Stats for the Nurgles

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GalakStarscraper
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Post by GalakStarscraper »

Grumbledook wrote:heh i thought that nurgle was meant to be tough, would t not make more sense to give them ag 2?
Every version of the Rotters ever used has them losing AV very quickly. The AV 8 is very appropriate for the team.

If you went 5/4/2/9 instead I don't really have a problem with that ... but either AV or AG has to drop at least a point and the roster size go to 0-4 to even be in the ball park of reasonable.

Based on the history of the fluff ... AV 8 makes a lot more sense than AG 2 to me.

Galak

As for Regen on the Beast ... I think that could stay ... the change I made makes him a Strong Troll with FA and Tentacles BUT he now has that 4+ roll to stand if you knock him down which helps balance it out. I've watched my ST 6 Trees fall down a lot.

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Post by Grumbledook »

fair enough, i was used to nurgle getting +toughness in 40k iirc, either seems fair but deffo only 4 on a team.

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Post by sean newboy »

Personally I think the experimental teams put in the mags are written this way on purpose. They put too much in there so that people will have something to talk about and then they whittle them down to something a bit more realistic or it just becomes a BBRC topic later.
I wasnt aware the Bretonnians were even considered for discussion or revision, same with the Vampire. Yes the Vampire is being discussed here but that has nothing to do with the bbrc.

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Post by Colin »

I will have to agree with what has been posted already. I can't understand why anyone would want to take a regular chaos team if they could take this one instead. GW keeps coming out with chaos variants (chaos pact, rotters) that make the original chaos team seem worthless. This team definately needs to be toned down, because you know that since they have already produced the minis, this team will be around for a while (and made official next year).

I think something should be done to the old chaos team, like maybe add 0-4 chaos marauders 6337 block with access to gen and str skillls but no mutations. Just a thought.

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Post by DaFoola »

Putting aside for the moment the Lame-ass quality of the Rotters roster, and edging away from the topic, I like this idea of adding Chaos Marauders to the Chaos lineup, maybe at 0-4. A third player position could be a nice addition to what has always been a rather simple starting lineup, it's in line with at least WH fluff (and gives a little shout out to the old Chaos Human team) and it wouldn't be like adding true non-blocker position players to the team.

Maybe a little further discussion in the General Chat or New Concepts forum is warranted?

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Post by khorneskulls »

i think they need to make them more diffrent than old choas. make it more like to sepret teams, insted of the cool new chaos and the old crap chaos

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Post by Snew »

Old crap Chaos? You mean plain Vanilla. I love Nurgle stuff and I'm glad they started there. FA is one of my favorite physicals to have but one I'm loathe to spend a roll on. I think this team is sweet. Do they make the original Chaos roster obsolete? Maybe, maybe not. The original roster is still in there. It's also easier on the pocket book to start an Original roster than the new one. Just don't allow converting that team into a Nurgle/Khorne/Tnzeetch/Slaanesh (you know they're coming) once the money is flowing. Even if they do totally obsolete the original team, is that a bad thing? Not really, IMO. Adding to the original concept without actually changing it isn't bad. This is a completely different change than the one we suspect is happening to the Undead. They're messing with the very fabric there. Here they're just adding a bit of pizzaz.

For the record, I hope they go back to 0-4 CWs. I hope that's a misprint and they're not using the Lizard men as a template. Beastmen are NOT Skinks! The rest, I love. Well done, I say.

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Post by Geggster »

The six CW is a typo. It has to be. It evens mentions four CW's elsewhere in the article.

The same type of error occurred in explaining that teams normally have at least one Nurgle Beast. That means the possibility of two but I think we all agree that it means one.

Models look cool though.....

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Post by GalakStarscraper »

MickeX wrote:I agree with Galak's comments completely. His roster seems great, and a quite obvious way to create a nurgle team. Just make sure that beast is an ally option and not on the actual roster.
GalakStarscraper wrote: 0 - 12 Nurgle Beastmen 60K 6 3 3 8 Horns
0 - 4 Rotter 100K 5 4 3 8 Foul Appearance
0 - 1 Beast 130K 2 6 1 9 Foul Appearance, Mighty Blow, Regenerate, Tentacles, Big Guy, Really Stupid

Nurgle Beastmen - General, Strength, Physical
Rotter - General, Strength, Physical
The other versions of the Beast I could live with would be:

0-1 Beast 130k 3 5 1 10 Foul Appearance, Mighty Blow, Regenerate, Tentacles, Big Guy, Really Stupid

0-1 Beast 130k 3 5 1 9 Foul Appearance, Mighty Blow, Stand Firm, Regenerate, Tentacles, Big Guy, Really Stupid

Any of these 3 I could live with more than the 160k super Big Guy in the Mag.

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Post by BigD »

Have just confirmed with GW that the team is definitely experimental however some BAD news for players wanting to go up against it. I'm afraid like I said in the original post, it is 6 I repeat 6 Rotters in the team so a pretty scary combination. And they're available for ordering but I'll have that information up soon in the 'For Sale' part of the forums.

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Post by Anthony_TBBF »

Every version of the Rotters ever used has them losing AV very quickly. The AV 8 is very appropriate for the team.
In all the other games, Nurgle infested units are always tougher than normal, so if anything they should have higher AV if you want to go that route.

Anyways, If they insist on having 6 Rotters, I would suggest something more like:

0-6 Rotters 4 4 2 9 Foul Appearance 100K (or whatever price is appropriate)

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Post by BigD »

That seems like a reasonable option to me. Basically Black Orc Blockers or Saurus's. As for the Beast, well thats another story.

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Post by Mestari »

Anthony_TBBF wrote: In all the other games, Nurgle infested units are always tougher than normal, so if anything they should have higher AV if you want to go that route.
I've always considered the Rot to be rather a biological weapon, a disease that Nurgle has sent forth to corrupt people, instead of something that their fervent followers gain. So the victims rot and literally fall apart. It's a bit like a bad case of leprosy.
But that's just my opinion.

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Post by GalakStarscraper »

Andy confirmed that it was supposed be 0-4 Rotters and that it will be fixed in the 2003 Annual.

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Post by BigD »

Whew! Thats a bit better. Shame though, I wouldn't have minded taking them at that rate. Now can somebody tell the Trollz what the stats are supposed to be eh? And whoever released the article with the 'feature' in it. Come on GW, at least publish what you meant to publish not what some of us would like LOL

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