Nurgle and keeping TV down

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Tarp
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Nurgle and keeping TV down

Post by Tarp »

Just with a full team Nurgle are a pretty high TV team, with no core skills to speak of mind you.
Its 98TV for the players alone.

The Nurgle team Im managing now is at 189TV 13 players 4RR and 7FFhttp://www.arosbb.dk/default.asp?p=ro&t=scu
but alot of the players dont even have 2 skill rolls.

I would like imput about how to develop the pestigors, the warriors I have a rather clear plan for. I realy like skills that are "woth it" that work in both coachs turns.

General Nurgle imput is also welcome

(and mind you Im not complaning about the ST rolls, I just feel I lack tackle, MB, claw, guard... then again TV is already high)

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Smeborg
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Post by Smeborg »

Hi Tarp - these are good questions. I am not sure the cost issue is soluble, given that the positional players are perhaps the most expensive in Blood Bowl (the 9 positionals average 100,000 each).

I am a Nurgle coach of modest experience (2 leagues, 2 tournaments).

While the Beast and the Warriors are the most "Nurgly" bits of the team and also perhaps the easiest to develop, it is indeed the Pestigors who are the playmakers and the most difficult to develop.

I prefer 2 Pestigors as "pure" Runners, starting with: Sure Hands, Kick-off Return, Extra Arms. I think you need 2 to cover the whole backfield with Kick-off Return (so that you can form your first cage nearer the line of scrimmage) and also to have a reserve in case of injury. One Runner is not enough (sadly). I field just one of these guys in defense (quite good at scooping up the loose ball).

I like to develop the other 2 Pestigors as "pure" Blitzers (i.e. designed to sack the opposing ball carrier): Wrestle, Fend, Tackle, Pro, 2-Heads. I find Pestigors are feared by opponents, and are targets, so defensive skills are necessary.

I like to develop the Warriors as "pure" Slayers, starting with M-Blow, Claw, P-On. This suits them in general, as it makes it more difficult for the opponent to mark them out of the game (marking now comes at a cost). But mainly it is a means to score - without the ability to put opposing players in the dugout, the Nurgle offense is one of the weakest in the game. It also means they will develop.

Another way to develop the Warriors is as "pure" Blockers: Block, Stand Firm, Guard, Tentacles, Grab. But I find in practice it is very hard to get past the first skill (like Black Orcs, where can SPPs come from, apart from CAS?). But Block is best on the Warriors in tournaments.

The Rotters are a problem because of their propensity to die and/or lose stats to injury. So I develop the Rotters for survival as Linos/Assisters: Block, Fend, Foul Appearance (Guard on a double). I put Rotters on the line of scrimmage in defense (apart from the early games).

For the Beast, I find Break Tackle is the definitive skill, as it prevents him being marked out of the game by an opposing Lino. He needs Guard as a second or third skill along with Stand Firm. Break Tackle allows you to use the Beast aggressively on your last action for the turn to mark key opposing players (this is a definitive Nurgle way of playing, I suggest).

In general, I find it difficult to give Tackle to anybody before the 3rd skill. I think this is just something you have to live with, and try to make up for it with Wrestle and Tentacles.

Also, I find that while the team needs Guard (2 minimum, 3 better) giving Guard comes at a heavy price in terms of other development choices. Guard on a Warrior is OK, but lacks mobility (he can be isolated and marked out of the game).

In general, I like lots of Fend on this team (it improves mobility and annoyance factor, and combines well with the Beast's Tentacles - opponents cannot block their way away from the Beast).

I am wary of doubles and stat increases on this team, so I am minded to decline them altogether on the Warriors. Pestigors love stat increases (+MA, +ST, +AG) as well as doubles (say Sure Feet/Sprint on the Runners and Sidestep/Jump Up on the Blitzers).

Looking at your roster, I suggest you need less Block overall, and definitely some Wrestle (I would regard 2 as a healthy minimum). A sharper delineation of player types between active and passive might be helpful (just a suggestion - I don't know your playing style).

I'm about to start a new team in a league along the lines outlined above. I'm looking forward to it. There are gaps in this team you just have to live with. What I like about Nurgle is that it plays BB during the opponent's turn rather than during its own. That's a lot of fun, but it does not make the side easy to develop.

Hope this helps and isn't too long!

Cheers

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Smeborg the Fleshless
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Post by Smeborg »

p.s. - The only cost saving I can suggest off the top of my head is to drop a Team Re-roll (4 to 3) if you have the courage.

Cheers

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Smeborg the Fleshless
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Post by Andromidius »

I wouldn't worry about TV until you start getting into the 220's, personally. As long as your team destroys their opponants, giving away a few inducements won't make much difference. Usually your opponant will just get extra Rerolls or Cards anyway with a large sum of inducement - things like Chainsaws are cheap enough to be seen even in small difference TV's.

~Andromidius

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