Spike 2010 Nurgle Roster
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Spike 2010 Nurgle Roster
Spike 2010 TV110 Nurgle Roster
I have only played Nurgle once but I do have a very nicely painted team ready to go and feel that Nurgle could be fun at the Spike. Check out my roster and let me know what you think. I went with Leader on a CW as he is tough enough to keep it and it costs me less than a normal RR.
Spike Rules
SKILL PURCHASES
You may spend some of your 1,100,000 GC on upgrades for your players. The costs for these upgrades are based on the TV cost increase for a player who has earned a skill from experience; that is, 20k for normal skills and 30k for doubles, +1 MA & +1 AV. You may NOT add Agility or Strength to any player. You also may not add more than one upgrade per player, and no more than 2 players may be given the same upgrade. For instance, you could add "Block" to no more than 2 players on your team. "STAR PLAYERS" cannot be improved in this manner. The GC values assigned to these upgrades corresponds to the Value Modifiers Table in the Competition Rules, and depends on the skills available to the player scheduled for improvement.
Value Modifiers Table (from LRB 6.0, and Competition rules, p 27)
+20K New Skill
+30K Skill that can only be taken on a double
+30K +1 MA or +1 MA
4 Rotters 160k
3 Pestigors 2x wrestle 1x sure hands 300k
3 CW 1x Guard, 1xLeader, 1xBlock 400k
BoN with Block 170k
1 RR
Total cost 1.1 Million
I have only played Nurgle once but I do have a very nicely painted team ready to go and feel that Nurgle could be fun at the Spike. Check out my roster and let me know what you think. I went with Leader on a CW as he is tough enough to keep it and it costs me less than a normal RR.
Spike Rules
SKILL PURCHASES
You may spend some of your 1,100,000 GC on upgrades for your players. The costs for these upgrades are based on the TV cost increase for a player who has earned a skill from experience; that is, 20k for normal skills and 30k for doubles, +1 MA & +1 AV. You may NOT add Agility or Strength to any player. You also may not add more than one upgrade per player, and no more than 2 players may be given the same upgrade. For instance, you could add "Block" to no more than 2 players on your team. "STAR PLAYERS" cannot be improved in this manner. The GC values assigned to these upgrades corresponds to the Value Modifiers Table in the Competition Rules, and depends on the skills available to the player scheduled for improvement.
Value Modifiers Table (from LRB 6.0, and Competition rules, p 27)
+20K New Skill
+30K Skill that can only be taken on a double
+30K +1 MA or +1 MA
4 Rotters 160k
3 Pestigors 2x wrestle 1x sure hands 300k
3 CW 1x Guard, 1xLeader, 1xBlock 400k
BoN with Block 170k
1 RR
Total cost 1.1 Million
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Re: Spike 2010 Nurgle Roster
Taking 1 Team Re-roll plus Leader on a Warrior is sound. I have done this in tournaments with success.
I would be inclined to drop the Guard on the Warrior and replace it with Block, giving Break Tackle to the Beast instead of Block (or Stand Firm, though this is too passive for my taste). Break Tackle enables you to re-position the Beast against AG teams, and to cage-break against ST teams.
Playing with 11 men is hard for Nurgle - they really need to start as many drives as possible with 11 men on the park. I don't know if it is possible to square this circle, as I like the 3 Pestigor set-up and skill choice.
All the best and let us know how you get on.
I would be inclined to drop the Guard on the Warrior and replace it with Block, giving Break Tackle to the Beast instead of Block (or Stand Firm, though this is too passive for my taste). Break Tackle enables you to re-position the Beast against AG teams, and to cage-break against ST teams.
Playing with 11 men is hard for Nurgle - they really need to start as many drives as possible with 11 men on the park. I don't know if it is possible to square this circle, as I like the 3 Pestigor set-up and skill choice.
All the best and let us know how you get on.
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Smeborg the Fleshless
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Re: Spike 2010 Nurgle Roster
What do you think to taking either Pro or Grab on the beast and adding the block instead of guard to the warrior? I feel that I don't really want to have to move the beast a lot hence the reason I am reluctant to BT on the beast.
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- Grumbledook
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Re: Spike 2010 Nurgle Roster
getting a decent nurgle roster out of 1.1m is hard enough, let alone having to purchase your skills out of that as well
horrible ruleset for nurgle, so I wish you luck
I would also think along the same lines that there probably won't be much in the way of elf teams either due to their high cost
horrible ruleset for nurgle, so I wish you luck
I would also think along the same lines that there probably won't be much in the way of elf teams either due to their high cost
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Re: Spike 2010 Nurgle Roster
Pro is quite good on the Beast, and has the advantage of keeping his Tentacles alive. The main problem, especially in a tournament, is that unless the Beast is mobile, any opposing coach worth his salt will simply mark the Beast out of the game with a Lineman. This means that the Beast will have value mainly for the first couple of turns of your offense (because you can put him where you want), but little at other times, especially on defense (which is when you most need him).wedge22 wrote:What do you think to taking either Pro or Grab on the beast and adding the block instead of guard to the warrior? I feel that I don't really want to have to move the beast a lot hence the reason I am reluctant to BT on the beast.
I agree with Grum that this is a tough set of tournament rules for Nurgle.
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Smeborg the Fleshless
- Ulthuan_Express
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Re: Spike 2010 Nurgle Roster
Keeping the 11 players on the pitch shouldn't be too tough unless you come up with a lot of MB or Claw, as everyone bar the Pestigors are fairly well protected already.
Pro would be my choice for the Beast, as the fortunes of the Nurgle teams with them in seem to hang on how well (or badly) the coach uses the Beast. About the only time I managed to use it right, for instance, was giving it the ball on a touchback and having it batter its way down the pitch for a few turns to score - it either seems to end up sitting stupidly in the middle of the pitch or being a mobile, rampaging roadblock.
Nurgle are hard enough to get to grips with under normal circumstances, but kudos for giving it a go in a tourney!
Pro would be my choice for the Beast, as the fortunes of the Nurgle teams with them in seem to hang on how well (or badly) the coach uses the Beast. About the only time I managed to use it right, for instance, was giving it the ball on a touchback and having it batter its way down the pitch for a few turns to score - it either seems to end up sitting stupidly in the middle of the pitch or being a mobile, rampaging roadblock.
Nurgle are hard enough to get to grips with under normal circumstances, but kudos for giving it a go in a tourney!
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@sibrady on Twitter. Everywhere else I'm Starblayde.
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Commish of the PWCBBL in Burton, UK. Also visit my Blog, for all things geeky, including Blood Bowl.
Teams: Dead and Gooners (Undead) • The Hart Perversion (Chaos Pact)
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Re: Spike 2010 Nurgle Roster
Thanks for the tips guys, I am toying with playing the Nurgle team right now, still not decided on them though, and like you say the ruleset is not good for Nurgle. I have a killer Human roster that I might post up here too. I want to do better than last year, I came 5th.
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Re: Spike 2010 Nurgle Roster
That's not my experience in tourneys. AV8 and no starting Block means players go into the dugout with monotonous regularity. I like to take 13 players with Nurgle in a re-set tournament, if I can. As a slow team, Nurgle do not like starting drives with 10 players.Ulthuan_Express wrote:Keeping the 11 players on the pitch shouldn't be too tough unless you come up with a lot of MB or Claw, as everyone bar the Pestigors are fairly well protected already.
Nurgle are a team that cannot stand off. They need at most times (especially on defense) to put multiple tackle zones on opposing players. This means they can't avoid getting blocked.
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Smeborg the Fleshless