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Beast of Nurgle with block as first skill
Posted: Sun Sep 13, 2009 9:24 am
by corlm
Hello,
I recently started a Nurgle team and my intent was to get about 5 Guard with one on a beast with stand firm. After getting a MVP and a lucky throw I got a skill up on the beast and rolled a double on the first skill and picked block.
So now I got this idea that a beast with block/grab/multiple blow/stand firm might be fun however since it will take me a bout a year to skill him (our league is some what slow). What I'm wondering if someone had a big guy with multiple block/grab/block and if it's as fun as I imagine it to be.
Another question I have is if multiple grab (2 if the beast doesn't pick grab) is worth it to feed a single frenzy and a single claw/mb player, I don't want to stack up on claw/mb blockers.
/corlm
Posted: Sun Sep 13, 2009 10:17 am
by Tarp
get standfirm and grab/guard, before multiblock. Grab is usefull alone, multiblock with no grab will make tentacles useless.
Posted: Sun Sep 13, 2009 9:10 pm
by stashman
Grab is great, BUT save an oppening for a new double and get FRENZY.
Next Guard, before Grab. My opinion.
Posted: Sun Sep 13, 2009 11:03 pm
by mattgslater
I'd take Stand Firm next and follow with Grab (but the reverse makes sense), and there's no way I'd give this guy Frenzy. On a second double, I'd strongly consider Pro or Claw.
Posted: Mon Sep 14, 2009 3:17 am
by Smeborg
If you are really lucky and get another doubles roll on the Beast, I suggest you take Pro.
As for normal skills, I would suggest Break Tackle, followed by Stand Firm.
The reason for taking Break Tackle is to make the Beast's Tentacles into a mobile threat (otherwise it is easy for your opponent to mark him out of the game with any rookie lineman).
Hope this helps.
Posted: Mon Sep 14, 2009 8:56 am
by TuernRedvenom
Guard then Break Tackle for me.
Not a big fan of Stand Firm, seeing that he already has block. Without block SF is a top choice to prevent opponents throwing half-die and 1-die blocks at him to push it away. Opponents will think twice before throwing a 1-die or half die block at a Block beast. And don't forget it also has Foul Appearance!
For another double I'd take Claw or Pro. Claw if facing lotsa bashy teams, Pro if facing lotsa squishy teams.
Posted: Mon Sep 14, 2009 9:28 am
by stashman
Why I would take Frenzy on a beast of nurgle with Block.
To push into weaker teams cages and hold them with tentacles. With Block you can still choose both down just so you don't go another step.
We all have diffrent styles

and thats a fine thing with Blood Bowl
Posted: Mon Sep 14, 2009 9:34 am
by rodders
stand firm saves players trying to push you tentacles away which is often more likely to succeed than dodging away from them
Posted: Mon Sep 14, 2009 5:38 pm
by Tarp
Breaktackle is a very risky style of play with a loner.
Use good set up in your turn, then it wont matter, just setup so you can block the beast free with other players, and if 2-3 are used to hold the beast in place, then its just a happy day

Posted: Mon Sep 14, 2009 6:25 pm
by mattgslater
I like the Beast at strong safety or middle LB in a split defense. It's hard to use Guard from either of those positions, which is why I recommended Stand Firm. I see Tuern's point, but given how potent a push of this player can be, I still think he'll get 1d-blocked from time to time, or 2d'ed from a big guy or Dauntless blitz. Stand Firm (and maybe a couple scheme games against big guys with Juggernaut) will shut that down cold.
Break Tackle works in that spot too, but personally, I'm afraid of 2d blocks without Block using Loner unless it's the end of my turn. I'd never consider even for a moment attempting a 2+ roll with Loner if it could knock down my 190k piece unless I was really desperate, and I don't pick skills for desperation unless they have some other application. So I really don't like Break Tackle on 0-1 Big Guys. If you don't share my concerns, then take Break Tackle next and follow with Stand Firm.
Grab is another good choice, for obvious reasons. That'd be what I'd do if you had a +MA Pestigor, as you'd then have a 1TTD mechanism in a pinch. But when utility is equal, Stand Firm is a survival skill and Grab is not (they're both minor SPP bumps, so that washes out) and Stand Firm wins in my book.
Posted: Tue Sep 15, 2009 2:57 pm
by corlm
I'm pretty certain I'll take stand firm as the next skill, the question is what to do after. Grab seems useful both to feed a frenzy pestigor and to keep the beast in a good position. My thought on guard was that I find it hard to fit in guard in the team overall so the beast seemed like a good candidate with stand firm/guard however the block makes him way more interesting to block with, thus the question about multiple block. It may be a moot point since multiple block would be his 4th skill which will take ages and then some to get in our league, however I'm curious on how big guys with multiple block perform.
I'm not so keen on pro if i don't have multiple block. We're switching to lrb6 soon so I don't see as much use for it with the changed tentacles.
Also, what is a split defense?
Posted: Tue Sep 15, 2009 3:20 pm
by mattgslater
Sorry about that. The term I was looking for was "asymmetric backfield." If you're set up to do one thing on one side and another thing on the other side, you can use this guy as a safety or LB on the side you're pushing the opponent to build to, and really wrack his brain.
I'd take Grab at 31, but that's getting way ahead. Stand Firm/Grab is cheesy. Tentacles/Grab is cheesy. Stand Firm/Tentacles is cheesy. Stand Firm/Tentacles/Grab is cheesy^3. Stand Firm/Tentacles/Grab/Block is cheesy^3(reliable).
If you ever get him to 51, you'll know more about what you need from him then. Have to issue a caution, though: Multiple Block looks really cool, but it's one of those skills that's better in theory than practice, as except on the opening kickoff it's hard to engineer. People will tend to mark up on the BoN with one guy, and the only way you'll get to Multiblock would be off a chainpush. You'll get a couple of those, but if it's enough to be reliable you're probably winning all your games anyway and it's just going to piss people off. Either that or you can't score and are always getting turned over and receiving. In that case, take it next.
Posted: Tue Sep 22, 2009 2:03 pm
by Ironjaw
On another double, take Prehensile Tail- That'd be piss funny...
Posted: Tue Sep 22, 2009 2:14 pm
by Digger Goreman
Our resident, temporary, Halfling player took Grab on his Trees and it was a nightmare for the rest of us, as the Tree would block into a crowd and "push" the blocked player next to himself! Combined with Tentacles..., *sheesh*, what a monster....
Tentacles and Grab give you the capacity to tie up at least a couple players for long periods of time... and man-up on the rest....
Posted: Tue Sep 22, 2009 2:46 pm
by boxjuggler
Ironjaw wrote:On another double, take Prehensile Tail- That'd be piss funny...
Or do what my friend did in our league and roll a strength increase!