Success with Nurgle team

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harald
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Success with Nurgle team

Post by harald »

I have now played six games with my Nurgle team (still undefeated) and having 5 players with FA thwarts just about every offense the opponent can muster. It is extremely hard to pass/catch the ball and having ST4(or 5)+FA(+tentacles) is a menace since those '1' come in handy and the opponent is simply stopped because they were unable to get a block going.

The team is very strong so basically they are played just like any stomping team w/ a cage-style except that those FA are very handy even here since every other turn that block to break the cage is failed.

I have considered the following basic development:

Rotters:
Block/Mighty Blow/Guard

Beastmen:
Block/Tackle

Beast:
Block/Break Tackle/Pass Block (don't underestimate three extra squares of movement for a RS big guy)

If you are into trying something new w/ a little less AG than usual but fun with all those FA:s I seriously recommend Rotters. Four games won by 1-0 when the opponent received they have troubles moving the ball across the LOS!

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Post by Zy-Nox »

I quite like them, but i want to see them as a tournament side, has anyone thought about using them in a 1.1 mil format?

4 rotters and a beast seems really nice, but only two re rolls ;/

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Post by gken1 »

yeah but with no apoth or regen for a majority of your team they can get smashed. I recomend taking spikes on doubles for beastmen just to extend their lifespan a bit.

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Post by harald »

FA increases lifespan as well and should be the double roll for all beastmen except for leader on the first.

Rotters should get tentacles. All rotters should have mighty blow as their second skill.

Believe me this team is very strong on defense. Especially if you start getting FA on the beastmen as well. The pass/catch penalty applies regardless if the player is standing or not. Complement FA with Pass Block and you become even more dreaded.

Scoring is actually not that difficult despite the below average AG. You have a strong team and quite a few cage-breaking efforts are stopped because of FA. Depending on turns left I suggest the ballcarrier being a rotter due to strength and FA. It does not matter if you move slow. That rotter is tough to "clomp". You can even complement him w/ surehands to avoid bouncing strip balling war dancers.

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Post by berserker »

gken1 wrote:yeah but with no apoth or regen for a majority of your team they can get smashed. I recomend taking spikes on doubles for beastmen just to extend their lifespan a bit.
True I holded my breath when my ST4 block beastman got injuried, luckily he was only badly hurt! Phew (the team is only 4 games old so he's a big help)!

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Post by narkotic »

Interesting post, I would like to know more about your team as time passes by.

The lack of apothecary can cripple the team IMHO, as chaos you have to spread your SPPs and you are in the need to roll doubles (Big Hand or pass/accurate). If your 2-skill or Big Hand Beastmen gets injured or dies, it's a heavy blow for such a team, more than to any other.

Another problem is that the Rotters CW aren't ball handlers anymore, I'm not sure if I want to risk handing-over to an AG2 guy when I know that my opponent (Woodies or Skaven) would capitalize every failure.

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Post by harald »

Get Big Hand on a rotter. It does not matter if he's slow as heck. 1 score is usually enough since the defense is extremely potent against every team.

As narkotic states you need to spread the SPP:s around and basically since you have no aptothecary it is better to try and develop the rotters into the ballppl since you can not realy on a star beastman forever.

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Post by narkotic »

Do you give your Beastmen also FA? or is it too early and you're sticking to the important skills? Ok, maybe 5x FA is already enough.

Are you considering Tentacles for the Rotters on doubles? Or Claws?

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Post by harald »

FA on all beastmen as first mutation (if any). The more the merrier and allows you more options. Leader on the first doubles on a beastman though.

I intend on giving rotters tentacles once I have one of them w/ big hand which might be the only (if any) mutation.

My dreamlineup is FA all over and every rotter w/ tentacles as well.

ST4 ballcarriers, despite being slow, with FA are not to be underestimated.

One needs to not hog SPP w/ the beastmen since they can be here today gone tomorrow. Plus that any ST4 ballcarrier is much tougher for the opponents to stop and the beastmen are just as good as the rotters when blitzing.

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Post by Rupert »

A Rotter with Big hand will take forever getting to the ball and picking it up - wouldnt work against elves or skaven with kick. With just a little bad luck on the scatter dice you will need two turns to get there and by then the dang wardancer or grunner have been there already....

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Post by boshka »

My nurgle team just finished a short season.
10 beastman
3 rotters
1 beast of nurgle
was what I ended the season with

Block.might blow and guard are good picks for any position
I lucked out on my rolls and was able to outfit 3beast man with block and guard.
Another with block and claws and yet another with block,claws,razor fangs
My rotters finished with block both one with claws
And all the remaining beastman had block
I was able to build one beastman up with surehands,pass and block

As much as I like might blow if you roll doubles I would take claws
The +2 to armor is great so long as i break armor im sure to atleast stun them and slow them down.

As long as you can break armor you will always at least get a stun and if lucky a bit more.
As far as not having an apoth I only lost 1 rotter and 1beastman to death.
Mind you we had a short season due to lack of ppl but they got me to the playoffs.

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Post by harald »

A rotter w/ big hand is great on defense as well. You can use him to pick up the ball among other things. But yes on offense you need a different strategy since once your opponent has kick it will be hazardous to get him the ball.

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Post by Rupert »

harald wrote:A rotter w/ big hand is great on defense as well. You can use him to pick up the ball among other things. But yes on offense you need a different strategy since once your opponent has kick it will be hazardous to get him the ball.
I dont see the big idea with Big hand on defence either unless the opponent is kind enough to drop the ball with in four squares of this player....... :-?

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Post by harald »

Any player that forces the opponent to "go the other way" is an asset. Then you can be a little sneaky and play better players on an average on the opposing side of the pitch from the avoided player. If an opponent shun a big handed rotter I have won a lot by just giving him that darn hand.

Also placing him in the middle and having the opponent trying to kick tougher kicks thus risking out of bounds and ball placed in the tentacles of the nurgle beast is also a benefit.

However, you can't really go wrong w/ tentacle-clad ST4 guys.

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Post by Thadrin »

You should stick to letting your beast do your scoring :evil:

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