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Nurgle's Rotters - Help w/ starting roster
Posted: Mon Apr 18, 2005 8:38 pm
by OgaPrime
Hi all, I am going to be in a 12 team league which will have an 11 game schedule (with 2 rounds of play-offs). The plan is that teams will transfer to a new season at the end of this one.
I am going to be playing Nurgle's Rotters. I was wondering if I could get some sage advice as to the best starting roster. We have 1000K to spend, and are using the LRB 4.0 Rules.
The teams in the league are still being decided, but here are the teams that have been selected so far:
1 chaos
1 high elf
2 skaven
1 undead
1 necromantic
1 khemri or human (player undecided)
4 others coaches are undecided
Since it is an 11 game season , I am not sure to build for the long haul or the short haul.
Here is a few options I have been toying with...
====
option 1)
11 Beastmen
4 Re-Rolls
6 Fan Factor
====
option 2)
1 Beast
10 Beastmen
3 RR
8 FF
====
option 3)
1 Beast
2 Rotters
8 Beastmen
2 RRs
4 FF
====
option 4)
1 Beast
4 Rotters
6 Beastmen
1 RR
1 FF
====
Option 1 seems like the longest term roster (4 RRs is nice)., though it doesn't even feel like a Rotter team... I might as well play chaos.
Option 2 adds the beast, so at least it has that Nurgle flavor. (plus if lucky the beast can make new rotters). 3 RRs is nice. I wonder if the season will be too short to really get the benefits from this roster. Plus, with only 1 FA player at start, it really won't feel that useful.
Option 3 looks like a better short term roster, though the 2 RR scare me some. At least with 2 rotters, that FA may really start to stack up.
Option 4... Well I just trhough that up, but I am not sure its will work. At the very least I will be a FF vampire, counting on the other coaches to have high FF to compensate... And that 1 RR... ick...
So, any help you can give, would be great. Like I said, I have some options, just wondering what y'all thought may work the best given our league structure, teams, etc.
Thanks!
- OgaPrime
Posted: Mon Apr 18, 2005 9:35 pm
by chunky04
I'd suggest option 2. The Tentacles on the Beast will be very useful against most of those teams. I'd also put some effort into convincing that last player to play humans instead of Khemri.
The main thing about Rotters is you have to be aware that they aren't a bashy team. They simply don't have the staying power without the apoth to manage it. effectively in the long-term. Try and stay mobile loose. Consider them a bit like Humans, but with a great player sticker (Beast), some good pass interference (Rotters), and ST4 Blitzes from everywhere.
Posted: Mon Apr 18, 2005 11:07 pm
by Dark Lord (retired)
Heh heh heh scheduled leagues and almost all bashy.
Bye bye High Elf and Skaven coaches.

Posted: Mon Apr 18, 2005 11:27 pm
by OgaPrime
chunky04 - Thanks for the tip. Regarding the lack of apoth, I would think that would favor option 3? (higher AV players, with Regen?)
Dark Lord - Funny you mentioned that (mostly bashy). Our comish was trying to set up a system to see if the league was balanced between bashy vs finesse teams. (So he could influence coachs to try different teams if it was leaning too far the other way). He set a range from - 3 (very bashy) to 3 (very finesse), with stuff near 0 being "balanced".
Here is what he came up with:
-3 khemri
-3 nurgle
-3 ogre
-2 chaos
-2 dwarf
-2 chaos dwarf
-2 norse
-1 orc
0 lizardmen
0 necromantic
0 undead
1 goblin
1 vampire
2 amazon
2 dark elf
2 halfling
2 human
2 skaven
3 elf
3 high elf
3 wood elf
Which means so far our league has a net -1, slightly bashy (assuming that one coach goes Khemri...) Perhaps our method for evaluating teams is not on (considering you thought it mostly bashy?). Interested in your opinion.
Posted: Tue Apr 19, 2005 1:04 am
by atropabelladonna
OgaPrime wrote:chunky04 - Thanks for the tip. Regarding the lack of apoth, I would think that would favor option 3? (higher AV players, with Regen?)
Dark Lord - Funny you mentioned that (mostly bashy). Our comish was trying to set up a system to see if the league was balanced between bashy vs finesse teams. (So he could influence coachs to try different teams if it was leaning too far the other way). He set a range from - 3 (very bashy) to 3 (very finesse), with stuff near 0 being "balanced".
Here is what he came up with:
-3 khemri
-3 nurgle
-3 ogre
-2 chaos
-2 dwarf
-2 chaos dwarf
-2 norse
-1 orc
0 lizardmen
0 necromantic
0 undead
1 goblin
1 vampire
2 amazon
2 dark elf
2 halfling
2 human
2 skaven
3 elf
3 high elf
3 wood elf
Which means so far our league has a net -1, slightly bashy (assuming that one coach goes Khemri...) Perhaps our method for evaluating teams is not on (considering you thought it mostly bashy?). Interested in your opinion.
Man, do I ever disagree with these ratings. Orcs should be a -3. Norse at most is -1. They don't have the armor or str to keep up the bash. I also don't think nurgle is bashier than Chaos. Those rotters take forever to level up, and with AG 3 and MV 5 CW's get skills quicker and bash better. Halflings and goblins should both be 2 or more likely 3 as they are not that good. Who cares if they have 3 big guys, the stunties make up for it. Lizard men should be -2 as well. All those saurus and the krox make a lot of bash.
I like the idea of trying to balance the league this way though.
personally I would go option 3 as I like getting the good guys right away, which will probably me a minority opinion...
Posted: Tue Apr 19, 2005 1:19 am
by chunky04
OgaPrime wrote:chunky04 - Thanks for the tip. Regarding the lack of apoth, I would think that would favor option 3? (higher AV players, with Regen?)
Dark Lord - Funny you mentioned that (mostly bashy). Our comish was trying to set up a system to see if the league was balanced between bashy vs finesse teams. (So he could influence coachs to try different teams if it was leaning too far the other way). He set a range from - 3 (very bashy) to 3 (very finesse), with stuff near 0 being "balanced".
Here is what he came up with:
-3 khemri
-3 nurgle
-3 ogre
-2 chaos
-2 dwarf
-2 chaos dwarf
-2 norse
-1 orc
0 lizardmen
0 necromantic
0 undead
1 goblin
1 vampire
2 amazon
2 dark elf
2 halfling
2 human
2 skaven
3 elf
3 high elf
3 wood elf
Which means so far our league has a net -1, slightly bashy (assuming that one coach goes Khemri...) Perhaps our method for evaluating teams is not on (considering you thought it mostly bashy?). Interested in your opinion.
Have to agree with atro here, this is a deadset shocker of a list IMO.
Mine would be:
-3 khemri
-3 chaos
-3 dwarf
-3 chaos dwarf
-3 ogre
-2 norse
-2 orc
-2 undead
-1 lizardmen
-1 necromantic
0 nurgle
0 amazon
0 human
1 skaven
1 dark elf
2 vampire
2 wood elf
2 high elf
3 elf
3 halfling
3 goblin
This has an obvious bias towards the bashy end of the spectrum, which is what I believe exists in Blood Bowl.
I disagree with Dark Lord in saying tis a particularly bashy league though. Only the Chaos and possibly Khemri teams are flat out bashy IMO. Undead and Necro are a bit bashy, not so much so that it throws off the league balance. It may just be that most of my experience is in fairly bashy leagues, but if I were in a conference with those teams, I'd be thinking it was a quite soft conference myself.
Chunky (who has been in an 8 strong conference with 2 Dwarf, 3 Khemri, an Orc and a Dark Elf team with his Humans before. Managed to finish 2nd, and only got the crap kicked out me once by the bashers)
Posted: Tue Apr 19, 2005 2:45 am
by Bizzy
-3 khemri
-3 orc
-3 ogre
-3 chaos
-3 dwarf
-2 nurgle
-2 chaos dwarf
-1 norse
-1 undead
0 lizardmen
0 necromantic
0 human
2 goblin
1 vampire
2 amazon
2 halfling
3 dark elf
3 skaven
3 elf
3 high elf
3 wood elf
That would be my opinion but then again who cares what I think? lol
Posted: Tue Apr 19, 2005 3:37 am
by omnimutant
Necro at -1 and again at 0? Wow you guys obviously havnt seen our league yet.

Necro's are super bahsy!
They may not beable to take it all that well but boy can they dish it out! I also agree that Orc's should be at -3 but so should the Lizards.
Posted: Tue Apr 19, 2005 4:31 am
by chunky04
I haven't really seen an allout bashy necro team - with full zombie DP cadre go at it yet, so I may be underestimating them a little. They definitely don't have the skill access beyond the two Claws and MB on the golems to get into the top tier of -3 though, but could be justified going into -2. They also don't have the strength with only two ST4 players on the roster.
Posted: Tue Apr 19, 2005 6:54 am
by omnimutant
I'm probably Biased here as I Own one of the bashy necro teams in Our league.

But after 11 Games I have 24 CS, About 8 of them resulting in death!
It's a pretty bashy League too.
Posted: Tue Apr 19, 2005 7:46 am
by chunky04
Nah, thats not too bad. A little over 2 CAS per game is about normal I reckon. I average about that with Human teams most of the time, so it is certainly not over the top for Necro.
The deaths part is obviously out of whack, but there isn't anything a coach can do to actually affect the ratio they roll on the dice (unless you seek out some weighted dice I suppose).
Posted: Tue Apr 19, 2005 2:08 pm
by orgak
As the co-originator of OgaPrime's list I wanted to make some comments to clarify my positions on these teams. The scale was set to define play style rather than measure pure bash ability. +3 and -3 are the extreme levels of play styles. Khemri and Ogres with their lack of skill and speed get -3's. They are pure brutes with no appreciable finesse ability. I added Nurgles because in my experience with them, they've been a killing machine and play a very conservative game. Chaos gets -2 comparatively, because the Warriors have 3 AG and can actually handle the ball. Dwarves are -2 because they have no 4 st position players and have fast moving runners. Lizardmen go to 0 because they balance bash with finesse. Sure the Sauruses can beat up opponents but their six speed and the 8 speed of the skinks allows Lizardmen coaches to play a bit of a finesse game.
On the other end of the scale I put the Wood, High and Pro elves at three because they are pure finesse. Skaven are a 2 because of the Rat Ogre and because I have seen coaches who run them as more of bash team. Doesn't happen often but you have the option of taking claws and such from the PT list. DE get a 2 because with 4 blitzers and 2 Witches, they can cause some serious damage - especially to the level 3 finesse teams. Plus there's the GW fluff to boot.
Anyway, that was my line of thinking right or wrong. It's based on my personal experiences on Fumbbl and in live game play. I do think it would be interesting to continue compiling a list of ratings to see what the averages work out to be. I guess one of the only problems is that the +3 to -3 scale doesn't allow for as much differentiation as may be required. Perhaps +10 to -10 would have worked better.
Posted: Tue Apr 19, 2005 3:02 pm
by Aksho
@Starting Cockerel:
I have tryed out option 2, 3 and another Option with 9 Beasts, 1 Rotter, 1 Beast, 2 RR, FF 9
Option 3 has turned out as the best for Leage, Rotters need games over games for a skill. (at the current Leage after 5 games no Rotter skilled up jet

). Nurgle isn´t Bashy at all. With no Block and no positionals with Skills you can just hope 2 survive the first games without loosing 2 many players. Without an Apo you have to play very conservative and against some Teams (Amazones, Dwarfs,...) you can just pray to Nuffle

Hoping for the Beast building a Rotter is like hoping for snow in July

You need the Beast from the beginning with its Tentacels.
2 RR is enough for Rotters, without the "need" to buy an Apo you can go very quick for a new RR and new Players. Don´t retire Beastman with Niggling etc. 2 quickly because you need someone on the Line
The best thing about Rotters is, that you don´t need 2 think about when and on who 2 use the Apo *lol*
@System: There are always different meanings about how a Team can be seen. Ok, some Teams can be put into a corner without question (Khemri, Woodelfes,...) but a Lot of Teams can move into different directions, i´ve seen Orcteams with 4 Gobbos and no Blackorcs, so there are always different ways of playingstyle and Team-composition.
mfg Bernd