AG5 Pestigor with Wrestle - what next?

Want to know how to beat your opponents, then get advice, or give advice here.

Moderators: Valen, TFF Mods

Post Reply
Smeborg
Legend
Legend
Posts: 3544
Joined: Wed Jun 12, 2002 2:02 am
Location: Christchurch, New Zealand

AG5 Pestigor with Wrestle - what next?

Post by Smeborg »

Well, I seem to be getting a few key players with stat increases on my Nurgle team "Poetry in Motion" (24 games, TV 194).

The first was my "star" Rotter, Chuck (+1AV, Block, 27 SPPs and ever hopeful...).

Then there was Horny, Pestigor (Sure Hands, Extra Arms, +1MA, Sure Feet, 61 SPPs). But he died rather ingloriously...

Then came Gervaise Johansen, Beast of Nurgle (Break Tackle, Pro, +1ST, 31 SPPs).

And the latest in this line of genetically enhanced mutants is Corny, Pestigor (Wrestle, +1AG, +1AG, 33 SPPs).

So the question is: What to give Corny next? My "system", if it may be dignified with such a grand term, is to have 2 Pestigor Runners (Sure Hands, Extra Arms etc.) and 2 Pestigor Blitzers (designed to sack ball carriers, with planned development of Wrestle, Fend, Tackle etc., with Sidestep, Jump Up on doubles). But the +2AG does open up other possibilities.

I expect to keep Corny as a "Blitzer" type (although obviously he has potential as a ball mover on a case by case basis). If I stick to my plan (which I well may do) then the next skill would be Fend (for protection, mobility and annoyance) or on a doubles, Sidestep (ditto). But there are other possibilities, such as:

- 2 Heads (dodging into a cage on a 3+) - exceedingly tempting.

- Tackle (take it early, skipping the intermediate Fend).

- Leap (on a doubles) - exceedingly tempting.

What do the panel think???

Reason: ''
Smeborg the Fleshless
User avatar
Grumbledook
Boy Band Member
Posts: 10713
Joined: Sat Sep 21, 2002 6:53 pm
Location: London Town

Post by Grumbledook »

you not concerned that running him into a cage and wrestling down the ball carrier is going to result in a lot of fouls?

hard to think what will really synergy well with wrestle though

i think i'd skip over 2 heads on this skill as leap would be better if you get a doubles, if you skip 2 heads you may get a double on the skill after

so tackle does seem to tie in well with what he already has

Reason: ''
Aliboon
Super Star
Super Star
Posts: 870
Joined: Tue Jan 17, 2006 6:55 pm

Post by Aliboon »

Leap on doubles, strip ball or tackle on a normal roll. If you've still a reroll, a 4+ dodge into a cage is worth the risk imo.

Reason: ''
User avatar
Leipziger
Legend
Legend
Posts: 5685
Joined: Sun Jul 06, 2003 11:37 pm
Location: Manchester, UK
Contact:

Post by Leipziger »

Strip ball. Then you knock the ball loose on every result except a skull.

Reason: ''
Twitter:@wormito
Waterbowl fb group https://www.facebook.com/groups/WaterbowlMcr/

Waterbowl Discord: [url] https://discord.gg/jFX3MCTG [/u]

Stunty Slam 17, November 8th 2026
Waterbowl Weekend 2025, Feb 15/16, NWGC
Smeborg
Legend
Legend
Posts: 3544
Joined: Wed Jun 12, 2002 2:02 am
Location: Christchurch, New Zealand

Post by Smeborg »

'Dook - I don't fear fouls, and am a bit surprised at those that do. In any case, Nurgle is a side that cannot protect its own players - if you worry about player protection, then Nurgle is not for you.

In general, I feel that if you sack the ball carrier, the opponent has the ball to worry about - if he chooses to foul you, more often than not he will be giving you a TD.

Tackle is tempting, but I also like Fend. Ultimately, I would love to have a majority of players on a Nurgle team with either Stand Firm or Fend (both skills combine exceedingly well with the Beast, and collectively would, I suspect, be very annoying). At the moment I don't have any Fend or Stand Firm after 24 games, even though Fend is my second normal choice on the Rotters and on two of the Pestigors, and Stand Firm is my second normal choice on the Beast. Shows what happens to a development plan when you get stat increases and doubles!

All the best

Reason: ''
Smeborg the Fleshless
Smeborg
Legend
Legend
Posts: 3544
Joined: Wed Jun 12, 2002 2:02 am
Location: Christchurch, New Zealand

Post by Smeborg »

Leipziger - I am unsure of the value of Strip Ball, except in tournaments, or early in leagues, when it can be very effective.

In a longer league (such as the one this team is playing in) I find that Strip Ball is too easy to defend against, by making sure that you keep the ball in the hands of a player with Sure Hands.

But I see your point - it just seems a very committal skill on such a good player. With Wrestle, I tend to prefer such skills as Tackle and even Pro, to ensure that you get "man and ball" - then you don't have to worry about whether an opponent has Sure Hands or not.

Another consideration with slow and clumsy sides (Nurgle being an archetype of such sides) is that you need to knock the man down in order to be sure that another player can pick up the ball afterwards. Hence my predilection for the "man and ball" method...

Hope this helps.

Reason: ''
Smeborg the Fleshless
User avatar
mattgslater
King of Comedy
Posts: 7758
Joined: Thu Dec 15, 2005 5:18 pm
Location: Far to the west, across the great desert, in the fabled Land of Comedy

Post by mattgslater »

I wouldn't take Fend on this player. I'd consider Frenzy. If he gets to 76, give him Strip Ball. Frenzy+Strip Ball+Horns = cheese machine. Tackle isn't bad, either.

It's too bad the AG5 guy is the one with Wrestle.

What's your record? If you're winning a lot and not afraid to go suboptimal, have you thought about Pass Block? Nah, you've got a bunch of Disturbing Presence....

Leap on doubles, of course.

Reason: ''
What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
Carnis
Super Star
Super Star
Posts: 1124
Joined: Thu Apr 09, 2009 8:50 pm

Post by Carnis »

Tackle.

Frenzy would be a horror in a cage-blitz, where you would often be facing 2die against on the 2nd block.

Fend helps very little, whereas tackle can force your oppo on the ground (if he's an elf, his ballcarrier is bound to be a (bl/d)odger).

With nurgle I would not worry about picking it up, getting it down should be enough for you. Then just close in with your ST4 & Beast for a 8 turn smackdown & go for the 1-0 win.

Unlike the others, I do consider twoheads a possibility (AG6 dodges!). Dodging into 3 TZs with a 3+ & then taking dodge on doubles is fairly good, means you can use this guy to pick it up & leave on the turn after (if he does not get trampled on).

You can protect against the foul by committing all your warrs on the turn after the ball is sprang free. You just need a way of disposing of any runners (surely they won't be passing).

Would take tackle first, then later two heads, if no double. If double ofc the leap is obvious.

Reason: ''
User avatar
mattgslater
King of Comedy
Posts: 7758
Joined: Thu Dec 15, 2005 5:18 pm
Location: Far to the west, across the great desert, in the fabled Land of Comedy

Post by mattgslater »

The second block is only 2d against if you're giving up two assists. You should be able to avoid that.

Reason: ''
What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
Smeborg
Legend
Legend
Posts: 3544
Joined: Wed Jun 12, 2002 2:02 am
Location: Christchurch, New Zealand

Post by Smeborg »

mattgslater - the record of this team is:

15 wins
3 draws
6 losses

I am more experienced than the majority of players in our league, so this helps these stats quite a bit.

I am trying to develop the team in an optimal manner from a TV point of view. I think the logic of 5th/6th Editions encourages you to do this. As examples of TV efficiency, I have a relatively comprehensive development plan, just 3 Re-rolls (I find that enough) and just 1 Assistant Coach and 1 Cheerleader.

I run a 16 man squad. I regularly get reduced to 11 "runners" during games, so that seems to confirm that 16 players are needed (Nurgle do not enjoy starting drives with 10 or fewer players). I also feel that you need a "stable" of 7 Rotters, otherwise you cannot build skills on them (given that their rate of turnover and consequent SPP churn is so high). At least if you have 7 of them, you can "catch" some MVPs. I find that having 2 or 3 skilled Rotters gives quite a disproportionately large boost to the side.

I can see that the AG5 Pestigor is going to be very handy (while he survives!), but he does pose a rare development headache.

All the best.

Reason: ''
Smeborg the Fleshless
Post Reply