Don't make a thrower out of a blitzer in a 9positional team

More wisdom from FenFen wrote:The major strengths of the team is it's ability to halt cages with 5 of the best starting blockers in the game (behind Flesh Golems) and also disrupt any attempts to move the ball around thanks to Disturbing Presense. The other major benefits are the Beast of Nurgle, which is one of the best big guys, focused players who are dedicated to certain jobs and cheap, disposable linemen.
Now the bad part, the team is essentially skillless for key jobs, and the skills it does have are almost passive in nature. Only Horns requires an active aim to use it. But passive doesn't mean you should be passive in using the players with the skills.
I'll now break the team down into it's sections.
1. The Blockers - Beast of Nurgle and Nurgle Warriors.
All of these have Foul Appearance when they start, which makes them very annoying and often tough to knock down. But they're not very agile or fast, so you have to be careful in where you commit them. The Beast of Nurgle is the center piece of any action for the blocking section, it's the one that has the best chance to keep players in range for blocks and is also the best piece to trap problem players like Wardancers and Catcher types. But it's slow, so often what you want to do is push players into contact with it as much as possible and keep them there.
The Nurgle Warriors are also slow, but they don't have tentacles to help pin any players in place. Once someone gets away from them, they're gone and often out of reach, this is why sticking closeish to the Beast of Nurgle helps them continue to Block.
Collectively the 5 of them also provide your anti-passing support, as they have Disturbing Presense. You can space them out against Agility teams a little to try and cover a wide area of the pitch.
Development wise it's key to remember these guys are not Chaos Warriors, they're Blockers and as such slow in development.
Skills:
Beast of Nurgle - Guard, Stand Firm, Grab, Break Tackle - Doubles: Block, Claw
Nurgle Warriors - Block, Guard, Mighty Blow, Stand Firm, Prehensile Tail, Tackle, Claw, Break Tackle. Doubles: Side Step (instead of Stand Firm), some coaches like Jump Up - if you do take it, the guy will want Break Tackle as well.
Stats:
Take +MA, don't take +AV. Skip +AG on the Beast for sure, maybe take it on the Warriors, but imo I think break tackle is better if you want to be agile. You don't want these guys carrying the ball really, they're better at protecting the ball carrier. +ST is a no brainer...
The Runners/Blitzers - Pestigors
These 4 boys are the workhorses (goats?) of the team, as there is for of them you can afford to specialise them into certain types. They're your best runners with MA6 and your best Blitzers with Horns. So divide them into 2 Runners and 2 Blitzers.
On pitch they'll do most of the play making, running around, blitzing and the like. But they'll also draw the most flak, because good coaches will realise that crippling the Pestigors will hurt you more than anything else.
Skills: This is one way I build them.
Pestigor 1 - Runner - Extra Arms first, then Block, Fend, Guard, Foul Appearance
Pestigor 2 - Runner - Block, Sure Hands, Fend, Guard, Foul Appearance
Pestigor 3 - Anti-Agility Blitzer - Block, Tackle, Mighty Blow, Frenzy, Juggernaut
Pestigor 4 - Lethal Blitzer - Block, Mighty Blow, Claw, Piling On, Tackle
Doubles tend to be Dodge or for me Side Step (as I avoid Dodge because I like to make Tackle a dead skill choice against my team.)
The generic pool of good skills for pestigors is: Block, Guard, Sure Hands, Tackle, Mighty Blow, Juggernaut, Frenzy, Claw, Foul Apperance, Fend, Extra Arms, Prehensile Tail with Jump Up, Side Step and Dodge being the Doubles choices.
The reason for taking Extra Arms on one guy and Sure Hands on the other is to try and make up for being so skillless when you start. The Extra Arms player is for use against everyone without Strip Ball, the Sure Hands guy does the job vs Strip Ballers.
Also you want the Extra Arms guy early on as he catches on a 2+, this is huge in moving the ball up to safety fast and also it helps farm SPPs with those Elfball passes.
Stats: Take +AV on the Blitzer types, Consider +MA on the Runners - if you roll a ten twice pick whichever one you didn't the first time, take +AG and +ST are no brainers.
Linemen - Rotters
These guys are slow, and big tempting targets for people who like to kill things. Which is fine, if they're hitting your Rotters, they're not hitting your Pestigors. Hooray. They're fodder, don't get attached to them as they'll rarely last more than 2-3 skills, don't be afraid to score TDs with them if you have too though.
They're pretty simple to develop. You want one with Kick and the other skills are:
Block, Fend, a few Dirty Players and Doubles = Guard, Side Step on Second Doubles (like that's gonna happen!)
Stats: +AV - I don't even think +ST is worth it unless they already have +AV.
One final note with Stat increases, don't go too nuts with them. +MA is the best one for you followed by +ST. Problem is, you really need skills and Stat Increases aren't skills. So think long and hard about what you want the guy to do before you take it.
This is because the team is actually very very good with nothing but Normal skill rolls. You don't actually need any Stat increases or Doubles to build a killer team when you're playing Nurgle (and Chaos).
As for rerolls, the team wants to start with 3 and get to about 5 or 6 in the end.
And with Inducements, Igor is the inducement of choice, Borak is the best Star Player and he combos best with Ripper.
(Edit: Optimal Rerolls is 5 or 6, not 6. Probably best to stick with 5 unless you find you're turning over too much.)
Fen wrote: Starting with or without the beast is very much a personal decision. But I can say that starting with the beast is a serious consideration if there are a lot of Elf teams in your league. Being able to pin players in place for your Nurgle Warriors to beat up on is huge, especially if you get the Beast next to catcher/wardancer types.
With regards to Pestigors. Starting with one is most definately a mistake, two is the minimum you should start with, having just the one is putting all your eggs into one basket. Pestigors are your best ball handlers and blitzers rolled into one. Without them it becomes difficult to do anything, also on average it takes about two matches to replace one of them due to their expense.
As such there are two starting rosters I consider for a Nurgle team.
With Beast:
Beast of Nurgle - 140
3 Nurgle Warriors - 330
2 Pestigors - 160
5 Rotters - 200
2 Rerolls - 140 (The one issue with this roster)
30K for Bank/3FF
You need to earn 350K for that reroll and Nurgle Warrior before sinking cash into 2 more Pestigors. That's why I'd consider just banking the 30K so you just need 320K more.
Without:
3 Nurgle Warriors - 330
3 Pestigors - 240
5 Rotters - 200
3 Rerolls - 210
20K/2FF
This one requires 280K (BoN + Warrior) before you pick up Pestigor #4, it's about a match faster in getting to a full roster + 3 rerolls than the first one. Plus that third reroll makes the team far more reliable, but you will struggle more against Elf teams.
(Essentially the purchasing difference between the two teams is Beast of Nurgle + 30K vs. Pestigor + Reroll + 20K.)
Never directly pay money for Rotters after you start, pick them up through either dead opposing players or through loners that gain SPPs. You don't ever want to be wasting money on Rotters as your positionals and rerolls are too expensive.
Sounds like great advices. Depending on the number of players in the opposing team I usually foul once per turn in the end if I see a drive are close to end and/or there are valuable players on the opposing team prone.mattgslater wrote:14 players is worth it on this team, as you have cheap, effective benchwarmers who are above average foulers (subtract 1/6 total chance of casualty from chance of ejection via Nurgle's Rot, ejection risk minimizes Decay) and get great mileage from MVPs, comparable to Hobgoblins. I'd play really dirty with those guys, especially late in the first half.
In the second half, once you've used the Leader RR, foul with the Leader.
Your Pestigors are amazingly awesome. Who needs Extra Arms when you've got +1 AG? But what's with Strip Ball over Block?
Try to throw with him as much as you can, so you can score with other guys (the rookie first, but then focus on the Side Stepper, as he needs another skill to hit the peak of his curve). AG guy will continue to improve through Comps, which is important as he needs some skills, but you should only get TDs with him if it's the only way or once he gets close to improving.Mr_lemon wrote:And yeah the +1 AG pestigor is great but he is a huge SPP hogger....
Sadly, nurgle's rot players are added post-match, not like undead team's kills which can be used instantly. So none of the skills (rot, decay) have any ingame significance (since you cant use an apothecary in a nurgle team).14 players is worth it on this team, as you have cheap, effective benchwarmers who are above average foulers (subtract 1/6 total chance of casualty from chance of ejection via Nurgle's Rot, ejection risk minimizes Decay)
Spit my coffee out when I read that MA7 doesn't count.Carnis wrote:Would probably skip MA on the +AG/block, he won't get many skillups after the initial 3, so you need to make em count.
That, however, was a good point. Still, 13, 14... the difference is 40k.Sadly, nurgle's rot players are added post-match, not like undead team's kills which can be used instantly. So none of the skills (rot, decay) have any ingame significance (since you cant use an apothecary in a nurgle team).