Nurgle teams for a Tournament

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Sprout_man
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Nurgle teams for a Tournament

Post by Sprout_man »

I'm taking Nurgle to the Waterbowl this weekend and wanted some input on the best team to take. I've played them a lot at 110TR, but this is at 105TR. I think my two options are:

1x Beast
3x Rotters
7x Beastmen
2x Re-Rolls
4x Fan Factor

or

1x Beast
4x Rotters
6x Beastman
1x Re-roll
6x Fan Factor

Now, I know what you're thinking. You're thinking: "Oh dear god, how can you contemplate taking Nurgle with only one Re-roll, are you insane?!?". But the Waterbowl works by giving you 6 skill upgrades to start with, which you then play with for all 6 games. So I could give one of the Rotters Leader - giving me two Re-Rolls, which is what I normally play with at 110 anyway. Plus giving a Beastman Sure Hands should remove one pretty reliable cause for Re-Rolling...

What do people think? I personally want to max out on Foul Appearance basically, as filling the board with it gives people no end of headaches. But is the jump down from 3 effective Re Rolls to 2 a bad idea on a team with little Block and little ball handling.

Also, I'm undecided on my 6th skill. I can't decide between Kick, which I almost always take and find useful, or Block on a Rotter, which I expect would come in handy.

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Mootaz
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Post by Mootaz »

Leader is a trait. Can you give traits at Waterbowl?
Kick is nice, but you really need fast players on your own team to effectively use it. Block on a rotter is certainly more useful for you.

My skills would be:
Sure Hands on a Beastman
Guard on the Beast
Block on the 3 Rotters
Block on a Beastman (as a safety blitzer in your own half)

EDIT: And take roster 1

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Leipziger
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Post by Leipziger »

Yep, traits are allowed at the Waterbowl, depending on which skill set you choose. Interesting to that there will be a nurgle team coming along.

Cheers

Leip :lol: :o :lol:

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Mootaz
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Post by Mootaz »

Leipziger wrote:Yep, traits are allowed at the Waterbowl, depending on which skill set you choose. Interesting to that there will be a nurgle team coming along.

Cheers

Leip :lol: :o :lol:
I suppose you have the skill options from Italy?

In that case I'd take +AG on a Beastman and 5 Skills. 3 Block on the Rotters, 1 Block on a Beastman, Guard on the Beast.

Effectively it's my list from above but +AG instead of Sure Hands. Sure Hands is nice, but AG4 is more flexible.

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Sprout_man
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Post by Sprout_man »

You can take traits depending on which path you choose, as Leipziger says. I was thinking of going for two traits and four skills - Claw on a Beastman, Leader on a Rotter, Sure Hands on a Beastman, Kick on a Beastman, and Block on two of the Rotters. Although I don't know if Block is more useful than Kick.

I find that Kick is useful even without speed as it allows you to dictate to some degree the pace of the game. In other words you can slow down slow teams when they really need to be getting a move on. Basically I find it adds to Nurgle's already fairly good defensive capabilities as it gives you another turn of bashing.

Giving a Beastman +AG is certainly a very nice idea, although I don't know if I'd want to give up Claw and a Re-roll for it. Tricky decisions.

Edit - he's not Levinas, he's Leipziger. I must get my eyes tested!

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stick_with_poo_on_the_end
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Post by stick_with_poo_on_the_end »

Hey sprout.

how about block or claw on beast and big hand on a beasty.

then block on the rotters

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