Nurgle Team

Want to know how to beat your opponents, then get advice, or give advice here.

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fen
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Post by fen »

If you have say 2+ opposing players in contact with the beast (standing up or knocked down, it doesn't matter) then moving the beast might not be worth the risk. It's better to mop up those players with Rotters or Warriors, just remember to hit them at angles which keeps them adjecent to the beast on a pushback.

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Andromidius
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Post by Andromidius »

Actually, first skill for my Beast will be Stand Firm. The idea of something throwing a Block at it (even a 2 dice against) just to get a pushback result to free players from the Tenticles unsettles me. I want my Beast to sit there and be annoying constantly.

~Andromidius

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Craigtw
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Post by Craigtw »

Andromidius wrote:Actually, first skill for my Beast will be Stand Firm. The idea of something throwing a Block at it (even a 2 dice against) just to get a pushback result to free players from the Tenticles unsettles me. I want my Beast to sit there and be annoying constantly.

~Andromidius
Totally agree, for the reason you mention. Many times have i been the recipient of a 2D block in my favour and got the push only to lose my hold on them! Grr!

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Cramy
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Post by Cramy »

The Beast. Yes maybe the best piece on the team, but only if used properly (as described by others in this thread). For new coaches not used to big guys, be careful. It is tempting to start to block and blitz with a ST5, Mighty Blow player. If you think you can control yourself ( :lol: :lol: ), then the beast is great.

As for Beast skills, I'd take the skills in the following order: Stand Firm, Guard, Break Tackle. On doubles, Block. I would ignore +MA, +AV and +AG. +ST would be great on this guy.

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Cramy
Craigtw
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Post by Craigtw »

Cramy wrote: As for Beast skills, I'd take the skills in the following order: Stand Firm, Guard, Break Tackle. On doubles, Block. I would ignore +MA, +AV and +AG. +ST would be great on this guy.
Have to disagree with Cramy here. :o

I would go with Break Tackle before Guard. The primary role of the beast is to get his (her?) tentacles onto players and hold them fast. Once your opposition starts to clue into that, they will put sacrificial lambs onto the beast so their more important players can get by unhindered. Break tackle is great to get where you need to be.

Also the +MA would be a great boon, as on defense you want to leave your Beast off the line, and further back to jump on those cather-types (CTs) that sneak through. In these situations the CT will usually be in the side zones, and one square away from the sidelines (unless they have Side Step). The beast will typically be in the middle of the field to allow flexibility of which direction they are needed. This means that in most instances the Beast will need to make one GFI in order to reach the CT and put their tentacles to work. +MA will make this a much less stressful ordeal!

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fen
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Post by fen »

I prefer Stand Firm, Break Tackle, Guard in that order. I'll also take +MA as it reduces the number of safe squares your opponent can hide players in by a lot.

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