Blood Bowl 2

Blood Bowl 2

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How to Stop Nurgle
Hi, maybe i just not experinced enough, but how can you beat Nurgle in this game, it can outbash evryone and if he is positining good you cant pass....

very anoying, any hints?
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Showing 1-15 of 18 comments
Mandarga Mar 14, 2017 @ 2:56am 
They are pretty slow, and are sensitive to bashing (the rotters won't be coming back). Passing won't be easy but you can do running game with faster teams. They are better at defense than chaos IMO. When they attack just try to preserve your team, as they are slow they will strive to score.
Last edited by Mandarga; Mar 14, 2017 @ 2:57am
licker34 Mar 14, 2017 @ 8:13am 
Pretty sure there's already a recent thread on this... try page 2.

And don't listen to anyone who talks nonsense about 'rotters not coming back'. They don't know what they are talking about.
Arlen Tektolnes Mar 14, 2017 @ 9:02am 
Originally posted by licker34:
Pretty sure there's already a recent thread on this... try page 2.

And don't listen to anyone who talks nonsense about 'rotters not coming back'. They don't know what they are talking about.

It seems safe to imagine OP is fairly new to the game, so lets assume the only damage dealing skill he has is Mighty Blow.

Every time you knock down a NW with a MB guy there is a 14.4% chance they're getting KOd or injured. 4+ on either a KO or injury means they're back on the pitch next drive, so you can essentially halve that to 7.2% chance they're 'not coming back next drive'.

Every time you knock down a rotter with a MB guy there is a 22% chance they're getting KOd or injured. 4+ on a KO means they're back on the pitch next drive, so you subtract 6 from that for a 16% chance they're 'not coming back next drive'.

16% is a fair bit higher than 7.2%.

Of course, this is ignoring quite a few factors that should influence your decision.

1. The chances of you being able to knock down a NW are lower due to their higher strength making 2dbs more difficult to get, the increased likelihood of them having block (and possibly even dodge), and the fact that FA means one in six blocks against them won't happen.

2. A competent Nurgle player probably wants you to try and hit his warriors, and will position with that in mind.

3. The numbers game isn't all that matters. Removing a NW, Pestigor, or the Beast will hinder your opponent *far* more than removing a rotter.

4. Claw changes things dramatically, making other players much more viable targets.

5. If you're a cocky git and/or basically won the match already and just want to farm SPP from injuries and fast touchdowns, you might *want* their players to come back next drive. Prioritising regen players helps to ensure you'll have more people to hit in the next drive, and there's little sweeter than killing the same guy four times.

6. This is an extremely minor consideration, but if you're an undead kind of coach and a few of your guys are KOd/injured then rotters are the only guys you can zombify.

7. A Nurgle team probably has a few spare rotters if they've been around for a while.

tl;dr If your primary concern is reducing the number of players your opponent has on pitch then you should definitely go for the rotters. You have a bad primary concern though.
Last edited by Arlen Tektolnes; Mar 14, 2017 @ 9:03am
Franz Mar 14, 2017 @ 9:53am 
Nurgle is sometimes described as "the defensive team". They often go for a 0-1 game, not even the 2-1 grind, where ideally they kick first, prevent you from scoring and rough your team up, then on the second half sloooowly march up the field to win.

Nurgle teams control the field with Tentacles and high ST. They prevent the ball from moving with Disturbing Presence. Foul Appearance makes the attrition game stacked in their favor since 1/6th of your blocks do nada. All of this though is done by the Warriors and the Beast, and they are slow, low AG pieces. You can outrun them, or tangle them with cheap fodder.
Rotters and Pestigors are "more mobile" and have AG3, but they are more vulnerable. If you are outrunning the Warriors chances are Pestigors will be chasing you and they will be exposed, hit them.

About the Rotter vs Pestigor priority: Rotter are there to die, they are cheap, they are slow. As a Nurgle coach I'd be really glad to see you focus my 40k Rotters over my 80k Pestigors, especially when I have a couple waiting on the sideline to come back. Pestigors are THE blitzers, Warriors lack the MA and Rotters lack the ST to do the same. Take Pestigors out and you take out Nurgle's tool to break your formation - if you position correctly.

Force them to attack while your team is still 11 men strong, play the stall game (don't mark, stand in front of them in two men columns - http://bbtactics.com/cage-breaking/2/ ). They can't outmaneuver you and if they can't score on their drive you are halfway there. On your drive you are the one who has to outmaneuver, try faking on one side then switch to the other, if you can get out of the stink a pass-hand off can ensure you a touchdown. Don't be too eager to score, stall as long as you can, so they won't have any chance to go 1-1.
licker34 Mar 14, 2017 @ 9:57am 
Well sure, but why are you hitting the warriors when you should be hitting the prestigors?

He asked how to stop Nurgle, you don't 'stop' (depending on what is meant by that) them by attacking the rotters.

You play into their hands if you attack the rotters.

Of course the meaning is specifically targeting the rotters over other players, mostly prestigors. Not throwing 2d blocks at rotters which are in contact with your players.

Some people seem to think that the key to beating Nurgle is in Blitz a rotter, like you can Blitz a skink to some degree of benefit vs. lizards.

That's not the case at all though.

Even worse is the insinuation from some that Decay makes rotters more vulnerable. It doesn't.

edit: was a reply to AT, not Franz
Last edited by licker34; Mar 14, 2017 @ 9:58am
Arlen Tektolnes Mar 14, 2017 @ 10:48am 
I agree with you that Pestigors should be treated as public enemy number one, but my post was tailored towards lower TV teams, as that's what OP is likely encountering most. Most Nurgle teams will start off with just the one Pestigor, and any decent Nurgle coach will be going to great efforts to protect them, even more than just the statline would warrant due to them being either their primary ball carrier or primary blitzer.

And yeah, you'll notice that my comment didn't mention decay whatsoever.
Last edited by Arlen Tektolnes; Mar 14, 2017 @ 10:48am
licker34 Mar 14, 2017 @ 11:48am 
I don't know that the one presti build is that common, it's certainly not very good (depending on the goal for the nurgle coach). But if their goal is to try and get spp on the warriors and beast then beating them isn't particularly difficult as they simply have poor ball skills, poor blitz skills, and are generally mobility limited.

The OP would need to be more specific about what kinds of teams he is playing, and what kinds of Nurgle teams he is seeing. Advice on dealing with Nurgle is pretty dependant on what you are playing, and what skills you have and have to face.

But I was't claiming that you said anything about decay, just pointing out that a lot of advice lately has been suggesting that there is some benefit to targeting rotters. I'm not sure if this is coming from not understanding how decay works, or not understanding the odds of KOs, vs. regen triggering on an injury. However the point, as you noted, is sort of meaningless, you can go for the more likely removal of a rotter and still lose the game because you're going after the wrong players.

It's not like facing undead or necro where taking out ghouls makes a great deal of sense due to no regen and AV7 (though usually you have to deal with blodge). Or similarly taking out skinks on Lizards. Rotters may be the 'weak link' on Nurgle, but they are also completely unimportant to the Nurgle team. They want you to try to take them out and ignore their important players.
Arlen Tektolnes Mar 14, 2017 @ 12:22pm 
For the sake of any newer players reading this, it can be worth targeting decay players in a tournament or closed league where you'll either be playing against the same team again or would benefit from them losing a few matches. It gives you no advantage in an open matchmaking environment though. Obviously this applies to expensive players like Tomb Guardians far more than Rotters though.

Originally posted by licker34:
I don't know that the one presti build is that common

I have literally only seen a team start with more than one Pestigor once, and that was a novelty team with only Pestigors and Rotters.

5 rotters, 4 Warriors, 1 Pestigor, the Beast and 2 RR seems to be the consensus for an ideal starting roster, with a third RR being picked up before another Pestigor. With how slowly Warriors generally gain SPP I'd always want to start with all of them, and the Beast is half the reason for even playing Nurgle. I can't see fewer than 2 RR being a good idea either (hell, I hate starting without 3).

I assume you're about to recommend dropping the Beast, but with Nurgle more than any other, the Big Guy is actually really damn good. Foul Appearance, Disturing Presence and Tentacles mean that he can often be performing a valuable role for your team without you even activating him. I think the most beautiful thing I've ever seen in Blood Bowl was a long series of chain pushes that ended with SIX Skinks stood next to a Beast, and the ensuing mass extermination.
Last edited by Arlen Tektolnes; Mar 14, 2017 @ 1:19pm
khornight Mar 14, 2017 @ 1:09pm 
Nurgle is the God of 3s.
3rerolls
3warriors
3pestis
Beast
Rotters (unfortunately you need 4 of them)
Last edited by khornight; Mar 14, 2017 @ 1:10pm
licker34 Mar 14, 2017 @ 1:16pm 
I have never started with a beast.

I have never started with fewer than 3 prestis. (call it the 3way start, 3 warriors, 3 prestis, 3 rerolls)

Of course that's just me, and certainly a lot of advice will suggest to skimp on early prestis, but that seems counter to actually winning those games.

Now it may well be that coaches don't care if they win or not with Nurgle until they have built their team to some degree, but as I said, if you are facing these 1 presti builds, especially the 2rr one, you should beat it frequently with just about any team.

It's not a team which is built to win early, it's a team which is praying to develop more quickly by having more landing spots for MVP on warriors and beast (note that the 3rr start only has 3 warriors...).

In any case, after some games all Nurgle teams will start to look similar (other than beast or not), so what the starting build was isn't really relevant unless you are only playing them under 1100 or so. If anyone wants a discussion of how to start their Nurgle team we could do that elsewhere, but the answer is easy, it just depends on what your goal is for winning early, or hoping to jump start development. I would argue that you don't actually jump start your development with the 1 presti builds significantly enough to matter (because we're talking about only a handful of games anyway), but others may disagree.
Last edited by licker34; Mar 14, 2017 @ 1:18pm
licker34 Mar 14, 2017 @ 1:17pm 
Originally posted by khornight:
Nurgle is the God of 3s.
3rerolls
3warriors
3pestis
Beast
Rotters (unfortunately you need 4 of them)

This is not a possible at 1000k.
godcyric Mar 14, 2017 @ 2:48pm 
I had great sucess with starting with a beast, 3 warrior, a pest, 3 rolls and rotters to fill. By using the rotters as your carrier early on, you can move them behind a stong force.
Then you just focus on fetting your positional. ( and praying to nuffle you dont lose the beast early on)
licker34 Mar 14, 2017 @ 3:05pm 
Originally posted by godcyric:
I had great sucess with starting with a beast, 3 warrior, a pest, 3 rolls and rotters to fill. By using the rotters as your carrier early on, you can move them behind a stong force.
Then you just focus on fetting your positional. ( and praying to nuffle you dont lose the beast early on)

Doing this means you are putting spp on your rotters, or risking handoffs/passes to get the ball to an actually important player.

What is the point of that?

Early on you want to hog the spp on a prestigor (or a couple of them) and hope that you get an MVP and Cas for your warriors/beast so they can take block or mighty blow (which ever way you prefer).

Early nurgle is such a 1/9 fail team... starting with less than 3rerolls just compounds the issue, and frankly, even though you may have all 4 warriors, being stuck on 2 rerolls until you can get 140k saved, and then another 160k saved for 2 more prestis (obviously you can buy them one at a time) just seems as though it actually hinders your teams growth rather than promoting it.

You also have only one presti to use as your sweeper/blitzer, so if the opponent can just mark him (or remove him) you are basically completely screwed.

Honestly the one presti start is just horrific what is the purpose it tries to serve?
Arlen Tektolnes Mar 14, 2017 @ 4:29pm 
Originally posted by licker34:
Honestly the one presti start is just horrific what is the purpose it tries to serve?

That should be fairly obvious. Your get to field max ST right froom the start, and it increases the chance of getting MVP on a Warrior or Beast, both of whom need the SPP boost more than a Pestigor.
godcyric Mar 14, 2017 @ 5:04pm 
And the point is to win game. In a short league where spp is less important, you might be better off with early wins.

And whats wrong with spp on rotters? A few dirty player is always useful :)
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Date Posted: Mar 14, 2017 @ 2:40am
Posts: 18