![]() ![]() Classically, you can’t afford four to begin with but you maximise them as soon as possible two get built as killers, with Claw/Mighty Blow/Tackle and two as ball handlers. 50% faster than Bloaters, lacking Foul Appearance and Disturbing Presence, but able to pick the ball up. Pestigors are the flair players of the team. They stink, they upset the people around them, and they slowly trudge across the pitch. These are not players with a lot of flair. Guard is good for making the team even stronger Stand Firm adds to the opponent’s frustration when he can’t push Bloaters away, and Tackle and Claw are good for when you need to hit agile or armoured players respectively. Usually I’ve built my Bloaters with: Block, then Mighty Blow, then a mixture of Guard, Stand Firm, Tackle and Claw. Then again, it’s nice to be able to hit people. The combination of high strength and Foul Appearance means if you get them in contact with the opposition, you can gum them up and stop them from getting away. While you can build them to injure other players (Claw and Mighty Blow) it’s probably better to have most of them designed defensively. They are the lynchpin of your defensive and offensive line. There’s no reason not to take the maximum 4 Bloaters on a team. They’re also very clumsy, so they’re rubbish at picking up or throwing the ball. They can regenerate from injuries, and they’re well armoured so it’s hard to kill them, but although they start stronger than the average human, they lack skills, so early on they fail a lot of attacks and can fall over and hurt themselves. Disturbing Presence means any player within 3 squares of a Bloater gets a penalty to catch or throw the ball, and Foul Appearance means you have a 1/6 chance of a player refusing to hit a Bloater when blocking them, wasting their move. Bloatersīloaters are monstrous, slow moving lumps of diseased flesh, giving off a horrible stench. And then maybe in six months time I’ll come back and see where I got things wrong. I’ll talk about those positions first, and then how I think I’ll be building my new team, the Bogenhafen Laundrymen (nicknamed “the Bog Washers”, naturally, because everyone loves a terrible pun) differently in the new rules. But unlike a pure Chaos team, which could field 16 stone cold killers, a Nurgle team has some clearly defined positional players, and also a lot of chaff. ![]() In the 2016 rules, at high TV (Team Value, which measures how developed the team has become) then they get razor sharp claws for tearing through armour and the ability to foul the opposition to death. They’re a Chaos team, which means they get access to mutations. ![]() If you play them well, then you should be frustrating the other coach at every turn. Finally, they come with tentacles, which in the Blood Bowl world mean something that stops your opponent moving to do things. Nurgle’s main one is making other teams play badly they’re so disgusting that they put off opposing teams from throwing or catching the ball, and they are so foul that it’s often hard for the opposition to hit them. Nurgle has been one of the teams that I really gelled with in the last year or so I’ve played 58 games with my Invertebrutes, and lost only 31 of them, so that was pretty good compared to other teams I’ve played.Įvery team has its strengths and weaknesses. It’s a bit odd to refer to Blood Bowl 2020, as the rules only came out at the end of November and so I won’t even get to play a match in the 2020 version until some way into 2021, but that’s the name (or Blood Bowl Second Season, if you want to take Games Workshop’s word for it, but that’s even stranger given it’s the sixth or seventh edition now…Īnyway, I’m going to make some predictions about how Nurgle will play, vs the current edition.
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