Advice needed for tourney-bound Rotters
Posted: Tue Aug 16, 2005 1:33 am
Going to the Deathbowl with the Nurgle's Rotters!
Here is the roster that I plan on using:
8 x beastmen
2 x rotters
1 x beast
2 x RR
4 x FF
Now at the Deathbowl, the Nurgle team will be allowed to take mutations as thought they were regular skills. Each team will be allowed to take two skills before the tourney beginning. Furthermore, there will be opportunities as well to double up skills after two of the games. So my quandry now is: what skills/mutations do I take for this team???
A consideration is the fact that there are plenty of dwarf and skaven teams playing. Aside from that there are everything from vampires to halflings as well. A real smorgasbord! But the fact that it is predominantly skaven and dwarf makes it difficult to focus skills in one direction!
Assuming I cannot take mutations for my first two picks, then the choices are easy - block for both Rotters. Then maybe later give one of them a claw.
But if I can take mutations then I was thinking big hand for one of the beastmen would be a good choice. But then am still thinking about the second skill. Maybe horns for the beast of Nurgle to give him the edge against other BGs?
I was also toying with the idea of liberally adding foul appearance amongst the beastmen, which may upset the opponents blocking game somewhat and really put a damper on their passing. Good against dwarves and skaven! Not to mention the fact that it really fits the theme of the team as well!
Suggestions?
Here is the roster that I plan on using:
8 x beastmen
2 x rotters
1 x beast
2 x RR
4 x FF
Now at the Deathbowl, the Nurgle team will be allowed to take mutations as thought they were regular skills. Each team will be allowed to take two skills before the tourney beginning. Furthermore, there will be opportunities as well to double up skills after two of the games. So my quandry now is: what skills/mutations do I take for this team???
A consideration is the fact that there are plenty of dwarf and skaven teams playing. Aside from that there are everything from vampires to halflings as well. A real smorgasbord! But the fact that it is predominantly skaven and dwarf makes it difficult to focus skills in one direction!
Assuming I cannot take mutations for my first two picks, then the choices are easy - block for both Rotters. Then maybe later give one of them a claw.
But if I can take mutations then I was thinking big hand for one of the beastmen would be a good choice. But then am still thinking about the second skill. Maybe horns for the beast of Nurgle to give him the edge against other BGs?
I was also toying with the idea of liberally adding foul appearance amongst the beastmen, which may upset the opponents blocking game somewhat and really put a damper on their passing. Good against dwarves and skaven! Not to mention the fact that it really fits the theme of the team as well!
Suggestions?