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Nurgle lineups

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Starting Rosters

 Nurgle Roster 
 Positional  MA  ST  AG  AV  Skills  Normal  Double  Price 
   0-16  Rotters  5  3  3  8  Decay, Nurgle's Rot  GM  ASP  40k 
   0-4  Pestigors  6  3  3  8  Horns, Nurgle's Rot, Regeneration  GSM  AP  80k 
   0-4  Bloaters  4  4  2  9  Disturbing Presence, Foul Appearance, Nurgle's Rot, Regeneration  GSM  AP  110k 
   0-1  Rotspawn  4  5  1  9  Loner, Disturbing Presence, Foul Appearance, Mighty Blow, Nurgle's Rot, Really Stupid, Regeneration, Tentacles  S  GAPM  140k 
 Re-Rolls  70k (140k after team creation) 
 Apothecary  No 
 Stars available for inducement 
 Star Player  MA  ST  AG  AV  Skills  Price 
   Tolly Glocklinger  3  7  2  9  Loner, Ball & Chain, Disturbing Presence, Foul Appearance, No Hands, Nurgle's Rot, Secret Weapon, Stand Firm  110k 
   Max Spleenripper  5  4  3  8  Loner, Chainsaw, Secret Weapon  130k 
   Lewdgrip Whiparm  6  3  3  9  Loner, Dodge, Pass, Strong Arm, Sure Hands, Tentacles  160k 
   Withergrasp Doubledrool  6  3  3  8  Loner, Prehensile Tail, Tackle, Tentacles, Two Heads, Wrestle  170k 
   Bilerot Vomitflesh  4  5  2  9  Loner, Dirty Player, Disturbing Presence, Foul Appearance  180k 
   Guffle Pusmaw  5  3  4  9  Loner, Foul Appearance, Nurgle's Rot, Monstrous Mouth  210k 
   Bulla Shardhorn  6  3  3  8  Loner, Block, Disturbing Presence, Extra Arms, Foul Appearance, Horns, Nurgle's Rot, Regeneration, Stab, Two Heads  230k 
   Lord Borak  5  5  3  9  Loner, Block, Dirty Player, Mighty Blow  300k 
   Grashnak Blackhoof  6  6  2  8  Loner, Frenzy, Horns, Mighty Blow, Thick Skull  310k 
   Morg 'n' Thorg  6  6  3  10  Loner, Block, Mighty Blow, Thick Skull, Throw Team-Mate  430k 

Comments on Nurgle Starting Rosters

A veteran, fully developed Nurgle team with a full roster will have 4 Warriors, 4 Pestigors, and a Beast, plus (at least) 3 RR's. That's 9 players that are above "Rotter/lineman" quality.

  • With only Ag 3 and without any starting Block/Dodge/Ball Handling skills, Re-rolls are more important for a Nurgle starting roster than for most other teams.
  • Pestigors become St 4 when they blitz (due to Horns), and are the fastest player you have. With GSM access, Pestigors can be developed to fill a wide variety of duties - ballhandlers, ballhawks, sweepers, whatever. Plus they Regen, and with no Apo that's helpful.
  • Warriors have St 4, great on defense and caging/screening.
  • Beasts are extremely strong in tying up opposition with St 5 + Tentacles, and Mighty Blow speaks for itself.

Both the Beast and Warriors also all have Disturbing Presence, which hands a -1 to all Passing, Catching (including hand-offs) and Interceptions within 3 squares. Doesn't matter if the player is Prone or even Stunned - that's -1 per player within range for each and every one, or a potential -5 to any ball exchange (or even more via Mutations on Rotters).

Those 5 also have Foul Appearance, which is a flat 1/6 chance for any Block/Blitz on them to be aborted before it even starts, giving your opponent yet one more complication to consider.

Once you get a full crew of these on the field, they can wreak havoc with an opponent's plan for the Turn.


But... you can't have everything, or at least not with a starting Nurgle team (you're almost 200k short, unfortunately). So pick what strengths you like best, and/or scratch what advantages you are least excited about, and start with the team that you can build toward the future.

(It's also a good idea to "plan" for that future, at least generally - decide in advance what roles you need/want your 4 Pestigors to fill, and develop them in that direction. Doubles and +Stat rolls may detour some of those plans, but having some plan will be better than no plan at all.)

Variation 1 (3 RR, Beast)

  • 6 Rotters
  • 1 Pestigor
  • 3 Nurgle Warriors
  • 1 Beast of Nurgle
  • 3 Rerolls
  • Total 1000k

Starting with the Beast plus 3 out of 4 Nurgle Warriors means you will have enough strength in your team to make life difficult for your opponent when defending. 3 RR is important since no players start w/ Block/Dodge/etc. Only 1 Pestigor, so only 1 blitzer/player over MA 4-5.

 

Variation 2 (2 RR, 4 Warriors, Beast)

  • 1 Beast of Nurgle
  • 4 Nurgle Warriors
  • 1 Pestigors
  • 5 Rotters
  • 2 Rerolls
  • Total 1000k

Nurgles start with no block and aren't cut out for the Agility game. For a starting roster, their only potential advantage (in most matchups) lies in their higher strength players. Take a Beast over a 3rd reroll and hope some MVPs fall its way early on. However having only 2 re-rolls leaves very little room for mistakes or bad luck. Another lineup with only 1 Pestigor.

 

Variation 3 (3 RR, no Beast)

  • 3 Nurgle Warriors
  • 3 Pestigors
  • 5 Rotters
  • 3 Rerolls
  • Total 980k

This starting line-up provides 6 Regeneraters and 3 Rerolls - it's a safe(r) roster in terms of speed, casualty prevention and bad dice prevention, but lacks the strength of other lineups.

 

Variation 4 (2 RR, 2 Warriors, Beast)

  • 1 Beast of Nurgle
  • 2 Nurgle Warriors
  • 4 Pestigors
  • 4 Rotters
  • 2 Rerolls
  • Total 980k

This is the only possible line-up with 7 Regeneraters; also, with the maximum 4 Pestigors, it has a bit of mobility. However, only room for 2 Rerolls, so conservative play is critical until some skills are gained...

 

Variation 5 (4 RR, 2 Warriors)

  • 1 Beast of Nurgle
  • 2 Nurgle Warriors
  • 1 Pestigor
  • 7 Rotters
  • 4 Rerolls
  • Total 1,000k

If you are the type of coach who always seems to run out of RR's too early, then this may be your starting Nurgle roster. Not as much Strength as the others, you'll want to protect and skill-up your one Pestigor, your default ballhandler on offense and fastest blitzer on defense.

 

Last update: June 4, 2020