Nurgle League Blog - Explosive Lords '07 Tour

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Warpstone
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Post by Warpstone »

fen wrote: Here's the Roster after game 5:

1 Nurgle Warrior
1 Nurgle Warrior - 2 SPPs
1 Nurgle Warrior - Block, Guard - 17 SPPs
1 Nurgle Warrior - Block - 7 SPPs
Thanks for the game reports Fen. I wish we had more of these to help provide a feel for rosters that we're not familiar with.

Regarding your warriors: block and guard are pretty understandable choices, however what are your thoughts on giving a warrior mighty blow early in team development? I often find they're just too slow to develop and am torn between something that will be immediately useful for the team (block or guard) and a skill that will help accelerate the player's growth.

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Post by fen »

Hmm, well with the Nurgle Warriors I had to make what was a fairly tough call for me. As I posted in the report I was tempted with Block and Mighty Blow, but made the cut and went with Block + Guard.

The main reasoning behind this thought process is to do with the way I use my Warriors combined with the length of the league.

I mostly use them in a passive manner, while I will blitz with them I prefer to use them as road blocks and just take opportunity blocks with them. They're very well designed for that job as they're ST4, AV9 and have both Dist Presense and Foul Appearance. This factor, combined with the length of the league which is most likely 8 matches, but I'm hoping I can convince the guys to play "home and away" - so each team plays twice. Means I need to pick skills that will win me games ahead of ones that will speed development. Block is the obvious first choice, it makes my line harder to break through, increases the number of knockdowns and is just the best skill in the game. Guard became my second choice skill due to it's ability to make all your other players better. Guard also has sickening synergy with both Block and Foul Apperance. That's two 1/6 chances you fail to push my player back thankyouverymuch. Stand Firm will be his third skill if, if the league runs long enough for him to get that far.

It's also more obvious when you look at the second skill choice for my Pestigore. I took Block then Mighty Blow, so I'll be using my Pestigors to do the majority of the Blitzes and killing. The next Pestigor will be taking Tackle as his second skill. Which gives me two players to cover attacking. One for hard targets and targets without Dodge, while the other deals with the various agile players in the league - and we have a lot of players with Dodge kicking about.

My ideal pair of Pestigor Blitzers would be:
One with Block, MB, PO, Claw & Juggernaut and one with Block, Tackle, MB, PO & Claw. In that order of picks.

The quantity of Dodge players is the final reason for picking Guard, until my 6 SPP Pestigor manages to get to 16 I'll be missing a tackle player. As such I need all the tools I can get in the quest to roll 3 dice blocks against troublesome Blodge players.

And that in a nutshell is why I picked Blard over Block + Mighty Blow. I'll do the same thing with the 2nd and 3rd Warrior to reach 16, but I might go Block + MB on the 4th one. The Beast of Nurgle ftr is going Guard, Stand Firm, Break Tackle - assuming it ever manages to knock something down on a block that is. :lol:

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Post by fen »

It's Tuesday night, let's commence preparations for grumblinggggggggg!

Match 6: Smelly Ba*ds - Skaven

The gap between the two teams turns out to be 140K, which means keeping a hold of that 14th Player/Rotter has not cost the Lords any extra inducements. Phew. The Skaven coach takes one look at the Lords roster and promptly induces a second Apothecary to deal with the inevitable casualties.

Looking over the Skaven's roster it becomes clear that there are three potential problem players to consider. One is a Strip Ball Blitzer, the second is a Guard lineman and the third is the Rat Ogre, who has Claw... That thing is going to be a serious problem if it's not dealt with fast.

The Lords win the FAME roll and the coin flip. Briefly recieving is considered to allow first shot at the Rat Ogre, but the long term 2-1 game plan takes priority. The Skaven set up agressively and the ball lands short. Immediately the Rat Ogre proves to be as problematic as suspected, landing Jensen (NW) and a Rotter (Barry! :() into the KO box . But during this drive the Lords do not stand idlely by and CAS a Gutter Runner (Caza's first Casualty!) and a Lineman (Arnold - Rotter). Then KO another lineman and force the Skaven to score on the second turn.

No players recover from KOs, but fortunately that deep bench means the Lords can still field 11 players. The Skaven are also able to keep at Nuffle's 11. The ball lands deep and a Riot Breaks out - moving the Skaven's turn counter back to 1. Cool despite the crowds chaos Montez collects and successfully passes the ball to Jams for the team's first ever COMP! Jams then moves up close behind the line and the Lords gear up to exterminate some pests. Which they do most admirably. The biggest problem is still the Rat Ogre, who is taken down but not injured.
As predicted the Rat Ogre starts to run rampant, CASing Roscopp and removing him for the rest of the game, then KOing Rocco and another Rotter.
But Caza is on a massive offensive drive and has also managed to sneak under the radar as a threat. While he is the single most dangerous player on the Lords team, the Skaven have failed to notice that he's CAS'd a second player and KOd another two this drive. After the Rat Ogre is removed from the pitch by Caza the drive becomes academic and requires only a single dodge roll to slot the ball home on turn 8.

Due to the riot there are two sets of KO rolls made before the second half. The Skaven do nothing impressive with their turn, scoring a COMP and KOing a Rotter but Jensen is still unable to return to the pitch. Fortunately, while the Lords have 1 man injured and 2 more unable to recover from the KO they still have 11 men on the pitch thanks to the decision to keep Boris for a match! The Skaven on the other hand have just 9, but the bad news is - one of those is the Rat Ogre who recovered from the KO.

The ball lands very short, almost at the LoS and a second riot breaks out amongst the fans. Clearly these teams are not fond of each other... Cooper opens up by CASing a linerat and Caza knocks over the Rat Ogre, but fails to injure it. The Lords are also unable to push through and foul the Rat Ogre because they failed to knockdown enough of the skaven line. Sure enough the Rat Ogre starts churning through the Lords players turning out KO after KO. The Lords try and keep up the numbers but Cooper (the beast) fails too many Really Stupid rolls and ends up stuck 12 squares away from the action. On turn 4 of the drive the Rat Ogre stuns his sacrifical rotter and next turn ploughs into the remaining maul of Lords (6 Players!) stunning the last standing Nurgle Warrior. This means that the Rat Ogre is stood next to the ball carrier and there is a giant pile of skaven cancelling assists. The Lords think about it a bit and decide to go with two 1 dice blocks to set up a chain push and get the Rat Ogre out of the way. It works out fine and Jams scores his second TD of the match. But the Skaven now have 3 turns to retailiate - so it most likely will be a draw.

The Lords field 10 men, while the Skaven are down to 8. Caza sets up deep backfield to blitz the last Gutter Runner who is bound to get through.
The ball is kicked and lands on the far left field, but all of the Skaven have hung out on the right. The Thrower collects the ball and after counting the range on the Pestigors stops 9 Squares away from Montez. This is 7 Squares away from the LoS.
Rather unsportingly (imo) the Rat Ogre attacks Jams with it's blitz instead of a Rotter or Bodini, despite the fact that it requires 2 GFIs to achieve this manuever. The Lords suspect that the Skaven are attempting to eliminate the TD scorer out of spite.

The Lords retaliation is fast and decisive, Caza KOs the Gutter Runner and the Lords stun a couple of linerats. Then they reveal the big mistake in the Smelly B's play. The Thrower is 7 squares away from the LoS and Cooper is standing there unmarked. 4 + 2 GFIs = Tentacles on the ball carrier! Sure enough Cooper proves how amazing he is at move actions and gets right up there with Jams tucked in next to him.

Pinned in place by Cooper, the Skaven thrower is forced to make a long bomb attempt into an empty square and hope that it either scatters to one of his own team or the Lords fail to recover it in their last turn. He tosses the ball over the top of Cooper, who to the amazement of the crowd intercepts the ball, effectively ending the hopes of the Skaven team. Unforuntately the Beast is 7 squares away from the End Zone (sucks eh?) and then fails it's really stupid roll to hand off the ball to Jams. The Skaven are unable to knock over the beast in their final turn and that ends the match!

Final score: 2-1 to the Lords and 4-1 in casualties.

MVP landed on Arnold - the rotter who got a CAS and he rolls a normal skill.
Jams goes up to 17 SPPs and rolls an 11... This would normally be a no brainer, but it's not so clear cut here.

The problem is, he has about 3 - 4 matches left before the end of the season. This means there's almost no chance he'll hit 31 SPPs. Additionally he already has Extra Arms, so is effectively AG4 for all of the important rolls anyway, so the +AG makes him "AG5" for pick ups/catches and 4 for Throws/Dodges. So, due to these two factors it's not as desirable a result as it could have been. Block is a seriously tempting decision at this point.

70K winnings are rolled and the Fourth Pesitgor is bought, leaving 60K for either a 4th Reroll or blowing on coaching staff/cheerleaders

So what would people do?
Here's the squad now
2 NW
1 NW - Block, Guard
1 NW - Block
1 P - Block, Mighty Blow
1 P - Block
1 P
1 P - Extra Arms + AG or Block (6+5)
3 Rotters
1 Rotter - ST4
1 Rotter - Block or Dirty Player (Normal Skill)
1 Beast
3 Rerolls
5 FF
60K in the Bank.

A few stats:
Record 4-1-1
TD Difference: 10F - 6A = +4
CAS Difference: 17F - 4A = +13

Average TD per Match = 1.667
Average CAS per match = 2.833
Average COMP per match = 0.167
Average INT per match = 0.167

Highest CAS = Roscopp with 6
Highest TDs = Caza and Jams with 4
Highest COMP = Montez with 1
Highest INT = Cooper with 1 :lol:

Total SPP gained = 90 which is 15 SPP per match (who needs to play "Elfball"?)
Total earnings = 370K which is 61.67K pm
Total +FAME = +3 which is 0.5 pm
Total Rerolls left unused at the end of a half = 5
Total number of times Foul Appearance worked = 3 (1 of those was rerolled, the other two stuck)
FF went up 5 out of 6 matches

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Post by tenwit »

fen wrote:Additionally he already has Extra Arms, so is effectively AG4 for all of the important rolls anyway, so the +AG makes him "AG5" for pick ups/catches and 4 for Throws/Dodges.
...
So what would people do?
AG4 + extra arms = intercept on 4+ (+50% chance compared to AG3 + EA). AG4 dodges are nice. You've got loads of block, add a few more options to your game, it'll up the fun-factor! Plus you'll probably earn more SPPs with AG4, giving you a better chance of reaching that elusive 31SPPs.

DP on the rotter. You've got loads of players, but I recall only one foul attempt from your match reports.. today's one.

Keep them coming. Hell, play a game against yourself just so we can read another report :)

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Post by Rituro »

fen, you've given me a new respect for Nurgle. Congratulations on thwarting those Skaven and best luck for the rest of the league!

I'd give Jams +AG. Dodging on a 2+ and higher intercept chance makes him a disgusting threat as the league winds down. Tackle can stop Dodge, but it can't stop +AG.

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Post by Father911 »

I love these reports Fen.
I agree, take the agility, never underestimate how annoying an AG4 player can be.

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Post by fen »

Happy New Year fans of the diseased! It's the return of everyone's (well everyone who counts) favourite Nurgle team. The Explosive Lords.

Currently riding on a 5 game winning streak the Explosive lords are boasting the second best perfomance in the league. Can they hold it for their 7th match?

Match 7: Wayout Warriors - Human team

The Explosive Lords are the firm favourite in the prematch, the Warriors are given poor odds for survival and as such are bolstered with a huge amount of Inducements. Griff Oberwald and The Mighty Zug are both paid well to make the match a little more even. The only response from the Lords side is a series of death threats levelled at the stars as they trot out onto the pitch and line up to kick. (I did in fact growl "I hate Zug and Griff, I'm going to CAS them both). The weather turns out to be Very Sunny - why do the Lords constantly play in bad weather?
The ball lands short (near Zug) and the Warriors start to form up a line in front of it. Zug crashes into Bodini (NW), knocking him over and attempts to position himself away from Cooper (BoN). But a routine block goes wrong for the Warriors and they end up left slightly out of position.

The response from the Lords is unyielding and resolute. Within moments of their drive starting they KO two linemen and a Blitzer. Some tight positional play from Jenson (NW) and 'Big' Graham (R) cancel out any assists and Caza (P) opens up with his first broadside right into the thrower carrying the ball, stunning the poor sap. The Lords capitalise on this and position themselves to pin down as many of the Warriors as possible while Montez and Kai (Ps) cover backfield in case of any breakthroughs.

The Warriors suddenly find themselves undermanned and outnumbered. So they fall back on the one man they can trust in this kind of situation. Griff. Demonstrating his ridiculous level of sickness the Star avoids the 2 Lords marking him, dodges past several more and knocks Caza over before marking the ball for a Blitzer to pick up. Zug meanwhile continues to bash on poor Bodini. (The Foul Appearance, she does nothing!)
The Lords return fire with a sudden strike from Montez, who takes down the Blitzer and releases the ball into a single tackle zone. Jams (P) immediately shows why AG4 and Extra Arms is good stuff by scooping up the ball and running away down field in an attempt to score. Meanwhile Cooper manages to get next to Zug and tries to keep the thug from wailing on Bodini's face anymore. The Lords look set to score in the next couple of turns.

Unfortunately, Griff has other ideas. Again he dodges past multiple players, blitzes then KOs Jams and scoops up the ball - confidently posing with it deep in the Warriors half. Zug also shows his mettle by stunning Cooper and the Lords look rather aprehensive as they don't really have the tools to deal with a ST4 Blodger. Sure enough the Lords are unable to knock down Griff and have to instead settle with trying to make him dodge a lot to do anything. Jenson pushes himself into the melee that's broken out mid pitch; with Zug, a blitzer and a lineman on one side vs. Jenson, Bodini and a prone Cooper on the other. Roscopp takes the opportunity to introduce one of the Warriors to crowd surfing and the Lords await what the response.

Once again, it's all about Griff. A lone Blitzer runs up pitch and Griff escapes from the net surrounding him before throwing a pinch perfect pass to the awaiting Blitzer. By now the Warriors have just 5 men left on the pitch, but only Rocco (who is still an unskilled NW) is in range of the Blitzer. But Rocco finally proves that he is worth keeping on the team, not only knocking down the Blitzer but injuring him as well. The Lords capitalise on this with the fresh new goat Kai collecting the ball and caging up 14 squares away from the TD Line with two turns to go. It's going to be tough to make it, but more than possible, especially if Griff has anything to say about it.

But! There is a sudden break in the momentum when Griff falls over on his Blitz attempt. The Lords take advantage of this by pressing upfield and ending 7 squares away from the line. To make this turn of events even more joyous. Cooper, obviously enraged from being stunned Injures Zug and the bald git is carted of the pitch to cries of "You're going home in a body bag!"

Griff remains the only player in a position to stop the Lords TD attempt. But he falls down while trying to get to Kai and all that is left for the Lords is a single GFI attempt.

1

Not rattled by their inability to score, Jams recovers from his KO and the Lords roll out to recieve with a resounding cry of "Warriors, come out to play!" Only 9 Warriors (including Griff) turn up.

From here the match devolves into a horribly one-sided slaughter. Caza clocks up a kill on the Warriors Thrower (Apothed) and another couple of KOs leaves the Warriors with 6 men vs. 11. The Lords, not wanting to put up with more Griff shennanigans send Arnold in with his spikey boots. Two swift kicks later and Griff is stretchered off the pitch to be treated by his personal physio.

And that is pretty much the end of the match, while there were more turns left in it. The remaining 5 Warriors were quickly cut down to 4 and then spent their time hiding at the Lords TD line out of the way. Montez eventually scores his 3rd career touchdown and the Lords win 1-0.

Final Result - 1-0 to the Lords
Casualties - 4-0 to the Lords
40K Winnings (2+1+1FAME)

MVP lands on Cooper. Obviously the commentators appreciated that hit on Zug as much as I did.

Once again, all match. Not a single Foul App roll was failed... I wonder what it would be like to actually have a version of that skill which works.

The only skill roll the team gains is a normal roll on Cooper. I'm torn between Guard or Break Tackle. Guard is the more obvious choice, but this league is so fast and agile that it seems Break Tackle would give me plenty of opportunities to pin down opposing players when they mass up, instead of being stuck blocking the same line-fodder.

Opinions?

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Post by stashman »

Nice reports, fun to read, BUT can you put up some more pics of the players to give us more character! I like the two minis already for show.

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Post by tenwit »

Having played against Nurgle more times than I care to remember (and having my worst success rate against them, 0-3-4), I can say that having those Tentacles in the right place is vital. And so is not having Cooper do anything, lest you lose them. So I think Stand Firm if you find he's being blocked a lot, else Guard. Using Break Tackle means you're risking losing Tentacles.

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Post by stashman »

I am with tenwit and I hate nurgle teams!

This is my record (playing with diffrent teams against two diffrent nurgle teams)

Win
Wood Elf - Nurgle 2-0 (0-1) Both Jordell and Eldril as Inducements

Draw
Orc - Nurgle 1-1 (4-0)
Skaven - Nurgle 2-2 (0-4)

Loss
Wood Elf - Nurgle 0-3 (1-4)
Orc - Nurgle 1-2 (2-3)
Orc - Nurgle 0-3 (1-2)
Orc - Nurgle 0-1 (2-2)
Dwarf - Nurgle 0-3 (1-2)
Dwarf - Nurgle 1-2 (1-4)
Dwarf - Nurgle 0-2 (1-7)
Dwarf - Nurgle 0-2 (1-4)
Same season, same teams! I hate that nurgle team!!!

Skaven - Nurgle 0-2 (0-3)

One won in twele matches! I am still trying to figure out how to win over nurgle! Foul Apperance, Disturbing Presence, AV9, ST4, ST4 Blitzing, Claw, Guard, Mighty Blow and ofcourse the hated nurgle team have three AG4 Pestigors! One with MA8! I really have problems facing them. The same Nurgleteam, hade hard to face two orcteams with lots of Inducements, so a hard as nails team with inducements are the way to go! :lol:

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Post by voyagers_uk »

Hey Fen,

any more from the Lords?

I am playing with a Nurgle team in the MBBL and so far have managed to tie my first 3 games. Only skill up has been my Beast with Break Tackle.

that is due to change with my current game (versus Thads Chaos Pacts side), it is turn 7 in the first half and 2 players have already breahed their skill threshold. I am hoping to get a couple more as well...

Obviously not having had to pick any skills yet I am keen to keep seeing what you have done.

Maybe if I can get past Thads without too much injury I might actually win a game in the coming months.

Team "Absolutely Disgusting"
Beast + BT
2 NW
4 Pestigors
6 Rotters (1 is -AG, but heck he is just fodder anyway)
2 rerolls
FF2
50-60K in Treasury (hoping to get enough for my 3rd NW)

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Post by giorss »

I see your team on MBBL
I read fen's posts
they are really interesting

I'm playing too on MBBL,
but I play Nurgle only on tabletop, and I really like, even if I'm not so good in playing them

I've got a good team, but a lack of tackle (but I think tackle is not important when you roll many blocks with many dices)

Strani Odori:

beast: block and claws

2 warriors with guard
1 warrior block
1 warrior block + MB

1 pestigor extra arms, +1 ma, block
1 pestigor +1 ma, block
1 pestigor +1 st
1 pestigor

2 rotters
1 rotter wrestle
1 rotter sneaky git+dirty player (I love it... it's terrible for opponents, until he will die)

4 RR
6 FF

TV 178

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Post by BIG Pete »

I have to say i really enjoy reading your reports and your team is doing really well.
Good luck

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Post by kingmabus666 »

This is a great read, and makes playing nurgle all that more appealing,.

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