Discuss Fantasy football-style board games - GW's Blood Bowl, Impact!'s Elfball, Privateer Press' Grind, Heresy's Deathball, etc. THIS IS NOT AN NFL FANTASY FOOTBALL SITE!
I think I may be blind because I can't find any nurgle guides (lrb6).
Can anyone give me the links to them or post their ideas please.
I was thinking about creating a 'stick in the mud' team with tentacled and tackle weilding chaos warriors. Add that to the jiggly beast o' papa nurgle and you have your opponent rolling an ungodly amount of d6's and dodging more tentacles than an unfortunate anime schoolgirl.
The rotters and pestigors would be loaded up with a mix of two heads, giant hand, block and wrestle. With a couple claw and mighty blow blitzing specialists.
Can anyone recommend a starting team for 110tv and do I need an apothecary with so much re-gen?
Woops, just found a big pile of nurgle playbooks so I just need some help with my specific idea TA!
nazgob wrote:of course, what arthur isnt saying is that theres a nurgle record with a 100% win ratio in the league at the moment
Na, I just found a some really awsome looking beastmen, chaos dwarves and tentacled troll on an italian BB website and wanted to find a way to use them. The dwarves would be the warriors. Yea andys team is awsome but that's all coaching.
Chaos was fun to play, but lacked flavor so if I can afford the models I want and if I'm swayed by the playbooks I may give them a swing.
What do you mean Chaos lacks flavor? If Chaos lacks flavor, you lack imagination. There are so many ways to build that team... even if they do all involve the same peak personnel.
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.
mattgslater wrote:What do you mean Chaos lacks flavor? If Chaos lacks flavor, you lack imagination. There are so many ways to build that team... even if they do all involve the same peak personnel.
I was meaning fluff wise, the team just felt bland. It was fun and all but games just seemed to always go the same way, especcialy when you lost a nice skilled player and he was replaced by a plain beastman.
Walk forward and punch, if enough opposing players went down I strolled through the hole for a touchdown. If they didn't a good chunk of my beastmen would end up ko or stunned. This would usually be a large amount seeing as we have so much bash/harder hitting pieces in the league I played v ogres, orcs and undead. The mummy even got itself and the minotaur injured turn 1 of the game, both down, both break armour, both injury ,both badly hurt.
Its just how games went for me, while nurgle start with awsome traits like disturbing presence which is going to be eating my opponents re-rolls especcialy when I get the tentecles.
Anyway... nurgle is a cool god, starting traits are cool. I didn't like the skilles start with the regular chaos. I'm do like the flexibility that both teams provide but I just think nurgle is going to keep me more entertained.
arthurinkpen - here's hoping you won't have grey hairs by the time you finish reading the Nurgle thread! There's plenty of good advice there.
Bear in mind that Nurgle are a little more difficult to learn to play than some other teams (Chaos for example). So it might pay to get some early playtesting experience against friends before entering a league. Because they are slow and clumsy, you need to play them in a fairly conservative style, especially when they start. It also pays generally to make a conservative first skill choice for players (Block or Wrestle for example).
Nurgle are certainly a "fluffy" and sporting team to play. I have found that they make for entertaining games for both coaches, with much gnashing of teeth.
Nurgle start with an M-skill combo gimmick that is difficult for Chaos to build. OTOH, it's only "difficult" because the skills involved are all suboptimal, and you'd never bother if you had to earn them and pay full TV price. This does give you "permission" to focus on basic skills, but in exchange for that you give up your awesome Chaos advancement rate; most Nurgle players are either more fragile than their Chaotic counterparts, or are slow and clumsy, making them hard to develop. That's one thing that Chaos and elf coaches tend to struggle with when they go to a team that's not as good at spreading the love.
Nurgle on defense are annoying for both sides. The opponent hates the fact that there are these big immobile lugs blocking off all the routes, and that there are all those pass/catch penalties. Combined with the ST4 blitzes and Tentacles, it's relatively easy to throw the other guy off his game with Nurgle, making it easier to pop the ball free and generate long drives. They are kind of heavy, so if they get to stick in against the light teams they tend to win.
The problem is that Nurgle don't really have the means to capitalize. They don't punch their weight, and are apt to lose the fight against equally-strong or almost-as-strong teams with more Block, Guard, Mighty Blow and/or Stand Firm. And when your Nurgle team pops the ball free, it's not like an elf-sack where you know you've got a great chance to recover it and put up a TD. Even if you have an XA/BH player (no guarantees, that's 51 SPP when you include Block and either SH, SF or 2H, and most starting builds have to hire him), you need to have him in the right place. This is easier than it sounds once you've got it, but if that guy goes out or gets manned-up, or if you haven't built him yet, you have to scheme to even have a sucky shot at capitalizing on any flubs. Because of this, you pretty much never have a chance at a quick recovery score, so you always have to stall out even with a lead. And your opponent only needs to stall to T4 or T5, and maybe to drop one specific Pestigor, to take away your hope of returning the score. This means that if you force a scrum, but lose that scrum, you can pretty much knock this match out of the W column; a tie is the best you can hope for once you go down a TD after T3-4.
It's almost as easy to build a boggy Orc team; Stand Firm is not quite as good as FA+DP together, but it's a whole lot better than either by itself. The difference, of course, is that when Orcs pop the ball free, they own it, having almost the same brute squad (less the gimmicks) and 5-10 players who are at least average ball-handlers, as opposed to Nurgle's 1-4. That means if you're up 1-0, and you recover the ball on T4, you can score with a hope to drop a garbage TD later in the match. Also, having a Thrower means that in that final drive, if you do manage another recovery TD, you can put it on a BOB or any non-Troll player who needs the 3 points. That option doesn't exist for Nurgle. Oh, and if the Orcs find themselves fighting a similar team, they're not out skills.
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.
mattgslater wrote:most Nurgle players are either more fragile than their Chaotic counterparts, or are slow and clumsy, making them hard to develop.
More Fragile?
As in the beast has +1 AV & Regen compared to the mino for -10k?
As in the NWs have Foul appearance and Regen for 10k -MA, -AG compared to CWs more fragile?
The pesties & the beastmen actually even out, cause decay on the rotters for -20k and regen on the pestigors for +20k seems an obvious designer intent to keep "the beastmen" at 60k, while still allowing nurgle to develop star beastmen without an apoth (the pestigors).
I really think differences between the two teams are quite marginal, with the chaos team being more fragile & slightly more bashy due to mino's Claw access.
Mattg may have been referring to the fact that Nurgle don't fare as well in the bashing game, and when you're not bashing and don't have the mobility to escape you're more likely to get your own face in the turf.