Discuss Fantasy football-style board games - GW's Blood Bowl, Impact!'s Elfball, Privateer Press' Grind, Heresy's Deathball, etc. THIS IS NOT AN NFL FANTASY FOOTBALL SITE!
Smeborg wrote:(a) Chaos Warriors are easy to skill up because of their AG3 (compared to Nurgle Warriors at AG2). Chaos Warriors can be given TDs early in order to skill them up, Nurgle Warriors cannot (at least, that is, if you are playing to win). Nurgle Warriors develop slowly - that is part of their character.
Late killer teams can, easily, just pickup with a surehand pest, run the NW in position while clearing the pitch. When pitch clear try to hand off during turns 5-8. Easy enough .
By contrast, a Chaos team can turn an early massacre into an elf-style SPP-in. Once the opponent is down to 5-6 guys, they have to abandon the LOS and go into survival mode, and it's quite easy to run that AG3 D-LOS downfield for a 2-3-turn score and pick up 3 points in a half. This lets them rocket the early SPP, and given that all SPP are guaranteed to go to a player with SM access....
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.
Smeborg wrote:(a) Chaos Warriors are easy to skill up because of their AG3 (compared to Nurgle Warriors at AG2). Chaos Warriors can be given TDs early in order to skill them up, Nurgle Warriors cannot (at least, that is, if you are playing to win). Nurgle Warriors develop slowly - that is part of their character.
Late killer teams can, easily, just pickup with a surehand pest, run the NW in position while clearing the pitch. When pitch clear try to hand off during turns 5-8. Easy enough .
Carnis - your post yet again suggests that you and I play in rather different environments. My experience is that it is not common for Nurgle to win a match by more than 1 TD, and rare for them to win by more than 2 TDs. Hence the opportunity to hand-off safely to a Nurgle Warrior without putting the match result at risk does not arise often (for me).
Also, my post refers to the early skilling up of Warriors, not to "late killer teams". So we appear to be talking at cross purposes here.
Smeborg wrote:(a) Chaos Warriors are easy to skill up because of their AG3 (compared to Nurgle Warriors at AG2). Chaos Warriors can be given TDs early in order to skill them up, Nurgle Warriors cannot (at least, that is, if you are playing to win). Nurgle Warriors develop slowly - that is part of their character.
Late killer teams can, easily, just pickup with a surehand pest, run the NW in position while clearing the pitch. When pitch clear try to hand off during turns 5-8. Easy enough .
Carnis - your post yet again suggests that you and I play in rather different environments. My experience is that it is not common for Nurgle to win a match by more than 1 TD, and rare for them to win by more than 2 TDs. Hence the opportunity to hand-off safely to a Nurgle Warrior without putting the match result at risk does not arise often (for me).
Also, my post refers to the early skilling up of Warriors, not to "late killer teams". So we appear to be talking at cross purposes here.
All the best.
Yeps, perpetual versus short term are a different beast .
My team reached 201 games, the oldest nurgle team in fumbbl . The 200th game was very cool: http://fumbbl.com/FUMBBL.php?page=match ... id=3140169. Have been reset by teams like this about 5-7 times in between, but the last match was ok!:
Also Carnis, Smeborg has said the purpose of skilling his men up the way he does is to provide fun for him and his opponent and a challenge, not to be the most efficient team so I can understand a lot more of his way of thinking now.
Jimmy Fantastic wrote:Also Carnis, Smeborg has said the purpose of skilling his men up the way he does is to provide fun for him and his opponent and a challenge, not to be the most efficient team so I can understand a lot more of his way of thinking now.
No, Jimmy, I find it to be the highest performing (most effective) style of Nurgle team.
SunDevil wrote:
The Mino is wildly unpredictable, we all know that. But he a better bash player than the Beast. Horns/Frenzy mean more casualties than Tent/FA/DP.
I'm not sure how anyone can argue otherwise. I play my beast by trying to avoid rolling dice so he keeps his tackle zones. His effectiveness is by locking down x2 or 3 players, not in his killings... which I only attempt when opportunity arises.
When playing a Minotaur if he decides to be unruly at least he keeps his tackle zones. Unruly big guy behavior being normal in my experience
I'm getting the feeling the video game by Cyanide differs greatly from the table top game.
Am I the only one who feels this way?
Regarding the Chaos Warriors vs. Nurgle Warriors. I WISH I could get a NW down field to attempt a hand off. Yet that 4 MA and 2 AG and the low scoring of the Nurgle team means I'm hoping for a miracle to make that happen.
Would love to know how someone pulls off the hot dice rolling needed to clear the pitch to permit this.
My NWs are too busy taking it in the face defensively to move much of anywhere near the endzone.
As a testament to this NW taking-it-in-the-face in 26 games I've suffered x3 NW deaths and x1 -STR (retired). Conversely I've sufferer x5 Rotter death (retirements were based on Nurgle Rots from Kills). So my NW squad consists of only x1 with Block and MB, the rest hope and pray for SPP. Oh how I pray for Block!!!
SunDevil wrote:
The Mino is wildly unpredictable, we all know that. But he a better bash player than the Beast. Horns/Frenzy mean more casualties than Tent/FA/DP.
I'm getting the feeling the video game by Cyanide differs greatly from the table top game.
Am I the only one who feels this way?
We play in fumbbl, not cyanide's videogame!
All the replays with Nurgle warrior hand offs (or ag4 quickpasses) are perfectly viewable without registering to fumbbl, all you need is java installed and pressing the replay link! If you are really interested in differences against boardgame, here's a few from newest to oldest (tip, skip from turn start to turn start to go through faster, if you arent interested in individual moves):
I said the Beast is a better bash player than the Mino because no really good Chaos players take a Mino. So the Beast just has to be better than a Beastman to be better than a non existent Mino. Minos are so fragile and so much TV they are terrible players at higher TV. At low TV they are monsters for sure with 3d frenzy blitzes, but at high TV when you get your clawpomb killers they become a liability. The Beast on the other hands hangs around like a troll which is awesome.
Smeborg, if you had to play in an unlimited games format like fumbble would you still think that stymie nurgle is better than the slayer style?
A note about BlackBox is that you mostly face bashers when playing 2000k+TV games, mostly claw bashers. Although it seems blodge elves are increasing in numbers and if they win the currently running major tournament it will probably have an effect too.
Reason:''
there is Nuffle, always in my lawn
peering through my keyhole
wanting to touch my low hanging fruit
As a longtime tabletop coach who's got his feet wet in FUMBBL, there's a radical difference between TT league play of any sort and FUMBBL or [R] play. Radical, like the difference between different editions. Never mind the difference in mentality between TT and online play; my first 20 games or so on FUMBBL, I felt like I was playing underwater, like I was learning a new game that was a lot like BB, rather than playing the BB I knew, even though I understood the rules and (mostly) the strategies perfectly well.
FUMBBL teams play tons and tons of games. , in particular, is where people let all their nasty bashy tendencies hang out, because your oppo has no control over who to play. This isn't that different from a scheduled league, except that the ability to play tons and tons of games means it's easy to get the killer combos. In a scheduled league, CMB or POMB tends to creep up, but all the conditions for the full-suite Block/CPOMB combo are pretty darn rare (takes 51 SPP, or 31 and a double, or 31 on an Underworld Stormvermin). [R] doesn't have that "you play who you get" thing going, but still it's not rare to run into a team with 100 games and a very different development scheme from anything you see in a TT league that refreshes every 20 games or whatever.
Wizard is a big deal too. Not having them probably doesn't change much for , because 150k TV disparities in are the exception, but in scheduled league play it reduces the bash factor significantly, and favors control games over killers, especially in the playoffs. Wiz forces bashy teams to play looser cages, and yet maintain firm structures. PO makes it much harder to build good structures, at least until you PO your way into superior numbers. In particular, the tactic of wrapping your mob of foul assists into the front of your cage, very popular on FUMBBL as it should be, is doubly dangerous when you're facing a Wizard. Not to mention that the teams that are most likely to get POMB/CPOMB happy (Chaos, CD, CP, Nurgle, Norse), or that benefit the most from that environment (Amazons) are generally also the teams that hate Wizards the most. And the fact that if the PO is in the scrum but not in fireball range, his being prone when the Wizard does his thing could easily cost you the drive. If PO turns a knockdown into a stun on the turn the Wiz breaks the scrum open, the action he stopped may come too late to make up for the TZ he gave up to stop it.
Nurgle, CDs, and Norse in particular have very high peak values, and successful Nurgle and CD teams take little damage to their expensive bits. This means that they tend to run out-of-control TVs. In the Box, that doesn't matter; you just have to punch your own weight, whatever that may be. In a scheduled TT league with 6-20 teams, that team will always face a Wizard, and a team that peaks out at 200k cheaper will have a decided advantage. 2.2M Chaos will tend to beat up on 2.2M Orcs, especially if they win the coin-toss. But 2M Orcs with a Wizard? That's a much fairer fight: in heavy-on-heavy games, a Wizard is a "win this scrum" card; used by or against light teams, it's a free blitz.
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.
If you think a wiz is better vs a normal nurgle team than a stymie team you are an idiot.
A wiz is gamebreaking vs any bash team, obviously overpowered.
I disagree about being overpowered. You just have to build and play to your format. Wizards don't always do what they're supposed to do, and you can mess with your opponent's odds!
Cage teams in general suffer for facing Wizards. Cage teams with enough positioning skills that they don't have to run an X cage suffer less, but still quite a lot. It means the opponent has to be more tactful about placing the template and puts it on fewer guys (increasing the odds of out-and-out failure; if you hit 5 guys, you've pulled a free blitz 31/32 of the time, but if you hit 3 it's only 7/8).
And yeah, Nurgle suffer a lot at the hands of Wizards. They have a lot of slow, expensive cagers and a lot of AV8 guys. Wizard don't care about your ST5 and Foul Appearance. They do care about, for instance, an Orc team's cheap blockers and AV9 carriers (not like a Wizard can't ruin an Orc strategy, but it's less likely to lead to game-changing Cas). And Nurgle peak out at a very high TV, so are more likely to face Wizards in many TT formats. The real victims are the Chaos Dwarfs and Necromantic/Undead, where all players are either fragile, slow, or expensive, but Nurgle aren't spared their share of grief.
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.