|
#1
| ||||
| ||||
| I've been thinking of blogging my Pus performance for a while to hone my match report writing, so without further ado; meet Pus With Boots, most foul and phlegmy felines.. After the relative success of CCVI (made playoffs, whee!), the Pus'ies was meant to play a single rebound match in CTA to be able to buy a replacement for Happy Cat, who met an unhappy end at the blades of Moss' assassin in the playoff round. This was proven not to be the wisest of decisions, as the team suffered two more deaths in their first CTA match, losing another skilled Pestigor and a Rotter. 2 more matches was required to get back to having 3 Pestigors on the team again. The first match of CCVII proved a godsend from Nuffle as Pus got to take advantage of some severely unlucky lizards in the form of ValoKiloren's Darkmire Raptors, netting them 3 TDs and a Casualty. My next match will be against Tronaks Afterdeath Afterhour, who have just lost a rookie flesh golem and has a MNG ghoul. He has a WW with Block, a Block, Sure Hands Ghoul, 2 Wights (both MB, one with Guard), a FG and two Zs with Block and one Z with Kick and 2 unskilled Zs. If he buys his 2nd WW (he's got exactly 120k in the kitty), I'll give away 370(!)k in inducements. The Pus'ies' current line-up: Longcat, Beast of Nurgle: Guard Ceiling Cat, Nurgle Warrior: Block, Guard Keyboard Cat, Nurgle Warrior: Mighty Blow, Jump Up Jenkins, Nurge Warrior: Block, Guard Tacgnol, Nurgle Warrior: Water Melon Rolling Lake Cat, Pestigor: Block, +MV, (double 5s pending) Maru, Pestigor: (double 3s pending) Lime Cat, Pestigor: Wrestle Nyan Cat, Pestigor: Chewing Toy, Rotter: Guard, -1 AV Small Mammal, Rotter: Block Catnip Carrying Device Mk II, Rotter: So, I'm pondering about the skill ups. Should I grab another +MV on WaMeRoLaC, Dodge for protection or perhaps even a passing skill? After Tronak, I'm due a match against Flanks' dwarves, so I think MV8 could really mean the difference here. On Maru, I'm torn between Dodge, Diving Tackle or just plain old Block. Dodge is always useful, but it would be very nice to have a DT Pest who could then get Block/Guard/SF to make him a pretty annoying marker. Any thoughts? PS. I'll start writing more extensive match reports starting with the match against Tronak.
__________________ - Build a man a fire and you keep him warm for the night. Set a man on fire and you keep him warm for the rest of his life. - Pus With Boots; CCVI: 4-2-2, reached playoffs. CCVII 5-2-2, quarter finals. - Altdwarf Plumber's Union; CCVIII: 2-1-3, barely reached playoffs, narrowly lost on overtime due to snake-eyes. Ngh! Last edited by Barmution; 2nd December 2011 at 08:34 PM. Reason: Lebe's right! |
|
#2
| ||||
| ||||
| Great ! Will follow what seems like a great beggining ! I like nurgles... curious to know what you'll pick for those two double rolls. Quote:
__________________ We came, we won, we howled ! CC VII - 1st of Div 1 - Eights Final [ Triumph in Adversity award ] CC VIII - Champion ! [ Triumph in Adversity award ] |
|
#3
| |||
| |||
| + the second move makes Melon cat fast. ![]() The other double could be dodge to build a backup ballcarrier (Sure hands and block next)
__________________ |
|
#4
| ||||
| ||||
| Too much move doesnt get the job done... other skills help more...
__________________ We came, we won, we howled ! CC VII - 1st of Div 1 - Eights Final [ Triumph in Adversity award ] CC VIII - Champion ! [ Triumph in Adversity award ] |
|
#5
| |||
| |||
| ma8 all the way. sure hands/xtra arm and 2 heads next, and scoring shouldnt be an issue. you only have to get 3 squares over los to be in scoring range. being able to take your time on offence, knowing you only have to get 3-5 squares past halfway, is surely a good thing for nurgle. he will also make the quick score much more likely. the other pest, leap is a long term option. wrestle, vll, strip ball, good times ![]() could go accurate to deliver the ball to the ma8 pest, though he would be the only receiver. still nice to have a thrower however. i would only go dodge if you plan to give warriors dodge. otherwise plain ol' block is always good. DT is nice but with st3 and no block he will be pushed off markers to easily i feel. gl in your coming games |
|
#6
| ||||
| ||||
| I must say this, take the +MV. A MV8 piece on a slow team is like a cyclops in the land of the blind. Your opponants will not know how to play against him and you can do as NHM says and score the quickie! On the second goat I would consider jump up over dodge and diving tackle. Not be course you want Piling on, but be course you want wrestle. Saving those 3 MV points after sacking the ball could make the difference |
|
#7
| ||||
| ||||
| Thanks for the suggestions, guys ![]() I think MA8 is a pretty sure thing on Melon Cat, just to get more flexibility in caging/screening and to force other teams to do risky stuff to get the ball loose earlier in the half. Maybe Sure Hands next (15 spp... *ngh*) to become a dedicated ball carrier. For Maru, the reason I'm considering DT is to mark carriers with him after blitzing. With some luck he can get support from at least one Guard player, forcing the opponent to take risks with either 2D against or braving DT. In theory, at least...
__________________ - Build a man a fire and you keep him warm for the night. Set a man on fire and you keep him warm for the rest of his life. - Pus With Boots; CCVI: 4-2-2, reached playoffs. CCVII 5-2-2, quarter finals. - Altdwarf Plumber's Union; CCVIII: 2-1-3, barely reached playoffs, narrowly lost on overtime due to snake-eyes. Ngh! |
|
#8
| ||||
| ||||
| On a full blood chaos team I would go with diving without blinking, but on Nurgle you are very limited on positionals and thats why I would go with Jump up. I think it is a greater long term skill for the nurgle team, but its just a hunch |
|
#9
| ||||
| ||||
| Yeah, I certainly get what you're saying but that would require me to build another Pest with Wrestle, which given the limited positionals doesn't feel right to me. I think one wrackler is really all I feel that I can "afford". If Melon cat had gotten a regular skill, I might've gone with Tackle on him but the MV8 is just too sweet to pass up and that puts me in a situation where I'm in dire need of some way to counter dodging. I'm actually considering taking good, ol' mighty blow too, to get closer to a killer build given that my one MB warrior got Jump Up.
__________________ - Build a man a fire and you keep him warm for the night. Set a man on fire and you keep him warm for the rest of his life. - Pus With Boots; CCVI: 4-2-2, reached playoffs. CCVII 5-2-2, quarter finals. - Altdwarf Plumber's Union; CCVIII: 2-1-3, barely reached playoffs, narrowly lost on overtime due to snake-eyes. Ngh! |
|
#10
| ||||
| ||||
| With horns you don't need 2 safeties... that is why I like Chaos and Nurgle goats to defend backfield. They always hit with STR 4...
__________________ We came, we won, we howled ! CC VII - 1st of Div 1 - Eights Final [ Triumph in Adversity award ] CC VIII - Champion ! [ Triumph in Adversity award ] |
![]() |
| Thread Tools | |
| Display Modes | |
| |
All times are GMT +1. The time now is 03:13 PM.












Linear Mode
