Nurgle team inducements...

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fen
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Post by fen »

Axtklinge wrote:2 Nurgle Warrior (no skills)- and rolled doubles for both.

Soo, the question is, should I go "Block" or "Claw" for both NWarriors?
Or else, what?
Forget Doubles on Nurgle Warriors early on. Block or Guard is the stuff you need. Doubles are for skill #3 or later. Always take Mighty Blow ahead of Claw, it's the better skill in isolation.
I'm about to buy another re-roll, and wait a bit for the beast.
Anyone has a different opinion?
Get the beast. It's one of the best pieces in the entire game, let alone in the Nurgle team.

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Post by Craigtw »

I would have gone with Extra Arms instead of Sure Hands on the Pestigor first, but guessd that is too late! Definetely a skill for the next Pestigor as it helps out in soooo many ways!

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Post by Axtklinge »

Going for the Block instead of Claw (or something else) ignoring the doubles doesnt seem problematic to me (besides in LRB5 Nurgle can get mutations at will...).

Now, I do have a mini converted and painted just waiting for the chance to cover de Beast spot, but I've got these little bells ringing me about how short 2 rerolls can turn out to be.
(...)

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Post by fen »

Hmm, well you have Sure Hands on the team now. So that means you need one less reroll per drive. So you have some resilience there. It depends how often you burn your rerolls, me I found 3-4 ample for the team (as long as there is a sure hands player in the mix) but I could survive with 2.

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Post by Craigtw »

Axtklinge wrote:Now, I do have a mini converted and painted just waiting for the chance to cover de Beast spot, but I've got these little bells ringing me about how short 2 rerolls can turn out to be.
I think how soon you get the beast depends on what else is in the league. I find the beast more useful for it's Tentacles that it's blocking ability, so if your league has a lot of fast and dodgy teams, I would definitely go with the beast first.

But having said that the beast is a highly useful model against any team and one that can intimidate your opponents greatly (does it sound like I am leaning towards the beast? :wink:)

The other nice thing about getting the beast early is you start giving it a chance to earn SPPs and skill up.

But then of course being Stupid, the beast will leave you in a lurch at the most inconvient moments, and you with only 2 rerolls! :P

To sum up this rambling, I think your purchase depends on two things: 1) what other teams are in the league, and 2) your style of play - if you are the kinds of person that makes tends to burn a lot of Rerolls, then you may be best going that route.

Whichever you choose first, beat or reroll, I woul make the other the next priority.

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Post by Axtklinge »

I dont consider myself a reroll burner, but we all know how Nuffle likes to complicate easy looking things...

The league teams...hummm... I cant be all sure on who will play what the next league but probably something like this (give or take): 3 human, 1/2 Orc, 1 Norse, 1/2 Elf, 1 Skaven, 1 Amazon, 1 Goblin, 1 Dwarf, (...).
So yes I guess there will be a lot of AG fast moving teams.

The Beast it is.

Thank you all!
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Post by PubBowler »

I think you made good choices with Block x2 and a beast.

When you start wanting to take doubles for the Warriers I'd be thinking Diving Tackle and Leader.

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Post by Axtklinge »

The league (perpetual) has started and I've won my first game against a Vampire team.
In fact it was the first time I ever played a Vamp team, and I must say they are a tricky team to play.
They depend a lot on the Blood Lust roll, but with a bit of luck and thralls around they can give a tought time to many teams...

Anyway it was a close match, I won 1-0 but could have made the second TD if I hadnt tryied an hand-off to a different pestigor already in the TD line (well, I was already wining 1-0 and I wanted to give some spp to a different pestigor...).
The pestigeor decided not only "not to catch the ball" but to "throw it out of bounds", and as it must have been the vampire fans side of the pitch, they thrown the ball as far into my own side as they could.
So the last couple of turns were quite nervous ones with the Vamp team with the ball in his possession, within TD reach, in desperate dodges and GFI to get away from my troubled defense.
Thankfully (for me) they didnt menaged to get to the TD and I ended up winning.

Other curious notes:
No cas for any side, the beast tentacles were quite useful one time in the first half and after that was probably tired or bored that kept failing the Realy Stupid rolls, the vamps didnt fail any blood lust nor foul appearence roll for the whole first part.


Now I have another 2 skills to give to two pestigors:

4x NWarrior (DP, FA, NR, Regen, Block)
1x Pestigor (Horns, NR, Regen, Block)
1x Beast oN (...)
6x Rotters (D, NR)

#5 Pestigor (Horns, NR, Regen, Sure Hands, +skill?)
#7 Pestigor (Horns, NR, Regen, +skill?)

I was thinking about giving them both Block.
Anyone disagrees or sugests anything else?
Perhaps a more specialized skill for #5 (sure hands one)?


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Post by fen »

Block on the one with Sure Hands

Extra Arms on the other one.

It's the perfect flexible mix of ball carriers that way. If you pick up with the Sure hands guy you have a 2+ Reciever for a hand off, or if it lands near the extra arms dude then you've got a 2+ pick up.

Also it makes sneaking those extra +1 SPP Comps easier at the end of a drive because your reciever catches on a 2+.

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Post by Craigtw »

fen wrote:Block on the one with Sure Hands

Extra Arms on the other one.

It's the perfect flexible mix of ball carriers that way. If you pick up with the Sure hands guy you have a 2+ Reciever for a hand off, or if it lands near the extra arms dude then you've got a 2+ pick up.

Also it makes sneaking those extra +1 SPP Comps easier at the end of a drive because your reciever catches on a 2+.
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Post by tenwit »

NO!

Oh no. Wait. I meant "Yea, what he says".

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Post by Axtklinge »

:)

"What he says" it is!

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Post by Axtklinge »

Had another game yesterday, against a quite skilled human team.
Luckly his ogre was out (by MNG) so I had one less problem to deal with.
The player/team I was facing, has a hand full of "guard" players, plus block on almost every player.

First half he got the ball, and I tryied to keep his catchers (sure feet blodgers) away from my field, while trying my best knocking his players, without that much result.
By turn 3/4 he menaged to get an opening and run a catcher to my half.
Luckly we had a sunny weather (the one with -1 to pass), and along with the long bomb modifier (-2) not even his AG4 player menaged to pull the trick that after a reroll turned into a fumble.
The next turn he tries to pickup the ball but due to my TZ, he drops it out of the side line, and fans "throw in" the ball into his half of the pitch.
I made a desperate go for the ball with the nearest player without TZs (a rotter), menaged to pick it up and moved him as close to the TD line as he could.
The following turn (7) I made my first TD.

The second half was quite tense but ended up running ok.
I got the ball with my sure hands pestigor, and kept it safe in the midle of a net of TZ made by the other two pestigors and NW.
I ended up winning the war of attrition, and scored by turn 7 again, against only 5 human players (but didnt menage to do a single casualty the whole game...).
I won 2-0, no cas to either side.

Got a new skill for a NWarrior (that already had block), and I'm thinking about giving him guard.

The team as it is:

3 NWarriors (Block)
1 NWarrior (Block and possibly guard)
1 Pestigor (Sure Hands+block)
1 Pestigor (Block)
1 Pestigor (Extra Arms)
1 BoN
6 Rotters
(14 players)

2 Rerolls
5 FF
90.000gold (saving for another reroll...)


Comments are welcome!
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Axt

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Post by Axtklinge »

Alrighty then...

A small update to the league:
I won a game last week against an Ork team(2-1), and tied (1-1) this week against a very skilled amazon team.
The game was realy tense, and each of us menaged to score very near the end of each drive.
Decisions...

2 NWarriors (Block)
2 NWarrior (Block + Guard)
1 Pestigor (Sure Hands+Block)
1 Pestigor (Block)
1 Pestigor (Extra Arms+ ..........)
1 BoN
6 Rotters
(14 players)

3 Rerolls
5 FF
60.000gold


I rolled a 10 for the "extra arms" pestigor (it wasnt a double), so either I go for the +1MA, or possibly a Block.
Any opinions on this one?



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Post by fen »

+MA is great on an extra arms pestigor. You should take it. But you'll definately want Block (or Dodge) on his 31 SPP roll (unless he rolls a stat increase again).

You have a very solid looking base to the team now. Just need that last Pestigor (score a couple of TDs with him, give him Block and then use him to smash face).

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