Nurgle advancement - ideas

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harald
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Nurgle advancement - ideas

Post by harald »

Howdy all. I hereby renounce my lurker status to do my first post. I recently started up a fresh nurgle team.

1 beast, 1 rotter, 9 beasties, 3 RR, 2 FF

After two games played (drawn and beaten two different coalitions of skaven), the nurgle fans have chatted with their friends(?) and the fan factor has doubled and a new rotter has joined the force.

Only skills so far is block on a beastman and on the beast.

So far my experience w/ the beast is that FA and Tentacles w/ ST5 has been extremelt useful and he is avoided like the plague (Nurgle's rot in fact: editor's note).

The FA has worked well against the ballhoggy gutter pests.

What are some ideas and input on advancement? Rotters? Beastmen? The beast?

I am definately giving Leader to the first beastman w/ doubles. Any doubles on the rotters will go to tentacles to make the team even more pesty against critters (yes, critters include elven-ish catchertypes: editor's note). Double on the beast is bound for pro.

Block, as usual, sounds like the first skill of choice to just about any players except perhaps two beastmen which I intend on giving tackle as first skill in order to be able to succesfully get those pesky vermin/peacedancer-types to the ground.

Any suggestions on advancement or gameplay ideas are welcome.

May Nurgle's Rot infect all our opponents!

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berserker
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Post by berserker »

Hi

I'm starting a Nurgle team too
10 Beastman
1 Beast
3 RR
7 FF

I hope to get a rotter thanks to the beast... But with 7 FF I hope to get some cash to buy the apo after the first game and the rotters ASAP...

For skills
Beastmen: Guard Block and sure hands for one is on my list
On double: Big Hand for the first, maybe Leader for the second

Beast: block, on a double I might take claw to increase the chances of hurting (and killing!)...

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Post by pfooti »

Nurgle's rotters can be advanced a lot like chaos. See the Balrog's Guide to Chaos thread on this site for more deets.

I wouldn't have recommended you starting with such a low FF, but since it's going up, you're okay for the time being. With no 'poth access, you're going to be purchasing a lot of beastmen.

For advances, on beastmen I'd get Sure hands on the first one, then a bunch of block. Eventually you want Block, Sure Hands, Guard, Tackle on an assortment of Beastmen. Toss in a few ounces of strip ball. Probably you'll have ballhandling beastmen with sure hands and maybe Big Hand, and blocking beasts with block, tackle, guard.

For the rotters, go with Block, Tackle, Guard, Mighty Blow, same for the Beast.

On doubles, you definitely need to look toward the mutations. Razor Sharp Claw will make kills all the more likely, so it's great on the Beast, and really good on all your blockers. Big hand is useful for the ballhandler, and also good on an occasional blitzer (run in, knock down the ballhandler, perhaps use Strip Ball, and get the ball on a 2+). The ballcarrier beast can use extra hands and heads. A line of tentacled, stand firm rotters is pretty awesome.

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harald
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Post by harald »

I usually start w/ 9 FF and 3-4 RR regardless of team.

However I wanted a beast to start w/ as well as a rotter sinec I feel like getting a grip and feel of the concept of the team. Most likely one should skip the rotter and have 7 FF for starters. Since the beast can "produce" 110k players one should definately start out w/ one.

RSC is nice for the beast but I recon Pro is the first choice and second choice would be Stand Firm on doubles to make those freaking tentacles even more nasty.

W/ stand firm comes Break Tackle/Pass Block as a very nice complementary and all of a sudden the beast is the worst menace on the field.

I took block as my first skill and will take Break Tackle next unless it is a double.

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Post by swilhelm73 »

Its not quite so easy to get free Rotters as you might think.

I've played about 15 games with my Rotters, most with an ST6 Beast, and have yet to get a free Rotter...

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Post by Anthony_TBBF »

I have been playing Rotters for a while now, still haven't managed to get a free one yet ;)

I don't think rotters develop the same way as Chaos teams, in fact I have had a lot of success on focusing on defensive skills. I have a couple extra FA Beastmen and I plan on getting them Pass Block as well. They have been slow to gain SPPs but I have found it pretty easy to shut down offensive plays, espeically with the Beast and his Tentacles.

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harald
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Post by harald »

My plan is giving the nurgle beast pass block as soon as possible and break tackle next. Block as skill #1 of course. First double goes to Pro. Second one (if that lucks exists) Stand Firm.

Foul Appearance on all the beastmen. Perhaps a big hand and a claw on some.

The rotters should get mighty blow early on since all doubles should go to tentacles and in order to win with this team you need to clean out the field.

Beastmen are the blitzers and as such they should get tackle fairly early. Perhaps even before Block in some cases since skills are a rare commodity for nurgle teams. However one should not get attached to the beastmen since they are bound to die every now and then so I recon spreading the SPPs is recommended.


I will probably go in this direction:

Nurgle Beast
1. Block
2. Pass Block
3. Break Tackle

Doubles
1. Pro
2. Stand Firm
3. Razor Sharp Claws


Rotter
1. Block
2. Mighty Blow
3. Pass Block
4. Break Tackle

Doubles
1. Tentacles
2. Stand Firm


Beastmen
1. Block or Tackle
2. the other one

Doubles
(Leader on the first doubles rolled)
1. Foul Appearance
2. Claw

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Post by BadMrMojo »

Everyone always forgets kick. Don't be that guy. Take kick. Kick is good.

Also Harald's list looks decent except that he forgot all the guard. Guard is great on Rotters and the Beast in particular, but everyone ont he team can get it and there is no such thing as too much guard.

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