Nurgles Rotters & Vampire Questions

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Redspade
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Nurgles Rotters & Vampire Questions

Post by Redspade »

I receently made a Nurgles Rotters Team (11 Beastmen & Beast) and a Vampire Team (4 Vaampires and 8 Thralls) on fumbbl. I am trying to find out if these are good rosters to start with and what skill choices I should think about getting for these teams and what direction I should try to move theesse teams in (running, passing etc)

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Post by DoubleSkulls »

Vampires - no real experience here, but having 4 OFAB players means you are failing an OFAB roll 50% of the time. That's a lot of thralls giving themselves up.

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Post by Cervidal »

With the Rotters, you'll be giving your Beastmen a large number of protective skills from the get go. You have no apothecary, so you need to make sure the players survive.

Block is naturally the manditory first choice. Doubles will be slightly different - Dodge, Spikes, Stand Firm, anything so they aren't falling down and getting themselves killed.

As for the Rotters, develop them like you would a Black Orc that can now get mutations. Claw on the first doubles, RSF on the second set. They already have one of the best mutations in the game to start and it should easily help nullify the long passing game.

Just like basic Chaos, the Rotters are a pound and run team.

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Post by GalakStarscraper »

Pro for the Vampires is a big one.

4 Vampires on the pitch means a 51.8% chance of snacking on a Thrall each turn if all 4 are used. .... you need Pro as soon as you can. After that think Elf.

For the Thralls ... 1 Kick, 2 Sure Hands, 2 Dirty Player, 2 Pass Block. After you get those 7, then start picking up Block and such. Doubles ... grab Guard for Thralls.

And if it was programmed correctly for the JavaBowl tool ... remember that a failed OFAB that injuries a Thrall is not a turnover, so if you Stunned the Thrall and he hasn't moved yet, turn him Prone.

This makes a good Halfling/Goblin tactic too ... need a long distance blitz .. throw a player that hasn't moved. If he lands great ... if he lands and goes prone, you can still stand him up to blitz.

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Post by Darkson »

Pro is vital to Vampires, so much so that I would consider it before block, but that depends on how you play them. I'd probably go Pro, then Block for them.

Also, really, really try to score and pass with your thralls if at all possible, else you will find you vamps will suck up all your SPP's and should one of them have to retire/die then you find you team is worse off than the drop in TR shows.

Links to the 3 MBBL vampire teams:

http://www.midgardbb.com/MBBL/Season3/CrimsonJyhad.htm

http://www.midgardbb.com/MBBL/Season3/D ... kstars.htm

http://www.midgardbb.com/MBBL/Season3/T ... uckers.htm

As you can see, my team (Darkstars) has a lack of block, and a lack of skills on the thralls. I had 2 block thralls, but they've both died in the last 2 games.

Finally, expect to use your RR's on failed Bloodthrists, especially if you're in a scoring position :wink:

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Post by ryani »

JavaBB uses the off-pitch OFAB (they get marked so that you can't set them up based on a pre-drive d6).

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Post by BadMrMojo »

ryani wrote:JavaBB uses the off-pitch OFAB (they get marked so that you can't set them up based on a pre-drive d6).
The unfortunate side effect of Ski's Relentless Updates. Some times features get implemented a little too quickly...

Now everyone remember that before nagging about how much you want X feature!
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Post by GalakStarscraper »

ryani wrote:JavaBB uses the off-pitch OFAB (they get marked so that you can't set them up based on a pre-drive d6).
Oh the broken team ... okay with this team ... definitely do not take Pro ever.

Think Elves on Steriod ... grab Block/Dodge .. Pass for one on a Doubles roll ... Stand Firm is another get doubles grab.

Hypnotic Gaze EVERYBODY ... since there are no downside to these Vampires ... EVERY turn, ever Vampire should be Gazing if he can ... run up Gaze, and Dodge away if you don't want to get hit ... you'll quickly turn defense and offense strategies to swiss cheese.

Send all your cash on more Vampires, because OFAB because less of a negative skill the more Vampires you have ... get 12 if you can.

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Post by BadMrMojo »

Just for the record:

Code: Select all

0-1  Vampire Lord 180000 6 5 4 9 Block, Coach, Dodge, Hypnotic Gaze, Regenerate, Undead  G A S
0-6  Vampire      110000 6 4 4 8 Hypnotic Gaze, Off For a Bite, Regenerate, Undead  G A S
0-12 Thrall        40000 6 3 3 7 G
Re-roll counter:   70000
Undead is just for coding purposes (so you can buy an apoth, but can't use it on the vamps) as is Coach (the player gets sent off if you argue a call and fail). The Lord can only be freebooted, which means he sees little use.

Having played against them a couple of times, I'm not particularly impressed (even back when they started with a Lord). Then again I haven't gone up against a developed team of them.

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Post by Asperon Thorn »

They are horrible to play with the off pitch OFAB at TR 100. RR's are expensive.

I disagree with the Standfirm on doubles. You want Block Dodge for sure, but if you get Doubles go with Jump UP, and then get PO. Then you have ST 4 Jump UP PO guys, and that makes the case of being too strong. But on fumbbl that is the way to go.

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