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Nurgle Offense?
Posted: Thu Sep 28, 2006 12:48 pm
by Coach Grodd
I'm running a Nurgle Rotters team for my local Blood Bowl league here in Lincoln Nebraska. We've got a small group of people, but all are solid players playing teams they know fairly well. That said, my experience with the new "improved" Nurgle, or Chaos teams in general, has been somewhat limited. I play fairly well on defense, but my team falls apart when I try to run any kind of offensive effort to move the ball. Do any Chaos or Nurgle coaches have suggestions?
My team looks like this.
Beast
4xNurgle Warrior
2xPestigor
5xRotter, 1w/Extra Arms, 1 w/Kick
1 RR 5FF 1CL
The league is primarily bashy (2 Orcs, Undead, Chaos, and me) with a splash of 2 High Elf teams to keep things honest. Admittedly, part of my problem has been the abyssmal casualty rolls I've had so far (in 4 games, I've caused 1 casualty. And trust me, it's not for lack of trying) but every time I've tried to run any kind of cohesive offense, it just falls apart through either enemy speed and agility advantages or the enemy simply out pounding me. Any help would be appreciated.
Posted: Thu Sep 28, 2006 12:53 pm
by Magic Dave
your lack of RRs could be why.
i guess you are trying to cage the ball then a push down field?
Posted: Thu Sep 28, 2006 2:35 pm
by Cramy
Nurgle, like Chaos, start with no ball handling skills and average agility. And none of your players have block. What that means is that you will need all the RRs that you can get, as Magic Dave mentioned. I would not start a Nurgle or Chaos team with less than 3 RRs myself.
Probably too late for you to change that though, but try to buy RRs ASAP (even though they are extremely expensive).
I have no experience with Nurgle, but I have played against Chaos quite a bit. You will need to try to transpose my suggestions to Nurgle.
Chaos: Give Sure Hands, potentially followed by Big Hand to one or two of your beastmen (pestigors or rotters for Nurgle). This gives you a couple of guys that can pick-up the ball reliably without using RRs. Then build a cage and progress the cage downfield.
You will want block and guard and Stand Firm on your key players that you use for your cage. Especially since your league is fairly bashy, you will need those skills if you want to run the ball effectlively.
If you want to build-up a passing play, then you will need more RRs. AG3 is enough to have some sort of passign play, no worse than Norse or Human except that you don't have any of their passing/catching skills. You can give some of your players passing or catching skills. I would do that later only though, as there are many more skills that are more important. But giving yourself a passing option, even if you don't use it very often, can throw your opponent off guard, and can also force him to remove pressure off of your cage to run-down potential receivers. Pass the ball once in a while to remind your opponents that you can do it, but don't use that play too much as it is not your strength.
Posted: Thu Sep 28, 2006 2:48 pm
by Magic Dave
Cramy wrote:Nurgle, like Chaos, start with no ball handling skills and average agility. And none of your players have block. What that means is that you will need all the RRs that you can get, as Magic Dave mentioned. I would not start a Nurgle or Chaos team with less than 3 RRs myself.
Probably too late for you to change that though, but try to buy RRs ASAP (even though they are extremely expensive).
I have no experience with Nurgle, but I have played against Chaos quite a bit. You will need to try to transpose my suggestions to Nurgle.
Chaos: Give Sure Hands, potentially followed by Big Hand to one or two of your beastmen (pestigors or rotters for Nurgle). This gives you a couple of guys that can pick-up the ball reliably without using RRs. Then build a cage and progress the cage downfield.
You will want block and guard and Stand Firm on your key players that you use for your cage. Especially since your league is fairly bashy, you will need those skills if you want to run the ball effectlively.
If you want to build-up a passing play, then you will need more RRs. AG3 is enough to have some sort of passign play, no worse than Norse or Human except that you don't have any of their passing/catching skills. You can give some of your players passing or catching skills. I would do that later only though, as there are many more skills that are more important. But giving yourself a passing option, even if you don't use it very often, can throw your opponent off guard, and can also force him to remove pressure off of your cage to run-down potential receivers. Pass the ball once in a while to remind your opponents that you can do it, but don't use that play too much as it is not your strength.
i was just about to say all that

Posted: Thu Sep 28, 2006 3:30 pm
by Warpstone
I've found Pestigore's are probably your only offensive and defensive playmakers on the Nurgle team. Try to get 4 of them as soon as possible.
For example, the only realistic chance that you have for an emergency two turn score involves a play where you send atleast two Pestigores into the opposing half and generally rely on handoff-pass to get the ball to them in the second turn.
I've found extra arms on two pestigore's to be extremely useful because it not only helps you pickup and catch the ball, but also helps to keep the other team in check defensively due to the threat of transferring the ball to an unmarked pestigore.
Posted: Sun Oct 15, 2006 3:05 am
by Mad Jackal
Big Hand is not near as cool as it used to be.
I would go extra arms instead.
And yes, you need more re-rolls and more pestigors to play offense in my opinion.
Rotters at move 5 ag 3 are just way tooo slooooow to get anything reliable done. Plus the buggerss are way to fragile with decay to try and skill one into a usefull ball handler.