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OK im new to blood bowl but i have read the back-ground (realy funny...) and witnessed enuff games to have an idea of how to play im a Fantacy Chaos player so Nurgle was always going to be my choice for a team...
this is what I have come up with
3 chaos warriors
fan factor 3
what doyou guys think i should do to improve?
Not entirely sure you need 14 members to start with.
I'd personally drop three rotters as these are easy enough to replace (assuming your decay induced injuries won't be too severe).
and use that cash to get another warrior and an extra FF.
4 warriors in a starting team can be pretty nasty and you'll still have a spare rotter on the sidelines. This will let you start getting them SP points from the start of the league buy thumping your opposition into the ground.
If you were feeling fairly lucky you could even drop another two rotters to max out your pestigors and another FF point too. This would leave you at a minimum 11 players, but 8 of them are fairly hard (regeneration).
Cool but i just re-calculated the list on sunday night this is the list i played with
put it this way the norce team lost badly...
i came away with
1 beast of nurgle
1 pestigor (1 TD and MVP) with an exsta arm
1 pestigor (1 TD)
1 pestigor (1CA)
BUT! we are starting a league with all players starting with a new team so what do you suggest... (what should i drop)
Congratulations on the win.
How useful did you find the addition of the Cheerleader and Assistant coach?
Seems your pestigors did most of your work, but how did your warriors go?
It seems your team fared pretty well so I am not sure that it will need much changing.
First thing im guna do is drop the admin...
Hardly needed infact it wasnt used (fan factor came in handy as did re-rolls)...
The pestigors were great they battered there way through his berzerkers then recieved the ball to score a touch-downs!
Warriors need block...
Other than that they batted his linemen.
im guna field a beast of nurgle in the league (we have an ogre team and a dwarf team so i need that mighty blow...)
so starting from scratch my team looks like this
beast of nurgle
Fan factor 7
im guna see how i preform in our mini league then go from there...
any C+C welcomed (should i change my team?)
I have a feeling you'll be missing that reroll, but other than that, the team looks pretty damn scary.
As long as you have a spare player near the beast, everything should be fine.
I know I wouldn't want to be facing that.
Good luck with the league, let us know how the first couple of games go. (I shudder to think what whould happen if the beast got "Block").
Are you using LRB5? (the current rules)
In that case drop the FF! It dooes not affect the game as it did in LRB4.
Rerolls are needed! You don't have any skills so the turnovers will come...
The Rotters are fodder. Use as few of them as you can.
I'll give you a tactica from the great Nurgle player Fen at Talkbloodbowl.com
I play two teams and have more or less followed Fens advice with great results.Building the Team
Starting with or without the beast is very much a personal decision. But I can say that starting with the beast is a serious consideration if there are a lot of Elf teams in your league. Being able to pin players in place for your Nurgle Warriors to beat up on is huge, especially if you get the Beast next to catcher/wardancer types.
With regards to Pestigors. Starting with one is most definately a mistake, two is the minimum you should start with, having just the one is putting all your eggs into one basket. Pestigors are your best ball handlers and blitzers rolled into one. Without them it becomes difficult to do anything, also on average it takes about two matches to replace one of them due to their expense.
As such there are two starting rosters I consider for a Nurgle team.
Beast of Nurgle - 140
3 Nurgle Warriors - 330
2 Pestigors - 160
5 Rotters - 200
2 Rerolls - 140 (The one issue with this roster)
30K for Bank/3FF
You need to earn 350K for that reroll and Nurgle Warrior before sinking cash into 2 more Pestigors. That's why I'd consider just banking the 30K so you just need 320K more.
3 Nurgle Warriors - 330
3 Pestigors - 240
5 Rotters - 200
3 Rerolls - 210
This one requires 280K (BoN + Warrior) before you pick up Pestigor #4, it's about a match faster in getting to a full roster + 3 rerolls than the first one. Plus that third reroll makes the team far more reliable, but you will struggle more against Elf teams.
(Essentially the purchasing difference between the two teams is Beast of Nurgle + 30K vs. Pestigor + Reroll + 20K.)
Never directly pay money for Rotters after you start, pick them up through either dead opposing players or through loners that gain SPPs. You don't ever want to be wasting money on Rotters as your positionals and rerolls are too expensive.
The major strengths of the team is it's ability to halt cages with 5 of the best starting blockers in the game (behind Flesh Golems) and also disrupt any attempts to move the ball around thanks to Disturbing Presense. The other major benefits are the Beast of Nurgle, which is one of the best big guys, focused players who are dedicated to certain jobs and cheap, disposable linemen.
Now the bad part, the team is essentially skillless for key jobs, and the skills it does have are almost passive in nature. Only Horns requires an active aim to use it. But passive doesn't mean you should be passive in using the players with the skills.
I'll now break the team down into it's sections.
1. The Blockers - Beast of Nurgle and Nurgle Warriors.
All of these have Foul Appearance when they start, which makes them very annoying and often tough to knock down. But they're not very agile or fast, so you have to be careful in where you commit them. The Beast of Nurgle is the center piece of any action for the blocking section, it's the one that has the best chance to keep players in range for blocks and is also the best piece to trap problem players like Wardancers and Catcher types. But it's slow, so often what you want to do is push players into contact with it as much as possible and keep them there.
The Nurgle Warriors are also slow, but they don't have tentacles to help pin any players in place. Once someone gets away from them, they're gone and often out of reach, this is why sticking closeish to the Beast of Nurgle helps them continue to Block.
Collectively the 5 of them also provide your anti-passing support, as they have Disturbing Presense. You can space them out against Agility teams a little to try and cover a wide area of the pitch.
Development wise it's key to remember these guys are not Chaos Warriors, they're Blockers and as such slow in development.
Beast of Nurgle - Guard, Stand Firm, Grab, Break Tackle - Doubles: Block, Claw
Nurgle Warriors - Block, Guard, Mighty Blow, Stand Firm, Prehensile Tail, Tackle, Claw, Break Tackle. Doubles: Side Step (instead of Stand Firm), some coaches like Jump Up - if you do take it, the guy will want Break Tackle as well.
Take +MA, don't take +AV. Skip +AG on the Beast for sure, maybe take it on the Warriors, but imo I think break tackle is better if you want to be agile. You don't want these guys carrying the ball really, they're better at protecting the ball carrier. +ST is a no brainer...
The Runners/Blitzers - Pestigors
These 4 boys are the workhorses (goats?) of the team, as there is for of them you can afford to specialise them into certain types. They're your best runners with MA6 and your best Blitzers with Horns. So divide them into 2 Runners and 2 Blitzers.
On pitch they'll do most of the play making, running around, blitzing and the like. But they'll also draw the most flak, because good coaches will realise that crippling the Pestigors will hurt you more than anything else.
Skills: This is one way I build them.
Pestigor 1 - Runner - Extra Arms first, then Block, Fend, Guard, Foul Appearance
Pestigor 2 - Runner - Block, Sure Hands, Fend, Guard, Foul Appearance
Pestigor 3 - Anti-Agility Blitzer - Block, Tackle, Mighty Blow, Frenzy, Juggernaut
Pestigor 4 - Lethal Blitzer - Block, Mighty Blow, Claw, Piling On, Tackle
Doubles tend to be Dodge or for me Side Step (as I avoid Dodge because I like to make Tackle a dead skill choice against my team.)
The generic pool of good skills for pestigors is: Block, Guard, Sure Hands, Tackle, Mighty Blow, Juggernaut, Frenzy, Claw, Foul Apperance, Fend, Extra Arms, Prehensile Tail with Jump Up, Side Step and Dodge being the Doubles choices.
The reason for taking Extra Arms on one guy and Sure Hands on the other is to try and make up for being so skillless when you start. The Extra Arms player is for use against everyone without Strip Ball, the Sure Hands guy does the job vs Strip Ballers.
Also you want the Extra Arms guy early on as he catches on a 2+, this is huge in moving the ball up to safety fast and also it helps farm SPPs with those Elfball passes.
Stats: Take +AV on the Blitzer types, Consider +MA on the Runners - if you roll a ten twice pick whichever one you didn't the first time, take +AG and +ST are no brainers.
Linemen - Rotters
These guys are slow, and big tempting targets for people who like to kill things. Which is fine, if they're hitting your Rotters, they're not hitting your Pestigors. Hooray. They're fodder, don't get attached to them as they'll rarely last more than 2-3 skills, don't be afraid to score TDs with them if you have too though.
They're pretty simple to develop. You want one with Kick and the other skills are:
Block, Fend, a few Dirty Players and Doubles = Guard, Side Step on Second Doubles (like that's gonna happen!)
Stats: +AV - I don't even think +ST is worth it unless they already have +AV.
One final note with Stat increases, don't go too nuts with them. +MA is the best one for you followed by +ST. Problem is, you really need skills and Stat Increases aren't skills. So think long and hard about what you want the guy to do before you take it.
This is because the team is actually very very good with nothing but Normal skill rolls. You don't actually need any Stat increases or Doubles to build a killer team when you're playing Nurgle (and Chaos).
As for rerolls, the team wants to start with 3 and get to about 5 or 6 in the end.
And with Inducements, Igor is the inducement of choice, Borak is the best Star Player and he combos best with Ripper.
(Edit: Optimal Rerolls is 5 or 6, not 6. Probably best to stick with 5 unless you find you're turning over too much.)
Last edited by Ikterus; February 12th, 2009 at 14:04.
i will probably go with the second list mentioned...
so back to where i started -2 rotters and some FF...
Thanks that tactica is great! I picked up on exstra arms (there awsome...)
But realy interesting REP for you!
No sweat Madman.
Have fun playing BB.
And learn to use the BoN. He's great!
I seldom block with him, he's best when using his tentacles to bind up gutter runners and such. They'll hate him!
had my first game with new team...
Dwarfs crushed me but no matter gain enuff cash for the beast of nurgle...
No one died (whoohoo!) and a warrior was star player (only needs to kill someone for an increace).
After this game I played a game with my "developed" the Globe rotters Vs anouther dwarf team holding them to a draw (I lost 2 rotters but who cares *shrugs*) I bought a couple more re-rolls and FF...
I also gained frenzy on a second pestigor...
Last edited by warhammer madman; February 14th, 2009 at 19:05.