Newbie with Nurgle

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Mr_lemon
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Newbie with Nurgle

Post by Mr_lemon »

Just played my first game with Nurgle (although I've played a lot of other teams before)

Started the team with
1 Beast of Nurgle
4 Nurgle Warriors
1 Pestigor
5 Rotters
2 Rerolls

After first match I got lucky enough to get enough money to buy another Pestigor and suffered no injuries so now I've got 12 players (good to have since my Rotters will probably foul alot)

I've got two improvements, a normal skill on the Pestigor (who scored my two Td's, was thinking about Extra arms. And the other was a double roll on a Rotter (who did a completion and got the MVP). I was thinking about Leader on him as I only have 2 rerolls now and he probably won't live long so let's make the best of him while he's on the roster. Interested in what more experienced Nurgleplayers would take on these two...

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Post by PubBowler »

Not an experienced Nurgle coach but I would favour Wrestle on your Pestigor to give you a reliable Blitzer and someone to take down Blodgers.

I like with Leader on a Rotter, Guard would be my 2nd choice.

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Post by Grumbledook »

yer I'd get leader as you only have 2 rerolls and you spent your money on another pestigor

I'd go with wrestle on the pestigor as well otherwise you will keep using that same one to score with if you take extra arms

you can go extra arms on the other one after you scored 2 touchdowns with him (use him as your ball carrier from now on)

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Post by Digger Goreman »

Guard/Wrestle on the Pestigor (I like the idea of blitzing a ball carrier, and if he doesn't go down, pushing him next to a player that can block him with assist)

Gotta admit that Leader hadn't occurred, but would be a darned good choice....

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Re: Newbie with Nurgle

Post by Lictor »

Mr_lemon wrote:Just played my first game with Nurgle (although I've played a lot of other teams before)

Started the team with
1 Beast of Nurgle
4 Nurgle Warriors
1 Pestigor
5 Rotters
2 Rerolls
I'm starting a Nurgle team this weekend with exactly the same line up (except that I won the GF last season I get a bonus RR for this team :smoking:) so please keep posting info here so we can compare ideas and progress and the like.

Just from the team sheet, my ideas for development are (in no particular order) -

BoN - Guard, Grab, Multi-Block
NW's - Guard, Block, Claw, MB
Pestigor's are so open for development, but I am thinking of developing one sweeper, one spear head and 2 scorers. Skill ideas still need polishing.
Rotts - They look like possibly one of the better linemen for a bashy/(slow)runny team if not for Decay, so probably just road blocks that hit hit back REALLY hard with Block and Claw.

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Post by Digger Goreman »

Looks good, Lictor, though I'm favoring Wrestle and/or Foul Appearence to keep the Rotts viable... and Grab first on the BON! Ahhhh, the embrace of tentacles.... :D

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Post by Lictor »

I am not comfortable with Wrestle on players with MA less then 6. It's the 2 MA recovery that irks me. Also Wrestle doesn't help slow skilling players skill any faster.

But in this league we can designate our own MVP's...

Fend is on the list for cage stopping purposes. 1 St5, 4 St4 and 2 Fend (when I have all positionals) should slow most cages significantly.

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Post by Digger Goreman »

The MVP designation definitely helps....

What others have said weighs heavily in my favor of Wrestle on a Rotter: they don't last long enough to worry about "the long haul"....

I'm very keen on other coaches experiences as I haven't "Nurgled" yet....

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Post by Lictor »

Hmm,

I did not consider that Rotters are on a very short contract...

Chances are I'll have a handful of Rotters so I will probably go Block/Tackle, Claw, Fend on my first few and then Wrestle up some others to compare.

Only an 8 game season to develop, that's the only issue. (But it's a weekly league!!! All other leagues I'm in are monthly!) So we will see what happens.

Thank you for pointing that out DG.

(P.S. Join the Nurgle experience, it seems to be the thing to do 8) )

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Post by Grumbledook »

you aren't going to get 3 skills on rotters in an 8 game league ;]

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Post by PubBowler »

Lictor wrote: Also Wrestle doesn't help slow skilling players skill any faster.
Not convinced this is true.

Mighty Blow & Block do but part of Blocks effect is that you throw more blocks as you have reduced the chance of a turnover.

Wrestle has this effect also.

As for Rotters, I'd go for protection skills only.
Block, Fend, Foul Appearance and the like.
Obviously with a Fouler and Kicker in the mix.

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Post by Digger Goreman »

Ok, let's see the di(c)e scheme as a Rotter Defender: helping reg. skill

:evil: Defender Down (pushed): Fend (but you're still down and possibly injured), Foul Appearence (1/6 time)

:P Defender Down w/o Dodge (pushed): Fend (but you're still down and possibly injured), Foul Appearence (1/6 time)

:-? Push: Fend, Foul Appearence (1/6 time)

:oops: Double Down: Block, Wrestle (you're still down but not injured), Foul Appearence (1/6 time)

:pissed: Attacker Down: Hah, ha!

Fend is the most useful, BUT doesn't help with injuries.... Block helps the most with injuries but doesn't counter certain tactical and mobility issues (canceling tackle zones and restricting movement vs block skill).... Foul Appearence will save ya' 1 time in 6 from any possible injury....

Hmmmmmm....

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Post by Smeborg »

I am playing my 3rd league with Nurgle (44 games in total). I am still learning - Nurgle are a hard team to develop, as they take quite a lot of casualties, and SPPs tend to be distributed unevenly. Plus they gain SPPs at about half the rate of a "normal" team (the classic Nurgle victory is 1-0 with no Pass Completions and a low CAS count).

My recommendation for the first normal skill on a Pestigor is Sure Hands (to be followed by Extra Arms). Sure Hands protects against the proverbial Wardancer with Strip Ball, and, more commonly, saves you Re-rolls (which are very precious to Nurgle). My general plan for the Pestigors is to have 2 ball carriers (Sure Hands, Extra Arms etc.) and 2 Blitzers (Wrestle, Fend, Tackle etc.). Wrestle is a very effective skill on Pestigors.

Rotters die, basically. It seems to be their job on the team. In a progression tournament recently, I had 5 Rotters die in 7 games. As most TDs are scored by the Pestigors, Rotters get few SPPs and are reliant on MVPs to progress. So far, I have only had one Rotter reach his second Skill Advance. His name is Chuck, he is quite famous, he is 5339 Decay, Block. He spends every game on the defensive line of scrimmage, has only missed 2 games out of 23, and is very lucky (he has been CASd many times, but somehow, unlike most Rotters, he survives).

The point is that Rotters need a development plan which takes into account their short life expectancy and the need to improve their survival chances. Plus I believe that the best place for Rotters in defense is on the line of scrimmage (I have lost 4 Warriors to death and retirement in 23 games without placing Warriors on the LOS - this figure would be at least twice as high if I placed Warriors on the LOS). Accordingly, my plan is to progress Rotters as follows:

Block
Fend
Foul Appearance
Disturbing Presence

Doubles: Sidestep, Jump Up
Stat increases: +AV only, ignore others
Stat decreases: accept -MA or -AG if skilled, otherwise retire

These are low key survival and annoyance skills. When not on the LOS, I find that the best role for Rotters is as assisters, escorts, screeners, markers (especially to mark things like Big Guys or Black Orcs), and of course as utility players when the Pestigors get it wrong (for example ball handling).

Bear in mind that Decay means that each time a Rotter is CASd, he has only a 1 in 4 chance of being there for the next game. For this reason, I don't think that team skills like Leader or Kick sit well on Rotters. Also, I don't plan to take Dodge on a Nurgle team, as my experience is that a small number of Dodgers are easily taken out by the opponent's Tacklers (other coaches may disagree on Dodge - I know it is extremely effective on a Chaos team).

Hope this helps.

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Post by Smeborg »

Digger Goreman - Fend is an excellent survival skill as it protects against Piling On (unless the blocker has Grab and is not taking a Blitz). Bear in mind that a player with Claw, Mighty Blow, Piling On has a better than 58% chance of putting any opponent that he knocks down into the dugout.

Fend also helps protect against secondary blocks (first block is 2 dice, but results in a push, second block can only be one die, as the first blocker cannot follow up to assist the second block).

Fend also prevents a player with Frenzy from taking his second block.

Hope this helps.

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Post by BIG Pete »

I'v been looking at nurgle and have a team ready for the waterbowl league. Try trying disturbing presence, to shut down any throwing game put against you, maybe 3 or more. Your low speed puts you at risk of a gutter runner/ wardancer ect running down and making a 2+ catch

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