5+5 for a Pestigor

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Math Mathonwy
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5+5 for a Pestigor

Post by Math Mathonwy »

I've now played four games with my Nurgle team, which is as follows:

4x Nurgle Warrior
1x Pestigor w Extra Arms
1x Pestigor who rolled 5+5
2x Pestigor
4x Rotter
3x Re-roll

If you're wondering why I have no Beast, it's because I don't have a suitable model just yet. The rest of the league is Humans, Lizardmen, Necromatic and 2x Orcs.

So, what should I get for my Pestigor? Block is a natural choice, but feels like a bit of a waste. +1 MV is sweet, but I'm not sure that one MV7 Pestigor would open the gates of Heavens for this team, so to speak. Some kind of passing skill might be interesting, but I just don't know.

Any advice?

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Post by SillySod »

An agility skill or leader, I wouldn't mess aroud with the other passing skills. Equally taking the Ma is pretty neat but remember that you have a huge array of useful skills available anyway, block, guard, sure hands, extra arms are all good. Maybe dodge or sidestep to compliment them?

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Joemanji
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Post by Joemanji »

MV 7 is nice, but I've found it a waste as a first skill on many players. Since you have the double, you might want to consider Dodge. It adds to the player's maneuvrability in the same way as the MV, but will probably be off more use in all round play.

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Post by PubBowler »

I wouldn't take Dodge on a team that isn't going to have it en-masse.
Too easy to target with Tackle players.

Leader's not bad but I'd prefer to put it on a Warrior.

For me MA7 on a primary Blitzer, ball carrier etc is the best choice.

But I'm sure Fen will be along to tell us the right answer in a minute...

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Post by Joemanji »

PubBowler wrote:But I'm sure Fen will be along to tell us the right answer in a minute...
You read my mind. And Jural. Those guys know Nurgle inside out. :)

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fen
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Post by fen »

Yeah, I'll bother to comment as it's a team I know about. :wink: But, it's not an easy call at this time.

You can cross Leader from the list as you have 3 rerolls and optimally Nurgle only needs 4 or 5, plus as it's a skill starved team you need to spend your advances on more important stuff. Same with the Passing Skills, you can live without them as Passing is normally a desperation play in this team.

You already have one ball carrier assigned with the Extra Arms dude so you have the option of making him ball carrier number 2. If you wanted to do this you'd pick either Dodge or +MA, both are good. I tend to lean towards +MA as it's not as easily cancelled. Catch has some merit as well, but it's a bit early on to be bothering with fancy skills like that.

+AV is the dependable and safe choice for the team. The best way to beat Nurgle is by eliminating all your Pesitgors, +AV on them makes that job a lot harder. But it doesn't help the Pesitgor skill up faster or do anything on the pitch other than not get injured. So if you did take +AV you'd want to prioritise getting him to 16 SPPs so he could grab Block. +AV is better as a second roll tbh.

For the most part I'd discard the doubles roll, Nurgle gains little benefit from doubles apart from Dodge and often all Dodge does is enable your opponents Tackle players by actually giving them a relevant target. Personally I prefer to make their Tackle picks worthless as it then inflates their TV by 20K per Tackle without any benefit against me.

+MA, +AV or Dodge. I think right now you get the most benefit from the +MA as it will increase your scoring threat range and potentially allow you to score in two turns without a GFI. He'd also be useful for hunting catcher types and collecting the ball from the backfield.

(ftr though I'd always take the +AV. But then I value AV9 on Pesitgors above all else.)

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Post by stashman »

Leap and then Very Long Legs added with Juggernaut and Strip ball.

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Post by fen »

stashman wrote:Leap and then Very Long Legs added with Juggernaut and Strip ball.
Not on a player without Block and certainly not when it's your second advance in the team ever. Specialty players like that are left for the fourth Pesitgor who advances, the first three need to be solid players with defined roles.

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Post by mattgslater »

fen wrote:I think right now you get the most benefit from the +MA as it will increase your scoring threat range and potentially allow you to score in two turns without a GFI. He'd also be useful for hunting catcher types and collecting the ball from the backfield.
Not a Nurgle coach, but as an Orc coach with similar MA concerns, I can tell you that Fen is bang-on here. MA7 is a huge deal if you only have one or two of them.

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Post by Andromidius »

Yep. If most of your other players are only movement 6 (or less) then having a faster player might suprise your opponant. In my last game my opponant moved all his players far back enough to avoid being Blitzed on the last turn. Completely forgetting Runners have movement 7.

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Post by whitetiger »

Stat increases tend to help your team overall more than any skill will. Take the movement. Fast players on a bashy type team will both surprise and hurt your opponant. You could blitz a ball carrier 9 squares away.

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Post by reservoirelves »

I game one of my Pestigors +MA and have never regretted it. That extra square is important multiple times per game.

I can see the appeal of +AV but if your pestigors are getting hit enough to make this really helpful you are probably doing something wrong. Pestigors are your playmakers and the rest of the team needs to protect them.

Ignore the doubles, they are not worth it for a Pestigor (especially as a first skill).

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Post by Jural »

My only Nurgle experience comes as playing agianst Reservoirelves Nurgle squad, and a few games with the team during the playtesting phase. I would not consider myself an expert! I have played quite a few games with Chaos, but they are vastly different teams now.

That being said, I'd probably take the +MA or +AV. Dodge is very nice, but I think the +MA does more for you. +MA makes a great ball handler and blitzer both. It also is one extra square you can move to get back into your cage after you pick up the ball or make a blitz. Block needs to be the next skill no matter what. It would be a rare day for me when my Pestigor didn't get Block on either of his first two advances. (And a Strength increase or an AG increase would almost certainly be involved.)

If you are looking to have some crazy, wild fun though, pick up Leap and Very Long Legs next! Now that is one spicy Pestigor (unfortunately, you might want to model that Pestigor with a Tombstone on his base, just to save some time.)

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