Nurgle Warriors Overview:
Nurgle Warriors are expensive players who have low agility and movement. Despite that they are very good at what they do with high strength and armour. They also come with some great starting skills that you are unlikely to even see on other developed teams. Foul Appearance and Disturbing Presence allow them to disrupt the opposing teams game plan, either if that is a more blocking orientated one, or a passing plan. They also come with Regeneration which can make them live a long time and Nurgle’s Rot which can occasionally get your free Rotters for your team.
The play style of a Nurgle Warrior is rather limited by their lack of agility and movement leaving them to either doing a marking role or a hitting one, or some combination of the two. Another of their downsides though is that they are slow to develop relying mostly on casualties and MVPs, starting without Block doesn’t help things either. Their Foul Appearance is useful both for keeping them alive longer and also helps with marking players as they are harder to block away. If they are marking potential receivers against a passing play as well then their Disturbing Presence will come into play to make that harder. The fact that it also works when they are prone means they can keep up that disturbance even if they do get knocked down.
Road Block Nurgle Warrior:
- Normal: Block, Stand Firm, Guard, Tackle / Mighty Blow / Grab
- Doubles: Dodge / Side Step / Diving Tackle
- Stat Increase: +ST +MV
I think the first skill you will usually take on any normal roll for a Nurgle Warrior is likely to be Block. It will keep them on their feet more and let you be more aggressive with them as they will cause less turnovers. After that taking Stand Firm will make them even harder to block away from whoever they are marking, coupled with Foul Appearance you can deter opponents from even blocking you at all and perhaps changing plans. I’d get Guard next to help out your team mates in a ruck and to counter it on opposing players. If you don’t get some Guard on the team you could struggle against the other bashing sides. After that I’d get Tackle if facing a lot of Dodge, otherwise Mighty Blow can help you get the numerical advantage. Grab could also be useful to keep as many players tied up as possible, you can also set up chain pushes and feed players to your other markers, especially the Beast of Nurgle. There are some nice side uses as well like setting up crowd pushes, making space to run through and moving opponents away from the ball to give them a harder route back to the action.
For doubles you have some choices, Dodge is great for making them even harder to knock over, though I wouldn’t take it if facing much Tackle, Nurgle teams overall don’t usually get much Dodge. Side Step could be a great skill to take, though not if you already have Stand Firm. If you want to think outside the box a bit then Diving Tackle could cause opposing teams a lot of problems. I would look perhaps then to use them more to marking receivers or other players who like to dodge away rather than fight back.
A strength increase is great and if you get that then Tentacles becomes a good follow up skill. If you did that then again marking weaker receiver types would be a more effective use. An agility increase isn’t much use to them compared to another skill, especially as they are slow. Movement increase could come in handy but as they are slow to develop I’d rather take a skill early on, for the first skill it really won’t help much in the way for their development or use on the pitch.
Marking Nurgle Warrior:
- Normal: Block, Stand Firm, Break Tackle, Guard / Mighty Blow / Tackle / Grab / Prehensile Tail
- Doubles: Diving Tackle
- Stat Increase: +ST +MV
This is quite a similar build to the first one though lets them be a bit more mobile to get to the target they wish to mark, it is probably more useful if facing agility teams a lot rather than slower bashing teams. Start with Block and Stand Firm again, you still want the latter as even the weaker teams will try and push you away from your target. Even if they manage that to remove your tackle zone modifier, thankfully your Disturbing Presence will still affect a catch roll. Take Break Tackle next so you can use them to position better and get next to targets, even if you are out of range of them, sometimes moving your Disturbing Presence area of effect can make a difference. If you could make it with go for its to mark a receiver then it may even be worth risking it as the Disturbing Presence will still work if you fall over. You need to still consider how useful the player would be still standing up as that could make the difference for dodge rolls as well. There is an argument for taking Break Tackle before Stand Firm as well, though with their low movement and the fact Stand Firm is useful in more situations I prefer it this way around.
Following from that I would get Guard as you need it to compete in the bashing game and it will also help you on offence which is a weak area for Nurgle teams. Other options are Mighty Blow and Tackle if facing lots of Dodge frequently. Grab also offers the same uses as before. Prehensile Tail should also be considered if you face a lot of dodging opponents. It depends if you want to go all out down the marking route rather than taking some damage options to be a bit more rounded. For doubles I would take Diving Tackle as Break Tackle should hopefully let you position next to the opponents you need to tie up the most. The stat increases all follow the same logic as before, though if you get Tentacles after a strength increase then Diving Tackle might not be as effective as some alternative options.
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