Nurgle mutants

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datalorex
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Nurgle mutants

Post by datalorex »

Has anyone ever played a Nurgle or Chaos team where you only took mutations for skill ups? I'm starting a new league soon and I want to try it for fun.

I'm planning on taking Nurgle and get Foul Appearance on the Rotters first. Extra Arms on the Pestigors, and Claws on the N Warriors and Beast of Nurgle (when i get one).

What else should I consider?

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Meradanis
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Re: Nurgle mutants

Post by Meradanis »

datalorex wrote:What else should I consider?
You should consider again if you really want to play such a team. After doing so, if your answer is still "yes", do it again. And again. :wink:

Here are my suggestions:
3 Rotters: Foul Appearance (these are for the line of scrimmage)
other Rotters: Disturbing Presence, Prehensile Tail (get these ones into the TZ of your opponents Catchers)
1 Pestigor: Extra Arms, Big Hand (Pick up the ball)
2 Pestigors: Two Heads, Extra Arms (Touchdown machines)
1 Pestigor: Claw, Two Heads (Mobile Blitzer)
4 Warriors: Claw, Tentacles
Beast: Claw, Prehensile Tail

You won't win much games vs experienced coaches with mutations only, though. No Block against bashy teams, and no real options to stop high agility Blodger teams.

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fen
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Post by fen »

Just remember one thing - No mutations on the beast except for Doubles.

Outside of that from a tactical/strategic viewpoint I think you're making an error. Block, Guard, Tackle & Mighty Blow have no suitable replacements in the mutation section - and three of those four skills are key to making a Nurgle team that has a good shot.

You can get away without Mighty Blow and only a couple of Tackle players - but Block and Guard are essential in avoiding your team being overwhelmed.

This said - The #1 mutation you'll want is Foul Appearance - that's the only way you're going to survive Blocking wars.
Then you'll need Claw to give you some offense.
Dist Pres will shut down Throwing/Hand Off plays (But you don't need much more of it - Just stick it on Rotters after they get Foul App and Prehensile Tail)
A bit of Extra Arms - No more than 2 Pestigors with it is needed.
Two Heads for Pesitgors
Prehensile Tail on everyone once you have whatever else they might have wanted.
Tentacles is rubbish - unless you're taking Stat increases, in which case stick it on anything with ST5 - but you might end up taking it as roll #3 on a Nurgle Warrior because there's not much else that helps them.

But you're going to hate Wardancers and other Leaping/Strip Ball types. In fact you're going to hate playing against anything other than Vampires & Stunty teams.

I guess this is what you'd want - in order of picks.

Nurgle Warriors - Claw, Prehensile Tail, Tentacles... :roll:
2 Pestigors - Extra Arms, Foul Appearance, Two Heads, Prehensile Tail, Claw
2 Pestigors - Claw, Foul Appearance, Two Heads, Prehensile Tail
Rotters - Foul Appearance, Prehensile Tail, Dist Presense
Beast of Nurgle - Good luck on the Doubles

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datalorex
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Post by datalorex »

Oh, I know it's not a competitive team, and I may change my mind later. But for now, I want each player to at least start with one mutation. Maybe I'll take Block on them for their 2nd skill.

And I didn't realize the Beast didn't get mutations normally. I'm glad you mentioned that!

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