've been veeeeerrrry connservative in exposing the Rotters and Pestigors to lots of blocks.
- Extra Arms is awesome out of the gates for Pestigors. It allowed easy picking up of the ball in the early stages. Now that I've got another Pestigor with Sure Hands (preventing Strip Ball), the Pestigor with Extra Arms can move onto catching duties. Why catching.... Well I've found that if a Pestigor (and soon a Rotter) needs 1 SPP to skill up, I'll get them to pick up the ball and make a Pass Action to my Extra Arms Pestigor.
- The Pestigor with only 11 SPP will soon score a few TD's and then get Might Blow (unless I roll doubles)
- In retrospect, less Disturbing Presence on Rotters, and probably Kick and/or Guard. Wrestle has paid off nicely, so yay Wrestle on a Rotter or two.
- There is an advantage to having injured Rotters without much in the way of SPP... you don't care about them. So now I'm less concerned with putting them on the line and watching them get smashed.
Reason: ''
-
- Experienced
- Posts: 62
- Joined: Tue Apr 13, 2010 5:27 pm
Re: Looking for good Nurgle resources/advice
Well I plowed through all 25 pages of that; do I get a medal or somthing?
I started reading this thread just after my team ( Scumthorp Town - a side project to Goblin team Da Shin Kikas of 'the team blog' section fame) had played their first match, a hard fought 1-1 draw again massively skilled up orcs World's Edge Reavers.
Since reading this thread my tactics have refined alittle; I no longer put Warriors on the line, but hold them behind it to flank or meander where their talents are required; two of my Pestigors have become hunter-killers, particularly the one with block and claws, who will be getting frenzy quite soon to assist his role of keeping the widezone threat free, the other two embracing a more specialised life as potential scoring types.
I have found that against most teams I've played (they've played six games now - one win and two more brutal draws) the 'funeral march' cage tends to get bogged down just outside my own half. To combat this an unexpected breakout passing play has been developed.
Yes it's abit crazy and the team is not really geared up for it but sometimes wild manovers lead to scoring and as my pocket draws in and holds alot of opposing players tight, atleast one Pestigor can scoot along the other flank broadly unmoleted. It does help this play that one of my rotters gained the pass skill in the wake of this play working a couple of times. When my next Pestigor skills up I intend to give him extra arms and have him running on offence as a 'catcher' and in defence as pass blocking type to intercept. Next skill will be pass block itself.
Down side is that when the pass play fails I'm almost certain to conceed in two turns max but that's what you get for playing a nonconservative game.
With regard to inducements:(it was raised aeons ago, in the low teen pages) our league continously rolls on so maiden teams get a shed load of free cash each game.
I have found that the halfling master chef is a great way to ruin an opposing team's day while impoving yours no end. When a bashy team doesn't have block, being able to reroll almost one block a turn is a huge boon, while on defence compelling a slow team to have to dodge to get into position, or even make those Go For Its to move from your D-Pres arc with precious few TRs is huge.
I've probably got 3 or 4 more games where I can get away with having a chef, but by then my team should be able to cope on it's own
team selection: I ordered a team from GW so had to cope with what was in the box plus what I could build from the random sprues and bitzbox scrapings.
my lineup is now 3 warriors
4 pestigors
5 rotters.
"wot? No beast?"
I've got 120k banked at the moments and have just finnished building Mr Hanky the Extremental (think the Golgothan from Dogma, with a Santa hat) so that should cease to be any sort of issue after the next game.
Anyway boys, thanks for your imput.
I started reading this thread just after my team ( Scumthorp Town - a side project to Goblin team Da Shin Kikas of 'the team blog' section fame) had played their first match, a hard fought 1-1 draw again massively skilled up orcs World's Edge Reavers.
Since reading this thread my tactics have refined alittle; I no longer put Warriors on the line, but hold them behind it to flank or meander where their talents are required; two of my Pestigors have become hunter-killers, particularly the one with block and claws, who will be getting frenzy quite soon to assist his role of keeping the widezone threat free, the other two embracing a more specialised life as potential scoring types.
I have found that against most teams I've played (they've played six games now - one win and two more brutal draws) the 'funeral march' cage tends to get bogged down just outside my own half. To combat this an unexpected breakout passing play has been developed.
Yes it's abit crazy and the team is not really geared up for it but sometimes wild manovers lead to scoring and as my pocket draws in and holds alot of opposing players tight, atleast one Pestigor can scoot along the other flank broadly unmoleted. It does help this play that one of my rotters gained the pass skill in the wake of this play working a couple of times. When my next Pestigor skills up I intend to give him extra arms and have him running on offence as a 'catcher' and in defence as pass blocking type to intercept. Next skill will be pass block itself.
Down side is that when the pass play fails I'm almost certain to conceed in two turns max but that's what you get for playing a nonconservative game.
With regard to inducements:(it was raised aeons ago, in the low teen pages) our league continously rolls on so maiden teams get a shed load of free cash each game.
I have found that the halfling master chef is a great way to ruin an opposing team's day while impoving yours no end. When a bashy team doesn't have block, being able to reroll almost one block a turn is a huge boon, while on defence compelling a slow team to have to dodge to get into position, or even make those Go For Its to move from your D-Pres arc with precious few TRs is huge.
I've probably got 3 or 4 more games where I can get away with having a chef, but by then my team should be able to cope on it's own
team selection: I ordered a team from GW so had to cope with what was in the box plus what I could build from the random sprues and bitzbox scrapings.
my lineup is now 3 warriors
4 pestigors
5 rotters.
"wot? No beast?"
I've got 120k banked at the moments and have just finnished building Mr Hanky the Extremental (think the Golgothan from Dogma, with a Santa hat) so that should cease to be any sort of issue after the next game.
Anyway boys, thanks for your imput.
Reason: ''
-
- Emerging Star
- Posts: 343
- Joined: Thu Jul 09, 2009 4:51 pm
Re: Looking for good Nurgle resources/advice
I've also switched from Goblins to Nurgle for the latest season. Only three games in so far, one Pestigor with Sure Hands, one with Mighty Blow, one warrior with Block and Stand Firm on the beast. One Rotter dead, one with -1 MV. Pretty much on par, I think, so far, except that I've scored a whopping three touchdowns already, to my surprise, and given up three. All games have been wins, but the first was an overtime victory.
Reason: ''
-
- Experienced
- Posts: 97
- Joined: Sat Oct 04, 2008 10:58 am
- Location: Sweden
Re: Looking for good Nurgle resources/advice
My Beast finally reached his first skill and before I was thinking Stand Firm, but I rolled 5+5 so what should I take now? Block (to make him more aggressive and harder to knock down), Pro (To make him a more reliable mover) or Dodge (to make him hard to knock down and really mobile when he reach another improvement and can get Break Tackle)? I don't think neither MA+1 or AV+1 is worth it...
Reason: ''
- mattgslater
- King of Comedy
- Posts: 7758
- Joined: Thu Dec 15, 2005 5:18 pm
- Location: Far to the west, across the great desert, in the fabled Land of Comedy
Re: Looking for good Nurgle resources/advice
Huh? How does that work? If you've played three games and won them all, you'd need to have at least three more TDs than the other guy, unless as many games as the difference (in this case all of them) went scoreless in OT and you won the "shootout" for each. Given that I've played thousands of games and watched thousands more, and I've only seen two scoreless OT periods....Wanchor wrote:... I've scored a whopping three touchdowns already, to my surprise, and given up three. All games have been wins....
Reason: ''
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.