Nurgle development (LRB5)

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Solarhaphaeriom
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Nurgle development (LRB5)

Post by Solarhaphaeriom »

So, this is meant both as a thread to discuss LRB5 Nurgle development in general, and for me to ask specific questions. I've started this nurgle team in a moderately experienced league, but somehow managed 5 wins in 5 games. I started with 2 Warriors, 6 RRs and 9 Rotters. Were I to start again I wouldn't get quite that many rerolls, probably 5 instead.
But anyway. In those 5 games, one of my warriors (with two advances) was killed, as were two rotters. A bunch of other rotters are quite broken, with -MA, -AG and Nigglings. One of them just got kick. I've purchased a Pestigor and a Beast.
I generally try to keep SPPs away from rotters, so the Pestigor is the main ball carrier, and the Beast and Warrior(s) try to get as many CAS as possible. The warrior got Mighty Blow as his first skill for more CAS, and has now gotten his second skill, which will be Block or Guard. Block for more safety when blocking (although with 6 RRs I'm alright in that regard) and Guard for strength advantage for team in general. Thoughts?
My Pestigor just rolled 11 for his first advance. I wasn't looking to make him a ball carrier, as he'd just hog SPPs from the later Pestigors, but the +AG might be useful. On the other hand, it adds 20k more to TV than a mutation does, and would only be better than extra arms for dodging and passing. Should I give him AG and thus turn him into a ball carrier, or just get a skill and make him one of the other Pestigors I was going to develop (probably he'll get MB as well, followed by Claw and Block, and be my 'can opener').
The +AG could also be good for leaping, and I was planning to develop a leaping strip baller, but then that would require this pestigor to roll a double. If I gave him, and the other pestigors, block as the first skill, any of them that rolled a double could get leap, followed by VLL and strip ball.
Well, that's all for now...

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Solarhaphaeriom
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Post by Solarhaphaeriom »

Or, probably should add right away: planned team development

Beast - Guard, Stand Firm/Grab, Grab/Stand Firm. If double probably Pro before Block, as it can be used for Tentacles as well as Really Stupid/blocking, without Loner messing up.
Warriors - Mighty Blow for SPPs, then Block/Guard, Guard/Block, Stand Firm
1 Pestigor (Strip baller) - Leap, Very Long Legs, Strip Ball, Block
1 Pestigor (Can opener) - MB, Claw, Block, maybe Frenzy
1 Pestigor (Linebacker) - Tackle, Prehensile Tail, Block, MB probably
1 Pestigor (Ball handler) - Extra arms, Sure hands, Kick-off Return, maybe Big Hand
1-2 Rotters that level before they die - Kick
any other Rotters - Dirty Player. If double maybe sneaky git, followed by DP

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Moogul
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Post by Moogul »

I'd say definately take the +AG. Sure it might cost a bit more than extra arms, but the bonuses to passing and dodging are worth it, AND you can always get extra arms later if you want to make it even easier to do stuff whilst in TZs. The possibility of getting a double for Leap and then VLL makes him pretty nasty at cagebreaking.

I'd be tempted with Block before guard on the warriors, your team is already pretty strong, and block just makes the warrior that much harder to take down (though guard is still a strong choice, especially since FA makes him a bit harder to take down).

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Razzkel
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Post by Razzkel »

I went Claw/Might blow/Block/Guard on my warriors for chaos team which is similar.

Pestigors are definantly your ball carriers/handlers ... i'd take the +ag and make him a possible thrower with strong arm as a 2nd skill.

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Solarhaphaeriom
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Post by Solarhaphaeriom »

I don't know if I'll make him a thrower, or just a runner, since I don't really have any receivers worth their salt, but might go for the AG anyway. For last minutes COMPs, and getting the ball to that rotter near the goal line in the last turn, and dodging.

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Jamie Fameflame
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Post by Jamie Fameflame »

IMO, taking anything else than the AG is a waste of opportunities...

It being his first advance is just pure briliant! That way you can take him in any direction you wish...

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DamianTheLost
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Post by DamianTheLost »

[quote="Jamie Fameflame"]IMO, taking anything else than the AG is a waste of opportunities...

It being his first advance is just pure briliant! That way you can take him in any direction you wish...[/quote]

Yeah I'm with Jamie on this one. +AG pestigors are brilliant

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Post by ZanzerTem »

Take the AG and turn him into a passer. With that many rerolls just about everyone on your team is a reciever.

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Solarhaphaeriom
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Post by Solarhaphaeriom »

Heh, a bit surprising that at least half the people in this thread are danes.
Anyway, there seems to be consensus that AG4 is too useful to pass up, which seems reasonable, so I'll bow to superior experience. In this case I'll buy another Pestigor ASAP, i.e. after my next game, and try to give him as many of the TDs as I can manage (unless I can reasonable give it to the Warrior), while letting Mr. Agility gain SPPs from completions.
I think I'll stick more or less to my original ball handler plan for him. I don't really like Strong Arm for him, as I'm pretty sure 98% of all my passes will be Quick Passes. So Sure Hands for ball recovery and Strip Ball protection, and then probably Kick-Off Return, as we have many kickers, and that way I can get away with fewer people in the backfield, on offense. Unless of course I happen to roll a double for his next advance, then it's Leap, Strip Ball, VLL.

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Omalley69
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Post by Omalley69 »

...and if i know you well, i´d say you do roll the double ;)
(danes rule the world...)

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TuernRedvenom
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Post by TuernRedvenom »

I'd take the AG but I wouldn't necesarily turn him into a passer. Make him either a mobile blitzer (block/tackle/mighty blow) or a mobile assist (Block, Guard). AG 4 is good enough to be passer IMO. You should never throw longer then short anyway.

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