Newbie with Nurgle

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Carnis
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Post by Carnis »

mattgslater wrote:
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.
Spit my coffee out when I read that MA7 doesn't count.
Yep, probably AG/MA is a no brainer if you go ballcarry with him.. Taking it back! :P

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kizkiz
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Post by kizkiz »

Played my first game with nurgle last night against a 1.5TV dwarf team.
The game was carnage.
7 casualties in the first half alone
Dwarfs ended up with 8 players on the pitch by the end, with 3 of them too scared to get up from the floor :lol:
1-0 win for nurgle

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Carnis
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Post by Carnis »

kizkiz, that's luck, nothing more! Always glad to see dwarves suffer though ;)..

I have this perverse plan to get a grab-player (won't ever happen, third skill rarely seen in our TT-league on a bashplayer), to use with standfirm tentacles beast for crowdpushes.. The idea:

Code: Select all

LL = liner
NW = nurgle war
BB = Beast
Variant one, NW with grab (after block/guard)
oppo's standard sideline, kick:
| -- -- -- --
| -- -- LL --
| -- LL -- --
| -- -- -- --
my turn1, blitz the left guy with a NW, go for a POW, if that fails a push works too (88% chance).
| -- -- -- --
| -- LL LL --
| -- NW BB --
| -- -- -- --
my turn2 (he cant run due to tents, and stand firm beast), block1 by NW -> Grab.
| -- -- -- --
| -- LL -- --
| -- NW BB LL
| -- -- -- --
my turn2, 2die block2 with Beast
| -- -- -- --
| -- LL -- --
| -- NW BB -> sidelines LL
| -- -- -- --
Variant2, Beast with Grab (after Stand Firm)
| -- -- -- --
| -- -- LL --
| -- LL -- --
| -- -- -- --
my turn1, blitz the left guy with a MB pesti, go for a POW, if that fails a push works too (88% chance)
| -- -- -- --
| -- LL LL --
| -- BB NW --
| -- -- -- --
my turn2 (he cant run due to tents, and stand firm beast), 2die block1 by BB need push (55% chance) -> Grab.
| -- -- -- --
| -- LL -- --
| -- BB NW LL
| -- -- -- --
my turn2, block2
| -- -- -- --
| -- LL -- --
| -- BB NW -> sidelines LL
| -- -- -- --
If opponent doesnt commit anything to the sideline, means I can more easily attack, so grab won't be totally wasted, and also, one can use it in the LOS to grab a player for the T1 foul.. So the question, is it too complicated..? Opponent can prevent it somewhat by 2die blocking against the NW (hence, he'd need a SF eventually as well), by not committing to sideline, by succeeding a tents roll by the target (low chance), by protecting sides with 2 stand firm (rare, barring necroes).

I feel variant 2 is less reliable, but also less committing skillwise, and works surprisingly often.

Standfirm opponent can be countered by a jugger frenzy beastman, but its a big investment. Finally, committing a warrior to Block/Guard/SF/Grab makes one less cookie cutter (Block, Guard, with MB/Claw or MB/Tackle).

Is it too complicated? Is it even a good idea? Comments/Improvements..?

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kizkiz
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Post by kizkiz »

[quote="Carnis"]kizkiz, that's luck, nothing more! Always glad to see dwarves suffer though ;)..

Oh, i know that :lol:

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Phazael
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Post by Phazael »

I know I play differently from a lot of people here, but my Nurgle team actually passes a lot and has no pestigors. In our league, my Nurgle Warriors also all have at least one pass completion and I got an AGI up on one of them, which has made him one of my main two ball handlers. The rotters are slow, but disposable, so if you are cautious with your TRRs, you can send them on suicide pass reception missions while hedging your bets with a power cage running attack. Some extra arm and/or two heads on a couple Rotters and you have a reliable ball handling crew. I think the team is excellent, especially with the nice disposable 3 3 AV8 cheap as dirt linement and wide access to mutations and general. You can literally develop it into whatever you want.

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Carnis
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Post by Carnis »

I don't see why the pestigors must be the ballcarriers either. +1 MA is nice, but the team overall is moving at MA4 cage-speed. A Sure hands / Block / (Kick-off-return or X-arms) rotter will work for a long time. If you already have a +MA pestigor then he probably is the best ballcarry, even more so if you have a +MA/+AG (as one poster here), expensive though. Generally I think the best buck for your pestigors early is to go with damage skills, when your NWs are not yet as developed. Similarily getting 1-2 DP rotters ASAP makes winning a lot more likely.

I'm currently playing a roster with beast, 4NW, 2 pesties and 6 rotters using the rotters to score all the TDs and foul with a DP and the cage assisting while moving, pesties to blitz and NWs to block/tie/crowdpush together with the beast. Maybe if the rotters start dying some can be replaced by pestigors, but I just don't see how the team is in any real way crippled when the pestigors die, when the rotters can take all their jobs, but do them slightly worse (for a 40k saving in cost, though).

Especially early on getting the 4 pestigors will bloat the TR by a whopping 160k, for no real extra skills (barring ofc, speed and horns, which is why they are necessary.. But I'd skill some up first, then hire more when rotters die).

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mattgslater
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Post by mattgslater »

I'm kind of of that mind on most teams. Share the SPP unless you have a good reason not to. I'd still try to get a couple Block Pestigors quickly. Wight with Horns, baby.

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