Killer Pestigor rolls 5+5

Want to know how to beat your opponents, then get advice, or give advice here.

Moderators: Valen, TFF Mods

Post Reply
klauser
Veteran
Veteran
Posts: 188
Joined: Sun Jan 23, 2011 9:51 am

Killer Pestigor rolls 5+5

Post by klauser »

The No1 Killer Pestigor with 17 CAS on my relatively fresh Nurgle team (record 6-2-1) rolled a double 5. No clue what to give him, since I haven't really played Nurgle before.

So far he has <Block, MB, Claw>.

The rest of the team:
3 rookie NW
1 NW w Block
1 Block, +ST Pest
1 Block, +AG Pest
5 rookie Rotters
1 Rotter w Wrestle

Options:
- Move boost: always nice, but no synergy with his killer role
- Dodge: keeps him alive, but no synergy either
- Jump Up: nice with PO, once I get it at 76spp, but useless until then since he tends to play hit and run
- PO: ignore double and go with the intended progression (Tackle at 76spp)

As an aside, how would you develop the ST4 Pest? Killer build would be a waste I guess? Support style w Guard and SF, or maybe as a Crowdsurfer with Frenzy and SF?

EDIT: In response to JF's question: It's a TV-based MM format.

Reason: ''
User avatar
Jimmy Fantastic
Super Star
Super Star
Posts: 780
Joined: Fri Jan 01, 2010 3:38 pm

Re: Killer Pestigor rolls 5+5

Post by Jimmy Fantastic »

Depends what format you are playing. TV based MM? Scheduled League?
JU is good when you get PO but awful till then. I would probably pass on the double and take PO. Just make the +ST guy a killer.

Reason: ''
User avatar
txapo
Star Player
Star Player
Posts: 734
Joined: Wed Dec 16, 2009 8:13 pm
Location: In Victoria!! (Spain)

Re: Killer Pestigor rolls 5+5

Post by txapo »

klauser wrote: - Move boost: always nice, but no synergy with his killer role
- Dodge: keeps him alive, but no synergy either
Both of them have synergy, one lets you kill further away and gives a needed speed to a team that lacks of it both in defese or ofense.

The other not only keeps you alive but can keep you standing close to an adversory.

I would go for any of the two, probably dodge.

Reason: ''
User avatar
Jimmy Fantastic
Super Star
Super Star
Posts: 780
Joined: Fri Jan 01, 2010 3:38 pm

Re: Killer Pestigor rolls 5+5

Post by Jimmy Fantastic »

They lack synergy because they aren't as relevant as other skills.
C-POMB Block is 4 skills. Which means you only have one other skill for a long time.
Tackle, Frenzy, and JU are the synergistic options for killers.
Especially in TV based MM +MA or Dodge just gets you matched vs better teams for no extra killing power - this is bad.
JU really sucks quite a bit before you get C-pomb so I generally pass on it before my 5th skill.
The ST4 guy I would give Guard next then C-pomb.

Reason: ''
User avatar
burgun824
Legend
Legend
Posts: 2274
Joined: Wed Sep 08, 2010 9:27 pm
Location: Nashville, TN

Re: Killer Pestigor rolls 5+5

Post by burgun824 »

This player is obviously being built for one purpose. Ignore the 5+5 and just give him PO to complete the triad. Besides....this will get you to your next skill faster anyway as he will likely become a CAS hog.

EDIT: So basically, what Jimmy said. :P

Reason: ''
klauser
Veteran
Veteran
Posts: 188
Joined: Sun Jan 23, 2011 9:51 am

Re: Killer Pestigor rolls 5+5

Post by klauser »

Alright, I went for the boring choice of Piling On. Turned out well as he got 4 CAS against an overdog Orc side the following match. This time the St 4 Pest skilled up and I not sure what to get him. Format is TV-based match-making

Roster:
NW Block, Guard
3 x rookie NW
Pest - Block, MB, Claw, PO
Pest - Block, AG 4 --> will get Tackle, SH, (Dodge, Sure Feet on doubles)
Pest - Block, +St [normal roll pending]
Rotter - Wrestle
4 x rookie Rotter

3 RR
TV 1450

I'm thinking either
- Guard and then either Two Heads or Break Tackle or
- MB, Claw followed by Frenzy.

I'm afraid that going with Guard would slow down his development, since he won't get to blitz much and won't be carrying the ball either.

Reason: ''
Chris
Legend
Legend
Posts: 2035
Joined: Thu May 29, 2003 1:18 pm
Location: London, England

Re: Killer Pestigor rolls 5+5

Post by Chris »

Firs toff, no beast? I find them fantastic, but I assume you are trying to min max to clpomb teams that aren't that developed yet?
Are you missing a 4th pestigor? I try and make one into a wrestle, tackle player.

For the str 4 guy, well you could try and hope he rolls +ag at some point and make him into your ball carrier? Or is that for the +ag chap. In which case why not sure hands? As you have the warriors with strength 4 you should be thinking a more mobile option. Frenzy is good - if he is blitzing you worry less about assists, then develope from there (stand firm etc)?

Reason: ''
Ullis
Ex-Mega Star, now just a Super Star
Ex-Mega Star, now just a Super Star
Posts: 1630
Joined: Wed Dec 05, 2007 11:31 am
Location: Finland

Re: Killer Pestigor rolls 5+5

Post by Ullis »

Guard would be a waste on a pestigor. Frenzy or MB are both good. MB would get it to the next skill quicker.

Reason: ''
User avatar
DoubleSkulls
Da Admin
Posts: 8219
Joined: Wed May 08, 2002 12:55 pm
Location: Back in the UK
Contact:

Re: Killer Pestigor rolls 5+5

Post by DoubleSkulls »

+ST Pest I'd take Frenzy. You've already got a ball carrier in +AG, so you should build him to do something different. Frenzy is a really nice skill, and with +ST and Horns you are blitzing a ST5, which is nice. Follow it up with either more skills to help with Frenzy (Stand Firm or Juggernaut) or just to generate more Cas (Mighty Blow, Tackle).

Two Heads or Break Tackle implies that you are struggling to get players where you need them to be - in which case you need to work at your positioning rather than skill selection.

Reason: ''
Ian 'Double Skulls' Williams
klauser
Veteran
Veteran
Posts: 188
Joined: Sun Jan 23, 2011 9:51 am

Re: Killer Pestigor rolls 5+5

Post by klauser »

I also like the idea of Frenzy on a ST4 Pest. I tend towards getting MB/Claw first though and holding off on Frenzy until 76spp (for additional killy hits against the LOS and in case my main killer dies).

The AG4 Pest will be my main ball carrier, and I will probably wait with getting the 4th Pest until my NWs are more developed.

@Ullis: I agree I'd rather have Guard on the NW, but they take forever to skill it seems. Also, I could see a Frenzy/Guard build with SF for added synergy working nicely as well.

@DS: As for the dodging skills - I guess you are right. I play mostly finesse teams and I've come to love/rely on mobile Guard pieces (e.g. Blodge SS Guard Gutter Runner *yummy*).

This is my first attempt at a Nurgle side and I'm coming to grips with positioning of MV4 pieces rather slowly . The relative success so far (record is currently 9-2-1 in TV-based MM) is due in great part to the crazy amount of CAS in my favour. Most of these CAS were (expectedly) caused by my killer Pest who scored 22 CAS and 9 KO in 11 games. Clearly, MM has different requirements than scheduled league play, but I believe I would have had a much harder time without this killer piece and the man advantage he brings.

Reason: ''
User avatar
DoubleSkulls
Da Admin
Posts: 8219
Joined: Wed May 08, 2002 12:55 pm
Location: Back in the UK
Contact:

Re: Killer Pestigor rolls 5+5

Post by DoubleSkulls »

Your fairly low TV combined with one real killer piece will hurt a lot of teams. What I'd expect to happen as you've TV grows is that your opponents become more deadly too, making it easier for them to remove the CLPOMB from the game, because they'll have their own. So you can either fight the arms race to just be the most lethal team around or try and develop an alternative build that isn't so single focussed.

I noticed on Cyanide quite a lot of min/max teams where they'd have one or two Level 5/6 players and 9 supporting Level 0s, and lots of money in the bank. Those teams can probably beat you if they get rid of the CLPOMB before he removes one of the stars.

Reason: ''
Ian 'Double Skulls' Williams
Post Reply