So i've got my CCIV match vs Coachmans Nurgle team this weekend. I'm playing as Pro Elf. Is it worth dodging my elves away from his markers (likely Nurgle Warriors) so that i can do 2-dice blocks on Rotters? Given i only have AV7, what other real options do i have?
Im posting this here as i figure he wont read this thread.
Also, im a big fan on passing the ball to earn SPP. As long as its safely in the backfield and you have AG4 or built in pass/catch, i say go for it!
Nurgle is always a tough match up for elves, but more so for the relatively slower and AV7 Pro´s as they rely much more on the passing game which the distrubing presence affects big time. I would also pray for no rain for good measure. Disturbing presence + rain = no passing game at all.
Here below how I typically go about playing pro´s against Nurgle:
NW are ST4 and you ll likely need 3 pieces for a decent block... not to mention that Foul Appearence that make 1 chance in 6 to waste that effort. So I´d say no, not worth it to block those guys really unless critical to free up the path for a TD or similar. One of the weakness of Nurgle is the lack of decent AG3 players... among which you have Rotters. So in general I d aim for blocking or blitzing rotters and pestigors alike in the first place.
Yes, you need to dodge your pieces out of marking, but in defense the priority is to build the stalling line (see below), so dodges required to (re)form the line are the key ones, use the RR on those moves only. Any other dodge not strictly necessary for the stalling defense line should be done last and no RR wasted in them, unless you can afford it or it is for an otherwise key blitz or action.
You will probably need a running game against Nurgle so be prepared to carry the ball with a fast piece, i.e. blitzer or catcher.
In attack you really need to watch for those disturbing pressence auras (3 tiles away from the NW or beast) in order to plan passes/catches. stretch your team accross the board and create holes and gaps that can be exploited by your catchers/blitzers and their superior speed. Once you do, run with the ball and use LM to screen.
Try not to have pieces only 1 tiles away or otherwise too close together, or the beast will move in and tie them all up. Move 1 or 2sacrifical LM one tile away or so, but not marking, from the beast (and keep them 2 tiles appart so the beast can only mark one) so to screen it from the rest of your contingent as appropriate.
In defense, usual 2 tiles appart columns and 2 lines deep stalling line, with blitzers busting cage corners and stickying to the carrier whenever possible etc. If you manage to pull a decent stalling line, watch for the turn marker... when you approach the 5th or 6th turn study closely where your opponent´s carrier is and how much he needs to progress by turn 7 so to be able to score on the 8th or do a hand off to someone closer to TD. Reposition your stalling line as appropriate. If it is a new team chances are most of your RR will be consumed by dodging away, so keep them for that to ensure the line is solid.
A good Nurgle player will move in the beast in contact with your line so at least one of your players will be tied up next turn. Be mindfull of that and try to have always one or two more players than strictly necessary available to form the line just in case. Use them to form the line next turn and then dodge away from the beast as the last move once you happy with the reformed line.
Also try to bust a cage corner and mark the carrier every turn so he is probably forced to blitz you there instead of your stalling line. But, reforming the stalling line is your priority, so reposition first and then do the blitz, not the other way around. The RR is better used in reforming the line, not in blitzing (unless you are blitzing the carrier himself obviously!).
This cage corner busting is more critical against nurgle so to avoid the beast from moving in your stalling line after it has been blitzed... in these cases the beast may be eventually in contact with up to 2 players, maybe 3, and really mess up your defense. In those cases where you really think the beast may pull this off preventing you from reforming the line next turn sometimes is better to mark it so to avoid that risk... Also, do not waste RR on tentacle rolls unless you can afford it and/or it is the last action of the turn.
Final piece of advice: Nurgle is all about the beast, as you can see for example it can really mess up a stalling defense line if it is allowed to do so in attack. But also in defense! Never leave your ball carrier 7 or less tiles away from the beast without proper screening. Nurgle will try by all means possible to seek direct line of sight between the beast and your carrier. If he can clear a path to move in the beast so to mark or even blitz your carrier he will do it. And you do not want to have teh beast marking your carrier, ever. You may not get away, and you may also fail the hand off or pass due to DP. So it is a No-No. Be either 8 tiles away from it or screened appropriately!
Aim for the 1-0: prevent him from scoring in his drive (or score in defense if possible), then plan to score on your own leaving him with 1 or 2 turns at most. If you have the choice, kick first so you can defend with the full team.