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Newbie Nurgle. How to play the team.

Posted: Thu Aug 21, 2008 9:02 am
by Ikterus
I'm currently building a Nurgle team.

I've given it a lot of thought but I since I haven't playtested I have some questions.

1. Is it plain stupid to start without Pestigors?

2. How big effect has Disturbing Presence? Should I spread the DP guys out to maximize the effects?

3. Is the beast best used on the line or in the backfield to catch the ones that makes it throgh the lines?

I've looked for a Nurgle Tactica but haven't found one. If there is sucha thing please point me in the right direction.

Thanks.

/Ikterus

Posted: Thu Aug 21, 2008 9:15 am
by voyagers_uk
There has been quite a lot of discussion around this, try a search on posts by Fen subject Nurgle.

Re: Newbie Nurgle. How to play the team.

Posted: Thu Aug 21, 2008 11:52 am
by stashman
Ikterus wrote: 1. Is it plain stupid to start without Pestigors?
Yes! They act as your blitzers so you need atleast 2 of them.
Ikterus wrote: 2. How big effect has Disturbing Presence? Should I spread the DP guys out to maximize the effects?
DP is always a problem for passing teams. DP forces the teams to run with the ball, not even handing-off. You make the opponent play your game.

Ikterus wrote: 3. Is the beast best used on the line or in the backfield to catch the ones that makes it throgh the lines?
Put the beast on LOS. If he is in the middle you have the DP around, you have foul apperance so it’s a bit harder to block him, ST5 and so on. A very good and solid big guy with tentacles so you can keep them close, but try and have a rotter around him so you don’t fail your really stupid rolls. Don’t use him if it’s not necessary, becus there is a 1/6 chanc that he become stupid, losing his tacklezones.

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Other than this it will take some games before you get them going. It’s a bit harder to start with, but in the longrun they turn out really good.

Re: Newbie Nurgle. How to play the team.

Posted: Thu Aug 21, 2008 12:24 pm
by Grendel
stashman wrote:
Ikterus wrote: 3. Is the beast best used on the line or in the backfield to catch the ones that makes it throgh the lines?
Put the beast on LOS.
Have to disagree on that one. Put the Warriors on the line and keep the Beast in the back to redeploy it to where your opponent is going. Just make sure there is a Rotter on hand to tell it what to do.

Posted: Thu Aug 21, 2008 12:29 pm
by Ikterus
Thanks stashman (and voyager for the Fen-tip).

So the Beast's usability is mainly a passive one?

I don't like the models for beastmen but I guess I've got to find a way to convert them...

Or...

A thought just crossed my mind, why not use Plaguebearers??? They have horns, and are definitely nurgly...

This can't be a new idea? Got to look around for some inspiration!

Thanks again!

*Edit*

Found these paintted by Fatgoblin: Very easy conversions (just cut of plagueswords) but really nice paintjob.
Image

Posted: Thu Aug 21, 2008 1:49 pm
by Grendel
I used the plastic WHFB Beastmen as the basis for mine (unfortunately no pictures, yet) since I don't like the Plaguebearers

THe Beast is mostly there to restric the other team's movement and (hopefully) get some easy blocks on the ball carriers.

Posted: Thu Aug 21, 2008 2:42 pm
by fen
The beast is best used passively. In such an expensive team your rerolls are at a premium and you do not want to be spending them on the beast when it fails a Really Stupid Roll or skulls out. You need them to use on players without loner for ball collection and key blitzes.

The best defensive use for the beast is to position it in contact with as many players as possible (along with a little support), this ties up those players so they can't be used to provide a cage and also means they can't run away from your Warriors.

Offensively it's best used as part of the close cage next to the ball carrier. It creates a dead zone that can't be easily gotten through because it tentacles up those squares.

Of course, if you can get it next to a pair of catcher or thrower types you always should. Removing movement from those players is superb. Always think hard before throwing a block, you must consider "what happens if it loses it's tackle zones, can I afford to let these players just run away?" and if the answer is no. Don't do it.

Guard, Stand Firm and Break Tackle are the best skills for it. Block still remains the best doubles roll followed by Dodge.

Posted: Thu Aug 21, 2008 3:50 pm
by Craigtw
I think that Fen's advice in use of the beast is excellent - especially the part about being very selective about the blocks you make with it. Just because it is S5 and has Mighty Blow does not mean that you should be blocking all the time - it is the high strength and it's tentacles that make it such an effective Big Guy.

fen wrote:Guard, Stand Firm and Break Tackle are the best skills for it. Block still remains the best doubles roll followed by Dodge.
Agree with the skill options here, but would reccommend that you take the skills in order of Stand Firm, Break Tackle and the Guard (with of course Block and Dodge on doubles). My reasoning is this: once you have your tentacles on a Gutter Runner or other catcher type, the opposition will often chance a 2D block in your favour against the beast and all they need is a push and the catcher is free (as oppose to trying to break free of the tentacles and then attempt to dodge). Break Tackle is the next most useful as the opposition will start putting "sacraficial lambs" against the beast in order to force you to blitz that player off or (God forbid!) dodging with the beast if you are truly desparate! The beast is only good if it can get in touch with it's target - Stand Firm and Break Tackle will help you to this end.


EDIT - I do not have a lot of experience with the Guard skill, but this might be an effective skill for the beast (when you do choose to block with it) as it can keep the players hit in your tackle zone without moving (and possibly releasing your TZ on another player) if you follow up.

Posted: Thu Aug 21, 2008 5:55 pm
by Jural
Quick advice on the beast-

Against dodgy teams without STR 4 or higher (elves, skaven, humans without big men, etc.) usually put the beast on the line. Tentacles alone allows your other players more hits, and that is awesome. Block with him sparingly though, and preferably with a 3 die block. All it takes is one freaking roll of a 1 and all your hard work goes away when he loses his tackle zone!

Also, don't underestimate the value of grab on this team. Moving annoying players into the BoN's TZ can really hose the opposition's strategy.

Posted: Thu Aug 21, 2008 6:11 pm
by fen
Oh, in case anyone is wondering why I don't recommend Claw on a Beast it's because you really don't want to be blocking with the beast most of the time. Claw is better picked on Pestigors and Warriors.

I'd probably pick it as a third or fourth doubles, but really the meat skills for the beast are SF, Block, BT and Guard. (Yeah before I didn't put them in order of selection) and Dodge is amazing because you the threat of a BTing Dodging BoN (Jovi) is enough to seriously cripple people's plans without it actually moving (and it stops a single lineman tying up the beast when you need it elsewhere)

Posted: Thu Aug 21, 2008 6:53 pm
by SillySod
How about sidestep for the beast? Sidestep and guard could be a pretty funny thing to do to a cage....

Posted: Thu Aug 21, 2008 8:12 pm
by Craigtw
SillySod wrote:How about sidestep for the beast? Sidestep and guard could be a pretty funny thing to do to a cage....
That would be a waste of a double. The beast is going to get Stand Firm as a first skill (usually) so Side Step would be of little use. If you were fortunate enough to get doubles on your first upgrade, you would be a fool to not take Block.

Posted: Thu Aug 21, 2008 8:58 pm
by Ren_Rew
About the minis:

I used normal chaos warriors (old ones without cloak), ordinary beastmen and some zombies for rotters. On the beast, I'm still not sure if I'll use the Frog Demon from Reaper or the GW Swamp Thing.

The choice of color and the painting style makes the difference.

Posted: Thu Aug 21, 2008 10:02 pm
by ClayInfinity
My nurgle team... just for your interest:

viewtopic.php?t=24016&highlight=nurgle

Nurgle are great to play!

Since that posting I have been playing the team in our local league and was the best defensive team (only conceded 6 TD's in 9 games!). Unfortunately offence was bad and I finished 3 wins, 4 draws, 2 losses.

I started with 4 NW's and 2 Pestigors and saved the BoN until about game 7 after I had gained the 3rd & 4th pestigor... it helped that the league was a bit bash heavy and hence the DP wasnt a huge asset.

If I was playing against mainly agile opponents I would have taken the Beast earlier.

Good luck! IMHO one of the better LRB5 rosters.

Posted: Thu Aug 21, 2008 11:17 pm
by SillySod
Disclaimer: this isnt tried and tested advice thats aimed at newer players - its a few suggestions for experienced players who fancy trying out something different to see if they can create a non-standard but powerful skill route.
Craigtw wrote:
SillySod wrote:How about sidestep for the beast? Sidestep and guard could be a pretty funny thing to do to a cage....
That would be a waste of a double. The beast is going to get Stand Firm as a first skill (usually) so Side Step would be of little use. If you were fortunate enough to get doubles on your first upgrade, you would be a fool to not take Block.
Are you sure? I can see why standfirm is an excellent early skillpick (though not sure about first) but is sidestep so bad? I think that sidestep is directly better than standfirm, especially for cages and the like... it is quite possible it will stop people throwing any blocks against the beast, just in case it jumps somewhere inconvineant. Wrestle is a very common skill so block might not be so useful, hence sidestep takes on a little more attraction (to me anyway).

Or thinking slightly out the box again.... why not take dodge as your first double? This could couple really well with break tackle as well as either SF or SS. A dodging beast of doom could be groovy :)