Help with nurgle

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fire olli
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Help with nurgle

Post by fire olli »

Hi all,

I have a nurgle team in a vets league. I am looking for some advice on how i should set the team up when kicking and receiving. Also i have just managed to buy a beast, i have never used one so would like some help with that too. The team looks like this.

6 Rotters.
1 x kick
1 x Block, Guard
1 x Block

4 Pestigors
1 x MA+1, Sure hands
1 x Block, Mighty Blow
1 x Block

4 Warriors
1 x Guard
1 x Block
1 x Block, AG+1

1 Beast

3 re-rolls
8 fan factor
40,000 in the bank
TV 173.

So if there is anyone who knows what they can do with setting up this team please help.

Cheers Olli

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Carnis
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Re: Help with nurgle

Post by Carnis »

Looks like a solid team, albeit extremely expensive for what it actually does (a rookie norseteam has nearly the same amount of skills, speed & dmg dealing capacity).

I have a less developed nurgle team and I believe the team is supposed to do 2-3 things:
1) Do damage (nurgle is likely the bashiest team in the game at high level with FA+claw access & 5x AV9)
2) Use the beast's tentacles to pin down 1-3 players, to aggravate what damage has already been caused.
3) Spread the "fast moving" pestigors deep, to not get surprised by a pass or fast running plays.

For objective #1 you will use the majority of your players. Block/Guard/MB warriors will take blocks at played pinned down by the beast. Beast only moves, if he this way gets more players pinned down and only if he has an assist. Beast may take 3die blocks too, but only at the end of the turn. Try to block your opponent towards the beast, or towards the sideline.

Pestigors will deal damage, depending on opponent you will need three kinds of pestigors:
Block/MB/Piling on versus general/non agi
Block/MB/Tackle vs dodge / blodge spam
MB/Claw/Block vs AV9 / bash

I'd develop one pestigor as MB first, so as to get to MB/CLAW combo quickly. If you ever face dwarves/orcs, you will not regret it.

I would not play with more than 13 players, you have 9 players with regenerate, and 5 with AV9 and foul appearance, losing the bashfest so bad, that you need 3 reserves is unlikely.

I'd get a DP rotter ASAP, but I realize a lot of coaches are not comfortable with the slight risk included with fouling, so do as you please. For me, just having one dirty player along with a cagey/running play has made winning games significantly easier.
Guard/SF the beast, and play him as a troll (roadblock, with tentacles).
Block/Guard the warriors. Some may consider block/mb/claw instead, but you'll probably do more with block/guard.

You should probably sack the +AG warrior, he'll very rarely be able to capitalize on his AG3, with his already lame MA of 4.

Your basic gameplan should be, take the freeblocks, take a blitz. Gangfoul the target, try to get a 1-3 player lead. Feed 1-3 unlucky players to the beasts tents, and then run to the goal line facing an opponent 2-5 players short (1-3 for blitzes&fouls, 1-2 for tentacles/crowdpushes).

Try to position the beast & his pinned players close to the sideline, there tentacles may often give you extra opportunities for crowdpushing.

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Post by fire olli »

That sounds great i will take that on board. The AG3 warrior has been great, he is like a full back in american football.

I think i have alot to learn with regards to the beast. I am sure it will take me a few games to get used to him.

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Post by Smeborg »

I would suggest you have one too many players. Drop a Rotter in order to keep TV low. 3 RRs is correct, IMO.

I suggest you have too much Block on the Pestigors. I prefer having 2 Pestigors wth Wrestle instead (designed to sack ball carriers and receivers). Fend as the second skill after Wrestle.

I suggest the +AG on the Warrior is a bit wasted (perhaps a normal skill would have been better).

When the Beast gets a skill-up, consider Break Tackle. It makes him into a mobile threat that your opponent has to deal with (otherwise it is easy to tie up the Beast by marking him with a Lineman). Consider Pro on a doubles for the Beast (to keep his Tentacles alive, and to save Re-rolls).

On the Warriors, consider Block, Stand Firm (the key skill after Block), then Tentacles, Grab.

The +MA, Sure Hands Pestigor looks excellent. Keep developing him as a fast Runner, with skills such as Kick-Off Return, Extra Arms, and on doubles, Sure Feet, Sprint. Consider building a reserve (defensive) Runner with similar skills, but with Kick (this enables the offensive Runner to stay off the field in defense - he is not very good at looking after himself).

The Rotter development strategy is good (Block, with Guard on doubles). Consider Fend, Foul Appearance, Disturbing Presence as the skills after Block.

I am not convinced that Nurgle are ideal for building as a slayer side (although of course this is possible). I think other muitant teams are better at this (particularly Chaos and, believe it or not, Underworld Pact). I think Nurgle are better as a supremely annoying side, designed to deny both ball movement and position. For this purpose, I suggest the ideal skills would be something like:

Beast: Break Tackle, Stand Firm, Guard (Pro, Block on doubles).
Warriors: Block, Stand Firm, Tentacles, Grab.
2 Pestigors: Wrestle, Fend, Tackle, 2-Heads, Pro.
Rotters: Block, Fend, F-App, D-Pres (Guard on doubles).

Hope this helps.

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Post by Digger Goreman »

I like Grab on the Beast, after Break Tackle.... Keeps you enemies closer and maintains the man/men-up advantage(s)....

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Post by Carnis »

I'm threadromancing and hijacking this thread, instead of building a 5th "help with nurgle" thread :p.

What would you pick:
Beast at 18 SPP, has guard -> roll 6+6.
Pestigor at 6SPP -> roll 3+3

The team:
Beast / Guard/6+6 roll 18spp
4x Warrior / 1x block 8spp, rest 4/5/2spp
3x Pestigor / 1x block 14spp 1x block/mb 25spp 1x3+3 roll 6spp
5x Rotter / 1x block 12spp, 1x dirty player 12spp, rest 2/5/4 SPP

3x RR
7x FF
Rating 1500k
170k in the bank (+1 winnings roll with +2&reroll forgot to roll at the end of last match).
winratio 6-1-2 (all 6 wins against the same 2 coaches though, who don't "get" nurgle, draws and losses all the rest of em though :D).

I'm thinking of taking Block with the beast, but str6 tentacles are calling me (could tie ogres with tentacles!). STR would be a huge rating bloat on the other hand, as the piece is nearly untouchable as it is.

The Pestigors on the other hand, I don't have sure hands, so I need to get it asap. I'm seriously considering only three skills for the double:

Sidestep would be "nice" later on, but useless at this stage.
Dodge would make him either a blitzer (block or wrestle and dodge/tackle/two-heads), or an ok ballcarrier with Block/Dodge/Surehands.
Sure Feet would give him essential +2 movement when ballcarrying for a Sure Feet+Sure Hands+Block+Twoheads ballcarrier..

For the soon to level rotter I'm thinking twoheads (dodge doubles), so he can run for cover when he gets marked by a high ST+MB player, or to provide mobility for an already immobile team.

I'm sticking to 3 pestigors, to keep the costs down. Now the team is only 20k more expensive than a similar developed chaos team at 13players (+30k for reroll cost, +40k for warrior cost, +60k for pestigor cost, -10k for beast cost -100k for rotter cost).

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Post by Mr_lemon »

Hard choices. I've had the same choice twice on the pestigor. Took Sidestep on the first and Dodge on the second, and this far I think the one with dodge have been better (both of them have now reached their 2nd skill) as Sidestep in itself isn't that good, but will eventually become better and better while Dodge lose more and more of it's value as the teams in the league evolves. So how long is your league? Long-term I think Sidestep might be better but short-term Dodge is more valuable if you ask me.

My Beast is cursed so he still hasn't skilled up after 12 games so I've got no real experience on what choice is best, but for me the Beast's greatest role on the team is to man-mark weak and agile players of the opposing team and hold them in place with tentacles so a STR-boost would be amazing to improve his skills in that way, but I can understand your thoughts about Block. I guess the question is: Do you often see you Beast knocked down by the opposing team? If so, take block (or dodge 8) ) otherwise, take the STR-boost. For me, the Beast is quite a passive player, it's tacklezone is it's greatest asset, but I guess it might differ one how you use your players...

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Post by Carnis »

Mr_lemon wrote:I guess the question is: Do you often see you Beast knocked down by the opposing team? If so, take block (or dodge 8) ) otherwise, take the STR-boost. For me, the Beast is quite a passive player, it's tacklezone is it's greatest asset, but I guess it might differ one how you use your players...
The beast stands, if he has 2 players tied up in tentacles, if less, or the other team is already seriously outnumbered, then he actively blocks to "move" towards new victims and to make +MB armor checks. The team assists as best they can to make the blocks 3die, or blitz players into his TZs.

For this Guard/Stand Firm is what he's gonna get. He only blocks at the end of turns though. I actually think quite the opposite, if he gets knocked a lot he needs STR (to avoid being blocked), if not he needs block (to block himself).

I'm actually pretty torn on choices for the pestigors, they need to be developed more before I can afford taking more "fat" by hiring a new rookie pestigor. I'd like all 4 to have Block&Tackle eventually, with the rest of the team being tackle-free (Claw or Tail for NWs after MB/Guard/Block -> Irrelevant though, they won't ever get there).

Taking anything but block or surehands on the other hand slows down development significantly.. If I take Sure Feet then I'll have to make him the ballcarrier and play another 3-4 games without sure hands.

This league's perpetual, so time is not an issue..

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Post by Tarp »

Just roll a few ST+ and watch the other coaches cry :lol:

Scum of the Earth

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Post by Craigtw »

Going back to to the original thread, fire olli was unsure about how to use the beast.

What a lot of people do is have the beast on the front line where he can hit with his S5 and use the Mighty Blow to squash opponents. IMO this is not the best use for the beast.

I tend to leave the beast in the backfield with a babysitter, and wait to see what pops through the front line (catcher types and any AG4 blitzers that the other team may have). That is the target for your beast. Get your beast as close as you can, if only 1 square away, that is fine (you can use another player to blitz the player into your beast's TZ). Once you have the intended receiver in your Tentacles then sit on him. Do NOT attempt hitting as this may make the beast go stupid and thereby lose your Tentacles effect.

The best first skill for the beast (assuming doubles are not reolled) is Stand Firm. It is too easy for your opponent to make a block (even 2D you choose) and push the beast away and get free. It's all about the Tentacles!

I wrote a Nurgle playbook for NAF. If you are interested then PM me with your e-mail and I can forward it to you. They are still figuring out the library over there.

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Post by tafta »

My 2 cents when it comes to Nurgle team play and development; I play my Nurgle team focusing on the negating skills the team do have in abundance: Disturbing Presence, Tentacles and Foul Appearance. Give Rotters Block and Foul Appearance and let them soak up blocks together with the Warriors. Stick the Beast to opponents catchers but don't try to block unless you can handle the beast going down. Spread the Disturbing Presences guys out so you cover the potential passers/catchers. The point is to wear the other team down by extra dice rolls and penalties on rolls.

The Pestigors do the creative work in the team; one should be an blodge killer (block, tackle), one should be a heavy hitter (block, m.blow, claws) and one should be a ball retriever (block, strip ball). You don't necessarily need a dedicated ball handler, not having you gives you more options and you don't feel the urge to get the ball to the special guy or get demoralized when he goes off-field.

So keywords are wear and tear, make the other team roll as many dices as possible and beat him when he's exhausted.

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Post by Craigtw »

tafta wrote:My 2 cents when it comes to Nurgle team play and development; I play my Nurgle team focusing on the negating skills the team do have in abundance: Disturbing Presence, Tentacles and Foul Appearance. Give Rotters Block and Foul Appearance and let them soak up blocks together with the Warriors. Stick the Beast to opponents catchers but don't try to block unless you can handle the beast going down. Spread the Disturbing Presences guys out so you cover the potential passers/catchers. The point is to wear the other team down by extra dice rolls and penalties on rolls.

The Pestigors do the creative work in the team; one should be an blodge killer (block, tackle), one should be a heavy hitter (block, m.blow, claws) and one should be a ball retriever (block, strip ball). You don't necessarily need a dedicated ball handler, not having you gives you more options and you don't feel the urge to get the ball to the special guy or get demoralized when he goes off-field.

So keywords are wear and tear, make the other team roll as many dices as possible and beat him when he's exhausted.
To each their own - I think a lot of what you are saying there is good and could certainly work. I would suggest giving a mix of Disturbing Presence and Foul Appearance to the rotters as this will completely shut down any passing, hand offs, etc. and make the ball easier to pick off.

As for the lack of ball handling skills - I would disagree. I think that having extra armss on at least one pestigor is key as this gives you options. It allows you to pick up much easier, and if anyone else has the ball it makes the catch or hand off much easier. To win at Blood Bowl you have to make your opponent roll more dice than you, as the more you roll the more likely you are to fail. When you do have to roll, then you have to maximize your possibility of success. Having players with ball handling skills will get you the ball easier which means you score easier which measn you win.[/i]

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Post by tafta »

Craigtw, I agree that having a Pestigor with Extra Arms will improve your ball handling ability (I do have a Pestigor with E.Arms myself). But once you have a player like that it's a fact that he'll be the main ball handler and the one who racks up all the TD SPP thereby hindering the overall development of the team. For a young team, depending league duration, I'd recommend focusing on negative skills in the beginning. Having more than 3 RR will also help negate the lack of ball handling skills. It will be more expensive TV-wise, but will enable you to easier spread the SPP's among all your Rotters and Pestigors.

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Post by Craigtw »

Well if you are worried about having one pestigor with Extra Arms hogging all the TDs, then make two! Heck, give it to a couple of rotters as well! This gives you alot of options to make hand offs and passing plays! Kind of funny when you think about it, that you can pass quite easily, while your opponent cannot! :P

Like I said, to each his own - but to me it is more important to get control of the ball and then decide what you are going to do with it (based on what your options are). If you are in total control of the pitch, and are playing stall ball then try handing off to a rotter - or even a warrior if you are not pressured! And if you are pressured, then having the rerolls to help with the blocks and dodges and being able to pick up the ball and score is more important then spreading the SPPs around!

Mathematically, a basic pestigor is 66% successful to pick up the ball which is increased to 88% with a reroll. With extra arms you are starting at an 83% likelihood without the reroll to pick up the ball (only 5% lower that the basic pestigor with the reroll) and then 97% likely with. I would rather be saving the rerolls, regardless of how many I have for more important things.

Besides which, the extra arms is good for catching and intercepts as well - as far as skills and mutations go, this is certainly one of the most versatile! An excellent value, IMO.

On a last note, getting 3 RR for the team is a LONG time in coming if you are focussing on getting the maximum bang for your buck. The starting team will either have the beast and a couple of warriors, or all four warriors and no beast. The priority of the team will have to be getting the roster filled up with all the strength players. Even if you are fortunate enough to not have any players killed off, it is going to be a while before you can start saving for that 3rd RR.

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Post by Carnis »

Craigtw wrote: Besides which, the extra arms is good for catching and intercepts as well - as far as skills and mutations go, this is certainly one of the most versatile! An excellent value, IMO.
Does not help at all vs strip ball, hence sure hands is better. Also, it's 1/3 of an AG point with 1/2 of an AG point's worth of cost. I'm not that convinced. I could see a +MA or +MA/SureFeet player with X-arms, it's more TR-efficient than +AG if you're just planning to score with it rarely on quick offences.

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