Nurgle Nurgle player development

Meister P

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Hi,
I'm curious as to how people would go about developing nurgle players?
-I'll wait with my own suggestions as not to bias the discussion. ;)

Let the rotting commence!
 

Netsmurf

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If a rotter by accident gets a skillroll, it is either kick, dirty player or block.

Pestigors I specialise, one for ballhandling/throwing. One for scoring/catching. Two as killer blitzers (block, M-blow, Claws, Pilling on, tackle)

Warriors. Block, Guard or as killers.

Beast as a huge roadblock, guard, grab

Averaged about 5 cas pr game last season.:D
 

Murkglow

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Here is how I would build them (note these are just general skill ideas, not necessarily the order one should take skills or the only skills worth picking):
*Note* Just useing the normal Chaos builds works decently well with Nurgle guys (though obviously Rotters don't match up with anything)

Rotters
Normal Rolls: Kick*, Wrestle, Fend
Double Rolls: Guard
Stat Ups: +Mv/+Str/+Agi are all good.
*Only one.

You're only going to have a couple of these guys on the field at a time once you have all your positionals so they are probably best used to absorb hits on the LOS. That + Decay means they shouldn't live all that long which isn't a huge deal anyway as they don't need many skills for them to do their jobs. If you don't use them on the LOS then one of them should be your kicker just to free up a skill on your pestigors. If you should roll a stat up on your Rotters it's up to you if you take it. It makes your Rotter a good guy but Decay means he won't live long so it's a question if it's worth while.

Pestigors
Normal Rolls: Kick*, Block/Wrestle, Guard, Mighty Blow, Tackle, Stand Firm, Claws, Frenzy, Strip Ball
Double Rolls: Dodge, Jump Up, Diving Tackle
Stat Ups: +Mv/+Str/+Agi are all good.
*Only one.

I'm not a fan of making these guys into throwers/catchers. You need too many doubles/stat up to make it worth it really IMO (and you only have 4-6ish players on the field with agi 3 anyway... Not great options for throwing targets). Instead they make great mobile bashers since your warriors are going to be in the thick of it anyway and they aren't that quick on their feet. How exactly you build them though is tough to call, there are plenty of nice ways to do it.

Nurgle Warriors
Normal Rolls: Block, Guard, Mighty blow, Claw, Stand Firm, Break Tackle
Double Rolls: Dodge, Jump Up
Stat Ups: +Str Only

Standard bashing kit. I don't see much need to change it.

Beast of Nurgle
Normal Rolls: Stand Firm, Break Tackle, Guard, Grab
Double Rolls: Block
Stat Ups: +Str only

Standard "Big Guy" set. Stand Firm is a bit more key here however to keep them from pushing your guy away.
 
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Meister P

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I quite like the idea of giving Rotters Wrestle. It makes them nasty targets for Block strong teams as they risk their own expensive guys going down for the price of a stupid 40K Rotter.

-But I'm also considering the use of Disturbing Presence. If all of your Rotters start smelling of vomit and urine too, I reckon it'll really f**k up the opponents ball handling! :p
I haven't experimented with this though, so... Thoughts? :confused:
 

Murkglow

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Remember that wrestle doesn't damage anyone so it's not like they are worried about their guy going down (unless you then foul him).

As for Disturbing Presence, it depends on how likely you think it is that your rotter will be near the ball carrier/catcher. Remember they are only Mv 5, most throwers are far back (making it unlikely you'll get closes, especially if they are tied up on the LOS) and most catchers are much faster then that which makes it tough for rotters to keep up.

It's possible for Presence to be good but I would get Wrestle first at the very least (and probably fend as that slows your enemies advance) and then it's a question of how many skills are you planning to get on them.
 

Netsmurf

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I find that the five times Disturping is all I need to cover the pitch.

Making a goat thrower without doubles is, big hand, strong arm, kick off return. He makes a short pass on 3+ and that is fine by me.

The catcher is ekstra arm and two heads, makes for a nice 2+ catch and brilliant dodging abilities, which will surprice many opponents. I would however start all goats with normal skillroll on block and see if not one in four goats make a double, because it makes it so nice and easy to specialise.
 

Coach

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I also like the Wrestle + Fend combo for Rotters. Like the others have said the extra Disturbing Presence isn't a good choice.

There are too many teams that don't really pass the ball at all and those that can often don't pass a great deal.
 

Meister P

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Thanks for all the advice.

One more question though:
Given that you get a normal skill advance on the Beast of Nurgle; which would you go for first? Guard or Stand Firm (or a third)?
 

Murkglow

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I would probably go for Stand Firm since you already have Tentacles. Guard is nice but you do have Nurgle Warriors to provide muscle so it's not quite as vital. A decent third option would be Break Tackle so your Beast has a bit of mobility and isn't so easily tied up by a single lineman or something.

You really could go with any of those and do well so it's hard to say if there is a "best" answer.
 

Netsmurf

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If you want to use the beast for blocking, a good option is Grab, tying down opponents its Stand Firm.
 

Meister P

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So - my "nurglings" are up and running and after the second game a rotter received +1 AG :D
The obvious question is therefore; what to get at next skill-up (which will hopefully be soon with all the quick passes he's going to make ;))?

My team right now looks like this:
1 Beast
4 Warriors (one with Block)
1 Pestigor with Dodge
6 Rotters (one with +1AG - obviously)

3 Rerolls
0 cash...
 

Murkglow

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I'd give him Block. Don't want him getting knocked over now that he is such a big target for the other team. The other option I would consider is Two-Heads to allow him to dodge out of the way like a madman.

Both picks seem useful on both offense and defense.
 

Meister P

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Block is the obvious choice and never a wasted skill. :)
Not too fond about two heads, as I expect him to stay deep in defence and mainly use him for passing.
I was considering kick-off return as well... Don't have any real experience with this skill though, so I don't know if it'd be a waste?
 

Murkglow

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I'm not a fan of the skill in general (seems too narrow/not worth a skill slot to me) so I don't ever take it.

Perhaps someone with more experience with the skill could speak up for it though.
 

mrpier

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It can be nice to have kick-off return on the ball-carrier on some of the slower caging teams, especially if the opponent has kick. It will help getting to the ball and secure it, could be valuable against gutter runners or catchers.
 

Coach

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I would take Block.

It is all very well saying you are going to do passing plays with him. If you are going to do that, then picking it up with the player you are intending to pass to would usually be the same dice roll. So if the kick off does land out of his reach then you can just pick it up with the intended receiver anyway.
 

Netsmurf

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I use kick off return in combo with diving catch on occasion. Two players with that and you can cover all the 9 back rows of the pitch. Only leaving the front 4 rows, were the rest of your team normaly are, uncovered.
 
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