Nurgle team inducements...

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Axtklinge
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Post by Axtklinge »

Well, the league is quite bashy, and I regularly finish the game with a couple of pestigors and the ocasional rotter either ko/injured.
I wouldnt have bought all those rotters, but I actualy "won" them (by deaths) while the team was in a very early stage, so they ended up staying and even scored a couple of TD in some desperate situations.

On the "N.I." Pestigor, I've been planning on getting a new one as soon as something ugly happens to him. Right now its just a Block+Tackle Pestigor that has been very usefull against oposing Catchers (dodgers in general).
Besides I had one Pestigor killed 2 games ago, which I could replace right away, but that became focus of attention form my opponents because the lack of "block".
Last game I menaged to MVP and score a TD with him and thats why hes got block.


On the skills issue, I like the idea of "Two Heads" (to help with its mobility), I like "Tackle" as I only have 2 guys with it and (lots of opponents with dodge), and I remebered another thing... "Kick".
I personaly think its a waste to put kick on this guy, but I end up thinking the same thing for all other players, and then just roll lots of 5's and 6's on kick offs, and regret not having a "kicker".

All in all, I'll end up choosing either Two Heads or Tackle...

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Axtklinge
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Post by Axtklinge »

(...)

A few games and spp's after, here I am again after some advice!

The team has developed quite a bit, I've menaged to win the previous league (perpetual) and after some highs and lows, I have qualified my Plague Titans (Nurgle) to the final of our Caos Cup.

The final will be against a vampire team (high TR too, with 1 ST6, 3 ST5 vamps most of them blodgers, with some frenzy, +MA, sprint,...)

Anyway, last game I got 3 more skills (2 for pestigors, and 1 for a rotter)and I havent decided what skills to give, so here it goes:

NW1: DPres., FApp., NRot, Reg., Block, Guard, MBlow [...and MNG]
NW2: DPres., FApp., NRot, Reg., Block, Guard, +1ST, -1AG
NW3: DPres., FApp., NRot, Reg., Block, Guard, MBlow
NW4: DPres., FApp., NRot, Reg., Block, Guard, MBlow, Claw

Pest1: Horns, NRot, Reg., SHands, Block, Extra Arms, Two Heads, ______?
Pest2: Horns, NRot, Reg., Block, Tackle, Frenzy, N.I.
Pest3: Horns, NRot, Reg., Extra Arms, +2MA, Block, _________?
Pest4: Horns, NRot, Reg.,Block, +2MA

BoNurgle: Loner, DP, FA, MB, NRot, RSupid, Reg., Tentacles, Guard, Block.

Rott1: Decay, NRot, Block Tacle
Rott2: Decay, NRot, Tackle, _______?
Rott3: Decay, NRot, Block
Rott4: Decay, NRot, Tackle
Rott5: Decay, NRot, Block, Kick

(5re-rolls, FF 14, 3 AssCoach, 3 Cheerleadres)

The skills are regular ones, and I was thinking about Tackle for the Pest1, Two Heads for the Pest3, and Block for the rotter.

Another way to go might be to give Frenzy to another Pestigor, or maybe Dauntless so I had an extra player able to help to punch so many ST5/6 players, but I tend to avoid to use the Pestigors to do the 'hitting' job....

Any tips on the skills, or any different aproach to these skills?
Thanks
A.

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mattgslater
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Post by mattgslater »

Frenzy, Stand Firm or Big Hand on Pestigor 1, Two Heads on the other, Wrestle on the Rotter, unless you want to get cute with Prehensile Tail (not a recommendation, but it would be fun).

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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.
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Post by Carnis »

Would take guard on pest1 (you only have 5).
Two-heads or tackle on pest3.
Block on the rotter.

Another idea may be too radical, could be sacking the ballcarrier (+the niggler!) now that you have developed 2 potentially much better ones and you don't really need 3 ballcarriers (the +2MA pesties #3 and #4). If you follow this idea, then still take two-heads on pest3 (Catcher-Blitzer, 8MA, dodges, pickups & catches 2+) and get surehands on pest4 (Runner-Thrower 3+ pickup with RR, 8MA, immune to strip ball).

Immense number of games.. considering the 4skill NWs.

If you arent opposed to it, then a DP rotter (or 2! ) would be great as well, but it has no synergies *at all* with tackle, so that's why block on that one..

Would take tentacles on NW2, when he levels, and get a dedicated killer/blitzer pestigor, to replace your niggler or ballcarrier, or both!

Pest5: Block, MB, Piling on, Claw, Tackle, Juggernaut in random order.

Can take jump up in there with a double, but then you have to get rid of either claw tackle or juggs, all of which are pretty "essential".

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Axtklinge
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Post by Axtklinge »

I might consider to drop the NI pestigor, but only after this final.

On ths skills issue, while I understand that Guard is a helpfull option for the team, but I do avoid getting the Pestigors in the brawl most of the times, and only get them in messy situations either to defend (when my defense line is broken and I need fast players to mark oponent catchers) or when I go for the TD, backed up by the NW.

So right now I'm a bit devided between Frenzy (mostly to get oponent players off the pitch) or Big Hand (to keep the Pest #1 as my main "pick up'er", and ball carrier.
For the Pestigor #3, I'll probably go the "Two Heads" way.

For the Rotter, I was almost sure of the Block, but that fun 'not a recomendation' Prehensile Tail from mattgslater got me thinking.
Together with Tackle its quite an iteresting combo, I suppose...

Wouldnt Wrestle be a bit more reliable with Block (instead of Tackle)?
Its just that both sinlge skilled rotters in the team are only 3 spps away from the next skill so I could hold the Block+Wrestle combo for the next time.
Does that makes any sense?

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Post by Carnis »

At the very least DO NOT frenzy your ballcarrier, if he gets marked by a solo player, and forced to followup, that may many times ruin your scoring chances. I'm still in favour of sacking him, and replacing with a killer. Since you have better ballcarriers in those +ma ma pesties.

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Post by Axtklinge »

All righty then!
Big Hand for the first one, Two Heads for the second, and Wrestle for the Pestigor.

But I reeeeealy plan on trying that Tackle+P.Tail on another one!
It sounds like a pain vs AG 3 or less teams...

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Post by mattgslater »

See, if you don't get Block or Wrestle with a top-two skill, your Rotter won't get a #3 skill. But if you do, he might. And wouldn't Block/Tackle/PT or Wrestle/Tackle/PT be so much better than Tackle/PT?

If it's not too late, I change my vote on Tackle boy from Wrestle to Block on account of PT. I didn't know you were keen on trying that combo, and Block works better than Wrestle. I was thinking in terms of blitzer value, but it's easier to drop a Wrestle player than a Block player (the opponent still has to send a Block guy or you can force a turnover).

How many SPP does the NI Pestigor have? He's a good Prehensile Tail target: with Frenzy and Block, he can get Tackle Zones in the funniest places. That's actually a better argument for Stand Firm at 51 and PT at 76, but no matter.

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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.
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Post by Axtklinge »

Hi!
The big final was yesterday and I had one of the most exasperating games I've ever played (the fact of being a final might have helped too).
Here's a 'quick' report ...

First Half
I started receiving the ball, but the kick-off table had other plans, and a 'Blitz' left me looking at the vampire team literaly changing sides, and moving almost all the team into my pitch after a sucessfull blitz and a hypnotic gaze (that opened a huge gap in my defense line.
And so... in my second turn I was receiving the ball again, already loosing by 0-1.
"Just warming up"- I say to myself...
I receive the ball, protect it with both fast moving pestigors, and pick-it up with the big hand one.
Then start moving my foundations to build a box that was supposed to move upfield in his left flank.
But then my Beast decided to go stupid and not move (even having a team mate right next to him).
I moved a rotter to fill his gap, but in my opponent's turn it was easily knocked down by a blitz, and before I knew I had a couple of vamp in my ballcarrier TZ.
I've menaged to escape, and the game started one of those big melees around the ballcarrier for a couple of turns until he menaged to Hypnotic Gaze his way to blitz to the ballcarrier.
And then, in a amasing sucession of rolls of 5's and 6's e got to dodge in, pick up the ball, and dodge out (from a lot of TZ everywhere), do a pass (and yes I remembered the Disturbing presence), catch and with his MA7 Sure feet and Sprint (...) vampire do the 0-2.

Its not that I felt I had done something wrong, its just my oponent (and friend) had menaged not to fail a single blood lust, nor a Foul App (to hit my lads) not even a dodge even with tackle in a few players.

Second Half
Well I wasnt going to make it easy on him, and even starting to doubt the game would ever change, I just couldnt let my arms go down till end of the 8th turn...
(Note: Of course we all want to win, but its just a game, and as such theres absolutly no fun in playing against a oponent that has quit, so despite my urge to throw my BoN flying through the window, I was definitly going to play all I knew, to make him earn his cup!)

Second half starts and I kick the ball to my very confident (and "very winning") opponent.
Kick off: Quick snap!!!
"Like you were needing it..."-I find myself unloading.
Anyway, he closes in on my second line (side line) defenses, and when his turn starts he just blocks his way into my field, building a box for a TD in the next turn, despite all my efforts (and belive me there were plenty of TZ, and well, he just wouldnt miss a single roll...)
After the 0-3 we both new it was it, still I ended up scoring a 2TTD right after this (and gave him quite a bash), and ended up scoring another time 1 turn before the end (2-3).
If only the kick-off came my way this time, I might have tryied to equalise, (by now he was starting to run low both on thralls and vampires, because of my bashing. In the entire game he only failed 1 blood lust that was promptly re-rolled by one of his 8 re-rolls.), but it was not ment to be, and the game ended with him hiding the ball in his back field holding the ball with the ST6 vamp, sided by 2 ST5vamps, and a screen of thralls...

And that was it.
Thanks for your help on the skills and tips!

One last note on the Rotter with tackle+wrestle, I felt like he was incredibly usefull to hold off atackers (St4, and more) more than if he had tackle+block, and he menaged to stop the St6 vamp more than once.
Thanks for the tips once again!

Cheers
A.

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Post by kizkiz »

Very unlucky game there. nothng you can do when it all goes right for the oppo.
I've just played against vamps tonight and he failed 75% of his blood lust rolls (no, not exagerating :o ), but with 8 RR he only had to attack one thrall.
I'm now happy about my strength 6 Beast of Nurgle after it scored a touchdown to level up :o

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