Discuss Fantasy football-style board games - GW's Blood Bowl, Impact!'s Elfball, Privateer Press' Grind, Heresy's Deathball, etc. THIS IS NOT AN NFL FANTASY FOOTBALL SITE!
Ball carrier Pestigor got a normal roll. Pity. He plays safety on defense. Not sure what to give him. Fend or Foul App for survival or some killer/ball-hunting skill like MB or Strip Ball. KOR would also be an option I guess.
With +AG you don't need extra arms I guess.
I persnoally like KOR, but in TV matched I will consider Two Heads also. You can dodge even in tacklezones in the case your cage is broken or stalled.
Consider Juggernaut.
The ability for him to bully his way past sidesteppers, stand firmers, any result where a push would do but he rolls both down should be handy.
Many hate it, but fend is also an option.
Reason:''
I know a bear that you don't know. * ICEPELT IS MY HERO. Master bleater. * Not in the clique.
Member of the "3 digit" club.
2Heads, FA or Fend are the only choices really.
I think I would go for FA seeing as he doesn't have Dodge you won't really want to be dodging with him.
Sacking him then rebuilding a better ballcarrier is probably a good option.
I always like a good ballcarrier believe it or not, I am not a noob!
Two Heads is nice, but without Dodge and running low on RR, I feel it's inviting overly risky play. Of all the suggestions, I like spubbbba's choice of Frenzy best so far. "Blitzing out of trafic" is something that seems to come up on a regular basis on my offence. Then again I tend to lose (or rather draw games) depending on my defensive performance, so maybe I'll go for Strip Ball.
Record so far is 20-7-3 (W-D-L). 17 of the wins were sweeps (mostly 2-0, some 1-0). All of the draws were 1-1. I can't seem to score fast enough to even it out when my opponent scores on T5 or later.
klauser - there is an art to scoring in a small number of turns with Nurgle. The ideal is 2 turns, when your opponent has 1 turn (thus you do not fear that he will score). It is important to have at least 1 RR in hand. You need to play more like a generalist team (e.g. Humans) for these few turns. At some point you throw caution to the winds and go for the score. You could try practicing against yourself - I suggest you could improve your conversion rate in this way.
Strong Arm might improve your scoring chances on short drives quite a bit, if you think that's important. Or Pro, to a lesser extent.
I suggest Frenzy does not sit well with the Nurgle team (although it might look good in theory on individual players). This is because every player needs to be in the right position for the opponent's turn (Frenzy players can end up in strange places). I prefer Fend, since it tends to free up the player, and prevents the opponent from blocking or blitzing his way away from Tentacles. But I don't deny that Frenzy would improve this Pest's chance of bringing down players.
Big Hand + AG4 + Sure Hands will give you the definitive ball picking. No matter if your opponent circle the ball with tackle zones, just make a smart blitz, pick up at 2+ in three tackle zones and then dodge on 2+ to the free square.
I don't really get the Dodge problem as well. Ideally dodge will be perfect, but to have +1AG is better for me than dodge. Just save one RR to the critical dodge and that's it. Most of your team have Block, many Guards and probably number superiority (Claws, Piling on...) so I guess the team is pretty capable to spend a drive without RR use. Save them for your ball carrier.
Smeborg wrote:klauser - there is an art to scoring in a small number of turns with Nurgle. The ideal is 2 turns, when your opponent has 1 turn (thus you do not fear that he will score). It is important to have at least 1 RR in hand. You need to play more like a generalist team (e.g. Humans) for these few turns. At some point you throw caution to the winds and go for the score. You could try practicing against yourself - I suggest you could improve your conversion rate in this way.
What do you do in such a case exactly. Do you just run up 3 Pests as deep as possible and hold back the ball-carrying Pest for that final pass? I guess that is a true desperation tactic, since you completely lose the protection of your NW and Beast, but maybe it's worth a shot.
Pakulkan wrote:I don't really get the Dodge problem as well. Ideally dodge will be perfect, but to have +1AG is better for me than dodge. Just save one RR to the critical dodge and that's it. Most of your team have Block, many Guards and probably number superiority (Claws, Piling on...) so I guess the team is pretty capable to spend a drive without RR use. Save them for your ball carrier.
I do dodge with my AG4 Pest, no problems. The issue with Two Heads is that it is only useful if you plan on dodging into TZ which is a risky business even with a Team RR. Assuming you have to reroll the first dodge, you would have the choice of ending your move in TZ or risking a stumble on a 1.
Smeborg wrote:klauser - there is an art to scoring in a small number of turns with Nurgle. The ideal is 2 turns, when your opponent has 1 turn (thus you do not fear that he will score). It is important to have at least 1 RR in hand. You need to play more like a generalist team (e.g. Humans) for these few turns. At some point you throw caution to the winds and go for the score. You could try practicing against yourself - I suggest you could improve your conversion rate in this way.
What do you do in such a case exactly. Do you just run up 3 Pests as deep as possible and hold back the ball-carrying Pest for that final pass? I guess that is a true desperation tactic, since you completely lose the protection of your NW and Beast, but maybe it's worth a shot.
Pakulkan wrote:I don't really get the Dodge problem as well. Ideally dodge will be perfect, but to have +1AG is better for me than dodge. Just save one RR to the critical dodge and that's it. Most of your team have Block, many Guards and probably number superiority (Claws, Piling on...) so I guess the team is pretty capable to spend a drive without RR use. Save them for your ball carrier.
I do dodge with my AG4 Pest, no problems. The issue with Two Heads is that it is only useful if you plan on dodging into TZ which is a risky business even with a Team RR. Assuming you have to reroll the first dodge, you would have the choice of ending your move in TZ or risking a stumble on a 1.
These two are related!
With an (effective) AG 5 player, I pile my entire team down the sideline, and get the AG 5 player inside scoring range. It means that a standard double layered defense (2 squares separated, columns of 2), you can just blitz the front one with the pestigor and 2+ 2+ 2+ free for the score. It's actually better odds than another pestigor catching a ball and going for it, even if they don't mark him...