Advice needed for tourney-bound Rotters
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- Super Star
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Advice needed for tourney-bound Rotters
Going to the Deathbowl with the Nurgle's Rotters!
Here is the roster that I plan on using:
8 x beastmen
2 x rotters
1 x beast
2 x RR
4 x FF
Now at the Deathbowl, the Nurgle team will be allowed to take mutations as thought they were regular skills. Each team will be allowed to take two skills before the tourney beginning. Furthermore, there will be opportunities as well to double up skills after two of the games. So my quandry now is: what skills/mutations do I take for this team???
A consideration is the fact that there are plenty of dwarf and skaven teams playing. Aside from that there are everything from vampires to halflings as well. A real smorgasbord! But the fact that it is predominantly skaven and dwarf makes it difficult to focus skills in one direction!
Assuming I cannot take mutations for my first two picks, then the choices are easy - block for both Rotters. Then maybe later give one of them a claw.
But if I can take mutations then I was thinking big hand for one of the beastmen would be a good choice. But then am still thinking about the second skill. Maybe horns for the beast of Nurgle to give him the edge against other BGs?
I was also toying with the idea of liberally adding foul appearance amongst the beastmen, which may upset the opponents blocking game somewhat and really put a damper on their passing. Good against dwarves and skaven! Not to mention the fact that it really fits the theme of the team as well!
Suggestions?
Here is the roster that I plan on using:
8 x beastmen
2 x rotters
1 x beast
2 x RR
4 x FF
Now at the Deathbowl, the Nurgle team will be allowed to take mutations as thought they were regular skills. Each team will be allowed to take two skills before the tourney beginning. Furthermore, there will be opportunities as well to double up skills after two of the games. So my quandry now is: what skills/mutations do I take for this team???
A consideration is the fact that there are plenty of dwarf and skaven teams playing. Aside from that there are everything from vampires to halflings as well. A real smorgasbord! But the fact that it is predominantly skaven and dwarf makes it difficult to focus skills in one direction!
Assuming I cannot take mutations for my first two picks, then the choices are easy - block for both Rotters. Then maybe later give one of them a claw.
But if I can take mutations then I was thinking big hand for one of the beastmen would be a good choice. But then am still thinking about the second skill. Maybe horns for the beast of Nurgle to give him the edge against other BGs?
I was also toying with the idea of liberally adding foul appearance amongst the beastmen, which may upset the opponents blocking game somewhat and really put a damper on their passing. Good against dwarves and skaven! Not to mention the fact that it really fits the theme of the team as well!
Suggestions?
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- Gorbad
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- Emerging Star
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If mutations are allowed for the first choices how about Big Hand on the Beast? Could be good fun: Pick the ball up with one Beastman (probably Sure Hands) throw it to the Beast. Beast picks it up next turn
and walks and maims through to the endzone.
Nobody would expect that tactic
and you would have a ST 5 ball carrier.
Same would of course be possible with a rotter and could be fun as well.
Good luck anyway.


Nobody would expect that tactic

Same would of course be possible with a rotter and could be fun as well.
Good luck anyway.
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- Darkson
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The fact that the Beast is really Stupid means, imo, both Horns and Big Hands would be a waste. More often than not, the Blitz on the Ball Carrier/Move into the EZ will be lost when the Beast rolls that 1.
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Your starting roster is ok, I used it in Leage games and it worked out to be the best one for Rotters.
Your starting Skill Problem with the possiblity 2 take also Mutations is a luxury.
3 Ways 2 go:
1. Take 2 Times Claws on the Rotters, with the additional MB of the Beast you have 3 Players the other Teams are afraid of.
2. Big Hand and Guard on the Beast, someone on the Line to help your Team 2 hold it and one Beastman who can handle the Ball.
3. 2 times Block for the Rotters, it will be ok nice blablabla no fun, no action but ok.
mfg Bernd
Your starting Skill Problem with the possiblity 2 take also Mutations is a luxury.
3 Ways 2 go:
1. Take 2 Times Claws on the Rotters, with the additional MB of the Beast you have 3 Players the other Teams are afraid of.
2. Big Hand and Guard on the Beast, someone on the Line to help your Team 2 hold it and one Beastman who can handle the Ball.
3. 2 times Block for the Rotters, it will be ok nice blablabla no fun, no action but ok.
mfg Bernd
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Your hand ist broken? Thats all??? Go back on the field!!!
Leage Champion 04
Leages: 4th - 05, 3rd - 06 and 07
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7th at singleplayerrating at Eurobowl 06
Leage Champion 04
Leages: 4th - 05, 3rd - 06 and 07
2nd at Kaiserbowl I 2005
7th at singleplayerrating at Eurobowl 06
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- Super Star
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Sorry, I neglected to mention that there is a limitation of one claw per team. But perhaps a claw/mighty blow combo for the rotters....Aksho wrote:Take 2 Times Claws on the Rotters, with the additional MB of the Beast you have 3 Players the other Teams are afraid of.
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- Cloggy
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For Rotters I think picking foul appearance for your mutations is "in character". Also it does help disrupt your opponents' plans. Dwarves typically work out a chain of blocks that will free one or two players to move and thus shift their positions. A block in that chain failing due to the FA will put a dent in that.
When playing vs skaven it's just great (though vs exclusively skaven tentacles are obviously better). You get to disrupt passing plays, and if you place a FA guy next to an intended reciever the skaven player might fail to blitz him away, or if it works, the FA modifier will still be in place.
Claw guys obviously work, but they lack character.
When playing vs skaven it's just great (though vs exclusively skaven tentacles are obviously better). You get to disrupt passing plays, and if you place a FA guy next to an intended reciever the skaven player might fail to blitz him away, or if it works, the FA modifier will still be in place.
Claw guys obviously work, but they lack character.
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My Bulls have the "Thin Skull" trait. After every block they make, roll a D6. On a 1+ they get ko-ed and stay in the ko-box for the rest of the game.
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So much so that they actually start with it! The two rotters and the beast start with FA, so it will be the beastmen who will have to get it after them.Cloggy wrote:For Rotters I think picking foul appearance for your mutations is "in character".
As you say, that can really put a damper on the passing game (and the odd block too!)
Craig
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- Super Star
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The format for the Deathbowl is that you get two skills before the tourney, and then one after each round. After the fifth round you get two skills and these can be doubled up.
So what I am thinking is as follows:
Pre - 2 x block for the rotters
Game 1 - big hand for a beastman
Game 2 - tackle for the babysitting beastman (guarding deep with the beast against wardancers and gutter runners)
Game 3 - stand firm for the beast (to avoid getting pushed off of the ball carrier, and out of TZs)
Game 4 - foul appearance for a beastman (because it fits the bill of the team and is also effective against bashy and fast teams)
Game 5 - mighty blow and claw for the rotters
It is a shame to have to wait for the claw and mighty blow until the end, as they are great for damaging teams and giving me the leg up, but I would not want to wait until the end of the tourney to get block for the heavies.
But the beast will not be in the BB7's round, should I hold off on his skills until afterwards??
Any thoughts on this?
Craig
So what I am thinking is as follows:
Pre - 2 x block for the rotters
Game 1 - big hand for a beastman
Game 2 - tackle for the babysitting beastman (guarding deep with the beast against wardancers and gutter runners)
Game 3 - stand firm for the beast (to avoid getting pushed off of the ball carrier, and out of TZs)
Game 4 - foul appearance for a beastman (because it fits the bill of the team and is also effective against bashy and fast teams)
Game 5 - mighty blow and claw for the rotters
It is a shame to have to wait for the claw and mighty blow until the end, as they are great for damaging teams and giving me the leg up, but I would not want to wait until the end of the tourney to get block for the heavies.
But the beast will not be in the BB7's round, should I hold off on his skills until afterwards??
Any thoughts on this?
Craig
Reason: ''
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