First game with Nurgle, help with inducements

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Ikterus
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First game with Nurgle, help with inducements

Post by Ikterus »

So it's time for my first game with my Nurgle team. It's converted and painted but now for the premiere! http://www.talkbloodbowl.com/phpBB2/vie ... hp?t=25529

My team is:
BoN
2 Warriors
2 Pestigors
6 Rotters

I playing against Orcs:
2 BoB
1 Gobbo
1 Troll
4 Blitzers (1 Tackle, 1 SH, 1 Guard)
1 Thrower
5 Lineorcs

I'll get 170K inducements.

I have some suggestions:
1. Max + 1 card (or babe)
2. Merc Rotter w Guard + 1 card (or babe)
3. Merc Warrior (30 K wasted)
4. Igor + 1 card (or babe) (not very fun is it?)

Since I've only played 5-7 games of LRB 5 I'm very inexperienced when it comes to inducements, so help is appreciated!

/Ikterus

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PubBowler
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Post by PubBowler »

I'd go for Max and a Babe.

A bunch of your guys have regenerate so KOs will be more an issue than CAS and chainsaws are undervalued, especially when the other team is unlikely to get a 2 turn TD when you're using him.

The other option you don't suggest is a Wizard.

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Ikterus
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Post by Ikterus »

PubBowler wrote:The other option you don't suggest is a Wizard.
I've played BB for almost 20 years but never used a wizard... Strange really... Are they any good? :D

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Post by PubBowler »

Yes, cost-effective for an inducement.

But I'd still take the Chainsaw/Babe option.

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Ullis
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Post by Ullis »

Many times wizard = 5/6 chance of goal or at least preventing one offensive goal.

I've only ever used the lightning bolt, but I read a good summary of the uses of fireball (can't remember by whom but it was quite recent). The idea was that if you have a reliable guy to blitz the ball carrier, then fireballing a cage is a good idea. Even if you don't get the ball-carrier, at least one corner is likely to come undone, and then you can blitz the ball-carrier freely. On top of that, even if the lightning bolt hits the ball-carrier, the ball is likely to stay in the cage. This makes sense as you have a chance to hit more than one player.

The good thing with wizards and cards is that they are a constant threat to the opponent, so it's a good idea to keep reminding him about them. So he can end up taking that wizard or card (cards aren't really that much of a threat as there's a lot of useless stuff there) always into account on his defence and offense. This works better with wizards as the opponent knows the effect is. That can limit his options (which is good) as he can get to thinking: "Normally I would do this, but since he can nuke me with the wizard, I'd rather not risk it".

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Post by Andromidius »

Max and a Babe, for sure. You don't have a reserve, so you'll need your knocked out Rotters back on the field asap. Especially against Orcs.

~Andromidius

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Post by Gogore »

I'd always take an Igor against teams like Orcs and the babe. Cards for 50.000 aren't that reliable.

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Ikterus
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Post by Ikterus »

I've been thinking...

As much as I like Max (and have a spanking new model coverted and painted which I'm eager to use) I realised that I have even more options...

For instance:
5. Merc Pestigor with skill (Frenzy is tempting, Block is always great)
6. Wizard (as mentioned above)
7. Merc Pestigor with S+ (S4 with horns is nice...)

If I use Max it's granted that he is likely to stay on the pitch for a while as fast TDs are not expected. But options 2, 3, 5 and 7 is an extra (qualified) body for a whole game (loner though).

I guess that CS´s are what I need and for that MNax is probably the best...

What are your thoughts?

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Ullis
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Post by Ullis »

You can only take normal skills on mercs, so +S is out. A Frenzied loner with no Block is just asking for heaps of trouble.

I guess I'd go with the saw as well. My other option might be a merc with Guard. Bloodweiser Babe over a card any day.

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Ikterus
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Post by Ikterus »

Ullis wrote:You can only take normal skills on mercs, so +S is out. A Frenzied loner with no Block is just asking for heaps of trouble.

I guess I'd go with the saw as well. My other option might be a merc with Guard. Bloodweiser Babe over a card any day.
Ah. I just played with halflingscribe and didn't realise that attribute changes couldn't be made. Thanks.

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fen
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Post by fen »

Mercs with Guard are excellent, especially against an Orc team who only has one Guard player themselves. I'd go with that over Max as he's not going to be worth the effort.

Wizard is the other choice, it's used for fireballing a cage so you can turn over a drive. Set up for the smash one turn, fireball then go in and mop up. You only need to knock over one or two guys to get a shot at the ball carrier and if you hit the carrier as well then it's all bonus gravy on the chips.

The lightning bolt use for the Wizard isn't as effective against Orcs, but it's a nice threat to hold over their head, as long as you have the wizard your opponent can't properly cage or score throwing plays easily.

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Ikterus
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Post by Ikterus »

fen wrote:Mercs with Guard are excellent, especially against an Orc team who only has one Guard player themselves. I'd go with that over Max as he's not going to be worth the effort.

Wizard is the other choice, it's used for fireballing a cage so you can turn over a drive. Set up for the smash one turn, fireball then go in and mop up. You only need to knock over one or two guys to get a shot at the ball carrier and if you hit the carrier as well then it's all bonus gravy on the chips.

The lightning bolt use for the Wizard isn't as effective against Orcs, but it's a nice threat to hold over their head, as long as you have the wizard your opponent can't properly cage or score throwing plays easily.
So Fen, would you go for the Rotter w Guard + Babe (170K) or Pestigor w Guard (160K)?

I guess that the guard merc would be best played as a static guy on the LOS and/or to babysit the BoN...

I find it more fun to get inducements that I can put on the pitch than having a anonymous pointy hat in the stands... (I haven't painted a wizard)

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Post by PubBowler »

Ikterus wrote: So Fen, would you go for the Rotter w Guard + Babe (170K) or Pestigor w Guard (160K)?
Rotters can't have ST skill access on a normal roll so that is not an option.

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Ikterus
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Post by Ikterus »

PubBowler wrote:
Ikterus wrote: So Fen, would you go for the Rotter w Guard + Babe (170K) or Pestigor w Guard (160K)?
Rotters can't have ST skill access on a normal roll so that is not an option.
Damned! I'm such a noob! :oops:

Thanks anyhow...

So:
Merc Pest w Guard
or
Max + Babe...

I think I'll go with Max and Babe, allthough I believe the other choice would have been more effective (but less fun)

Thanks all for your help.

I'll get back to you with a report.

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Post by Ikterus »

So last night was anything but a success...

The BoN Skulled himself KO, recovered, skulled himself prone and refused to get up for three turns...

The Rotters spend most of their time KOd and one of them died.

I managed 1 Cas no KOs while the Orcs filled my KO box and made 3 Cas.

The end result was 1-0 TDs, 3-1 Cas

Max? He did nothing. He only stayed three rounds due to a freak TD by the orcs and in that time did three attacks in which I rolled 6 every time...

What happened? Well he got the the ball from the start and was lucky eith both blocks and armour rolls while throughout the game. He got the upper hand early on and I never recovered.

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