Nurgle team inducements...

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PubBowler
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Post by PubBowler »

Agree with Fen.

I would take +1MA on most Pestigors, and Extra Arms just sweetens the deal.

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Post by Axtklinge »

I like to give'em Block asap, but I agree that an +MA it may be too good to set aside...
He's going to have to wait for the Block, for a while...

Cheers
Axt

PS: I'm looking forward to give frenzy to the one with block, to develop him into a "hunter" (either in the side lines or opponent catchers in my half), but hes having a hard time doing anything else other than be on the floor...

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Post by ClayInfinity »

Can I hijack this thread for me?

I too have a Nurgle team with $610K of inducements...

Me: New team, TV 940K. 3 NW's, 2 Pestigors, 6 Rotters, 3 RR's.

Him: Chaos Team:
- 4 CW's (3 with block, one of which has claw as well)
- Mino with Claw
- 7 Beastmen (a guard, a sure hand, 2 x Block, 2 with AG bonuses!)
- 3 rr's, 3 FF, apoth
- TV 1.55M

I was thinking of Lord Borak and a Beast with Break Tackle for mobility?

This thread though is making me think Ripper may be a better bet than the Beast mercenary...

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Post by PubBowler »

Ripper & Borak are a great one-two starplayer combo.

Difficult to go wrong with it.

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Post by Axtklinge »

Just un update on this team:
It won the league, after a very, very diffcult final against a skaven team with a 1-turner gutter-runner.
The beast had a HUGE influence holding the skavens GR (one of the turns it menage to hold 2 of them for 4/5 turns. Great player! :)

Note: This particular skaven team (Trash Can Warriors) won is way to the final after beating a human team (Blue Bolero) by 6-5 despite suffering 1-5 Casualtys! I've never seen so many TD in a single game...


Now the team is in the half-finals of the seasons Caos Cup and its like this:


#1 N.Warrior: D.Presence, F.App., N.Rot, Reg., Block, Guard, M.Blow
#2 N.Warrior: D.Presence, F.App., N.Rot, Reg., Block, Guard, +1St
#3 N.Warrior: D.Presence, F.App., N.Rot, Reg., Block, Guard
#4 N.Warrior: D.Presence, F.App., N.Rot, Reg., Block, Guard
#5 Pestigor: Horns, N.Rot, Reg., Sure Hands, Block, Extra Arms
#6 Pestigor: Horns, N.Rot, Reg., Sure Hands, Block, Tackle, NI
#7 Pestigor: Horns, N.Rot, Reg., Sure Hands, Extra Arms, +1MA
#8 Pestigor: Horns, N.Rot, Reg.
#9 BoNurgle: (no extra skill yet)
+ 6 rotters (3 with block).

6 Re-rolls
11 FF
4 Ass Coach
4 Cheerleaders


In the half finals I'll either be facing a pumped up Vampire team or a quite new human team (they be playing for the spot next week).
Any advice against those Vamps (which I belive will be my adversary team), beside trying to get rid of the thralls asap?

Cheers
Axt

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Post by Andromidius »

That's one scary LOS you've got there now. That's ALOT of hurt to throw at an opponant.

And advice against Vampires? Kill Thralls, man-mark Vampires. Not really much else to suggest.

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Post by Axtklinge »

Just as adicional info, those Vamps are quite heavy hurters too:

2 with block
1 with block, dodge
1 with block, +1Str
1 with +1 Str
1 with +2 Str

how about that for pain?
:lol:

And he'll be having 500, probably more in inducments...

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Post by SillySod »

Construct a multi-layered cage, a simple cage isnt enough to protect the ball against vampire. With a few extra layers of loose cage you'll find that the vamps have a much harder job getting in and will probably get stuck in a brawl - even if they get in on the first attempt the ball will bounce into a well covered area.

While those +St vampires are monsters they arent very cost-effective at the moment so you get a great deal from inducements. If they had block and dodge they would be fabulous but currently they're RR chomping turnover machines. Although you can probably outbash the team, try to mark the non-blodge vampires because you're forcing them to make at least a 2+ roll in addition to their bloodlust roll before they can actually do anything.

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Post by PubBowler »

With so much Block & Sure Hands 6 rerolls seems too many.

Do you use them all?

If not, cut them and shrink his inducements.

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Post by Axtklinge »

Hi!
Thanks for your tips!
Unfortunatly the game didnt go my way...

He got the ball, opens a breach in my defense, and cleaverly using both AG4 and hipnotic gaze menages to build a cage in my half of the pitch.
Just a blitz away from his first TD.
I get the ball by turn 3 or 4, and due to a great kick-off roll, a gap opens again in my defense (this time he doesnt even need to use the Hip.gaze.
I pick up the ball and even menage to protect the ball carrier with two other players, but he blitzes the poor fellow with the ST6 vamp, and there the ball is loose again.
Two turns later he scores his second TD, and I'm about to jump off the window. :pissed:
By the way, he didnt fail a single bloodlust roll in the first half of the game.

In the second half I get the ball, open his defense making use of all the guard players I can get my hands on, run two pestigors down his field.
Two turns later I quick pass to one of those pestigors, and he gets my first TD.
By now I'm ahead in Casualtys (4-2).
The last 5 turns, he does what was expected: picks up the ball, and does a box with two layers of players (the rest of the field was almost clean).
I placed a Pest in TD distance, in case I could reach the ball, but the only blitz I've menaged to do end up resulting in nothing.


After winning against me, yesterday he won the final against a Orc team, with the very same result (2-0 TD in the end of first half, and 2-1 in the end of the game).

My team played the "consolation final" against the other Orc team that passed to the semi-finals, and won 3-0.


Now, my usual ball carrier got another skill and I'm clueless on what I should give him.
Heres the team:

1- Nurgle.W- DP, FA, NR, R, Block, Guard, M.Blow
2- Nurgle.W- DP, FA, NR, R, Block, Guard, +1ST
3- Nurgle.W- DP, FA, NR, R, Block, Guard, M.Blow
4- Nurgle.W- DP, FA, NR, R, Block, Guard

5- Pestigor- H, NR, Reg, Sure Hands, Block, Extra Arms, ________?
6- Pestigor- H, NR, Reg, Block, Tackle, NI
7- Pestigor- H, NR, Reg, Extra Arms, +2MA
8- Pestigor- H, NR, Reg, Block

9- BoNurgle- L, DP, FA, MB, NR, RS, Reg, Tent, Guard

10- Rotter- D, NR, Block, Tackle
11- Rotter- D, NR
12- Rotter- D, NR, Block
13- Rotter- D, NR
14- Rotter- D, NR
15- Rotter- D, NR, Block

6 re-rolls
12 FF
4 A.Coach
4 Cheerleaders
100.000 gold.
(TV 2.300)

Soooo, what to give to the "ball carrier"?
And by the way, what to do with the gold?


Cheers
Axt

PS:@ PubBowler: Well no, I dont normaly use all the re-rolls. I tend to use 3 or 4 per half. The last ones were bought because I had the money and nothing to do with it actually...and it seemed like a good way to cut on the team value too.

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Post by Grumbledook »

if you don't use that many rerolls

id dump at least one and just get rid of the cash if you don't need it

just giving away inducements, or getting less yourself

do you really need 4 coaches and cheerleaders as well

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Post by Mad Jackal »

I was thinking that cash / treasury did not count towards TV. Have I forgotten that this thread has a subject that says it is older rules than that?

Otherwise.

I would consider Fend on the ball handler to make him harder to mark. (medicore choice for me)
Kick off return would help him cover the backfield on kick, but be useless other wise. (fairly weak)
Or two heads to improve his mobility. (I like this one)
Big hand is an option for getting balls in traffic. (not bad either)
Tackle would be ok (never can have enough in my opinion)
Strip ball would be passable, (but as he is the ball getter, I think less so).

I think it really depends on your play style.

I would go with two heads I think. That makes him more mobile and thus faster, and it plays on both sides of the ball.

Also, I would cut the niggling pestigor and buy a new one. Might as well see if you can develop another block + tackle pestigor who isn't niggled- or better yet maybe this one will luck out and get a boost of some sort too... Trying to be proactive towards the cap and cycle players who can be improved on.

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Post by Grumbledook »

oh maybe treasury doesn't, i'd have to double check so many rules ideas get read its hard to remember the real ones at times ;]

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Post by Marlow »

Personally I would give the Ball Carrier Guard to make it easier to bash people away from him or Stand Firm to stop him being pushed around.

Also four reserves, even if Rotters, seems a lot. How often do those guys ever take to the pitch? You seem to have a good 200k of wasted Team Value in extra Rerolls and Reserves you will never use? Perhaps you should sack some of them.

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Post by Mad Jackal »

Guard only works if the ball carrier is in the tz of more than one player though. And then only for the first block most likely.
So I see it as less viable. Two heads would allow him to dodge away from there instead of bringing in blitzers or blocking him clear...Or blitzing one of them and dodging away with the ball carrier himself..



And yes, I would cut the roster to at least 14 men.(By losing rotters) Maybe 13. Unless the rest of your league has good luck getting through the other players on your roster and into your bench.

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