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|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||Nurgle Warriors||4||4||2||9||Disturbing Presence, Foul Appearance, Nurgle's Rot, Regeneration||GSM||AP||110k|
|0-1||Beast of Nurgle||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)|
|Stars available for inducement|
|Max Spleenripper||5||4||3||8||Loner, Chainsaw, Secret Weapon||130k|
|Lewdgrip Whiparm||6||3||3||9||Loner, Pass, Strong Arm, Sure Hands, Tentacles||150k|
|Brick Farth||5||5||2||9||Loner, Bone-head, Mighty Blow, Nerves of Steel, Strong Arm, Thick Skull, Throw Team-Mate||290k|
|Grotty||6||2||4||7||Loner, Dodge, Right Stuff, Stunty||Included with Brick|
|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|
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.
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.)
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.
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.
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.
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...
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.