What skills to take for my team?
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What skills to take for my team?
After play testing too many games to count I would like your thoughts on the following progression
For a Nurgle Warrior, what is best after Block. My first inclination was M.Blow, then Claw. Though I am now considering Tackle as the second skill of choice. More chance of getting blocks down.
For Pestigors, one thrower/reciever and then two blitzer types.
Rotters I usually take Dirty Player, Kick or other such skills as they don't tend to stay around that long.
Beast is difficult....
[Edit] Moved to "Tactics" forum - Darkson
For a Nurgle Warrior, what is best after Block. My first inclination was M.Blow, then Claw. Though I am now considering Tackle as the second skill of choice. More chance of getting blocks down.
For Pestigors, one thrower/reciever and then two blitzer types.
Rotters I usually take Dirty Player, Kick or other such skills as they don't tend to stay around that long.
Beast is difficult....
[Edit] Moved to "Tactics" forum - Darkson
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Re: What skills to take for my team?
My Nurgle Warrior build would be Block, Guard, MB, then maybe Claw depending on who else is in your league.
Pestigors I wouldn't build a receiver unless you have two +ag ones., but I hate to pass.
Beast, presuming no doubles, Guard, SF
Rotters, one kicker, one DP.
Pestigors I wouldn't build a receiver unless you have two +ag ones., but I hate to pass.

Beast, presuming no doubles, Guard, SF
Rotters, one kicker, one DP.
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Re: What skills to take for my team?
graeme - here is my classic stymie build (first 3 skills):
Beast: B-Tackle, S-Firm, Guard
Warriors: Block, S-Firm, Guard
1 Runner Pest: S-Hands, K-Ret, X-Arms
3 Blitzer Pests: Wrestle, Fend, Tackle
All Rotters: Block, Fend, F-App (Guard on doubles)
Hope that helps.
Beast: B-Tackle, S-Firm, Guard
Warriors: Block, S-Firm, Guard
1 Runner Pest: S-Hands, K-Ret, X-Arms
3 Blitzer Pests: Wrestle, Fend, Tackle
All Rotters: Block, Fend, F-App (Guard on doubles)
Hope that helps.
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Smeborg the Fleshless
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Re: What skills to take for my team?
Pestigors make good killers. Warriors are awesome with Block and Guard. Follow with Mighty Blow.
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- mattgslater's court jester
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Re: What skills to take for my team?
On another thread Chaos were thought to go down this sort of route:
Block, Mighty Blow, Claws, Tackle, Standfirm.
The slow guys are going to rely on grabbing points via cas.
The Beast normally goes:
Guard, Claws, Standfirm... if you are lucky it gets block too.
Pestigors
Build them for ball and movement.
Rotters
Block, Tackle and some guard.
IMO with so much S4 to begin with and a S5 you are not going to need that much guard. Some skills can be a crutch. Some of the players have horns thus making +1 ST blitzes.
Defence could be good:
_WP_|_W_B_W_|_PW_
_____|R __R__R|____
With a P in the back looking ready.
(W- Warrior, P - pestigor, B - Beast, and R - Rotters)
If the Rotters get knocked over then to follow up they must stand next to big stuff.
Just an idea
Block, Mighty Blow, Claws, Tackle, Standfirm.
The slow guys are going to rely on grabbing points via cas.
The Beast normally goes:
Guard, Claws, Standfirm... if you are lucky it gets block too.
Pestigors
Build them for ball and movement.
Rotters
Block, Tackle and some guard.
IMO with so much S4 to begin with and a S5 you are not going to need that much guard. Some skills can be a crutch. Some of the players have horns thus making +1 ST blitzes.
Defence could be good:
_WP_|_W_B_W_|_PW_
_____|R __R__R|____
With a P in the back looking ready.
(W- Warrior, P - pestigor, B - Beast, and R - Rotters)
If the Rotters get knocked over then to follow up they must stand next to big stuff.
Just an idea
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Re: What skills to take for my team?
Smurf - the Beast requires doubles to take mutations, unlike the Chaos Mino.Smurf wrote:The Beast normally goes:
Guard, Claws, Standfirm... if you are lucky it gets block too.
All the best.
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Smeborg the Fleshless
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Re: What skills to take for my team?
So what are people's thoughts on Tackle then. Where should that come in progression? The way I see it Tackle can take players out two ways, indirectly via failed dodge or knock down on a block. Seeing as warriors (and beast for that matter) are mostly going to get SPP's via blocking, then need to get players down more frequently. M.Blow is useful but no good if they don't go down.
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- mattgslater
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Re: What skills to take for my team?
Yeah, but Dodge guys tend to be mobile. You might not get optimum value on your slow players. I like a Wrackle Pest.
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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.
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.
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Re: What skills to take for my team?
A block, claw, piling on, mighty blow, frenzy, blitzing pestigor is good.
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Re: What skills to take for my team?
graeme - I like to take Wrestle/Tackle on at least 2 Beastmen on the Chaos team.
However, on the Nurgle team, I go Wreste/Fend/Tackle on 3 of the Pestigors. This is because Nurgle excel at a positional game, and I give all players either Fend or S-Firm as their second normal skill. In this way, the opponent cannot follow up blocks, and cannot block his way away from the Beast's Tentacles. Plus the Pests and Rotters will often find themselves free to move after being blocked. The cumulative effect on the opponent's play is great.
Hope that helps.
However, on the Nurgle team, I go Wreste/Fend/Tackle on 3 of the Pestigors. This is because Nurgle excel at a positional game, and I give all players either Fend or S-Firm as their second normal skill. In this way, the opponent cannot follow up blocks, and cannot block his way away from the Beast's Tentacles. Plus the Pests and Rotters will often find themselves free to move after being blocked. The cumulative effect on the opponent's play is great.
Hope that helps.
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Smeborg the Fleshless
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Re: What skills to take for my team?
As someone who plays mostly finesse teams, let me tell you that I totally hate it when they have Tackle on ST4 pieces, even on slow ones (Black Orcs, NW). It depends on your league's mix of teams, but I could see Tackle as a 3rd skill on two blocker pieces.
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Re: What skills to take for my team?
I hate it more when my opponent has Block, Guard and Mighty Blow on the same players.klauser wrote:As someone who plays mostly finesse teams, let me tell you that I totally hate it when they have Tackle on ST4 pieces, even on slow ones (Black Orcs, NW). It depends on your league's mix of teams, but I could see Tackle as a 3rd skill on two blocker pieces.

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Re: What skills to take for my team?
"Tackle as a 3rd skill" means they already have Block and Guard. MB can cause some nasty variance in CAS at times, but the odds of a knock-down against a Blodger are only 30%. When the agile team is blodged up, I'd much rather have Tackle for a knockdown chance of 55%.Ullis wrote:I hate it more when my opponent has Block, Guard and Mighty Blow on the same players.klauser wrote:As someone who plays mostly finesse teams, let me tell you that I totally hate it when they have Tackle on ST4 pieces, even on slow ones (Black Orcs, NW). It depends on your league's mix of teams, but I could see Tackle as a 3rd skill on two blocker pieces.
Unlike MB, Tackle also works both actively and passively. Very often, the opponent will simply dodge away from your ST4 guys and you will scramble after them to mark them up again. Tackle will make dodging away more risky and thus increases the chance for you to actually get a hit in.
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- mattgslater's court jester
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Re: What skills to take for my team?
Tackle works so well because it is an interference skill. Similar to: Tentacles, Shadowing, Pass Block and Dump off.
Never under rate tackle vs mobile teams. Negating the dodge skill is so useful, you will see the dodge teams pause to think how they can get out of this one.
Witch Elves, Wardancers, Catchers, Gutter Runners etc suddenly become naked pieces and essentially over priced linemen. Their great advantage taken from them.
With the warriors I would also be tempted to go: Mighty Blow, Tackle, Block. ST4 is kind of large anyway.
Never under rate tackle vs mobile teams. Negating the dodge skill is so useful, you will see the dodge teams pause to think how they can get out of this one.
Witch Elves, Wardancers, Catchers, Gutter Runners etc suddenly become naked pieces and essentially over priced linemen. Their great advantage taken from them.
With the warriors I would also be tempted to go: Mighty Blow, Tackle, Block. ST4 is kind of large anyway.
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