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Rules Questions - Rotter Creation @ Tournies

KarlLagerbottom - Apr 22, 2009 - 07:02 PM
Post subject: Rotter Creation @ Tournies
Looking at this for a friend who will be taking Nurgle's Rotters to an upcoming tournie...the current rules seem to be saying a new Rotter can not be created in a res style tournie.

Is that correct?
If so, I wonder why make this distinction between the Rotter and a Zombie created by aNecro or Undead team.
Any thoughts?
Doubleskulls - Apr 23, 2009 - 04:48 AM
Post subject: RE: Rotter Creation @ Tournies
Zombies get to play in the current game. Rotters only get added at the end of game anyway. In both cases the roster 'resets' at the beginning of the next game anyway.
KarlLagerbottom - Apr 23, 2009 - 03:03 PM
Post subject: RE: Rotter Creation @ Tournies
That was pretty much what I saw...I was just wondering why.

Is the thinking that a free Rotter breaks the Nurgle team if they get it in game, is it just a mechanic difference, or ws this an oversight?

-RobO
Not being critical...just looking for clarification.
Doubleskulls - Apr 23, 2009 - 03:36 PM
Post subject: RE: Rotter Creation @ Tournies
Its just a mechanic difference. That in itselfs is probably a hangover from when they got a Nurgle Warrior instead and it would have been imbalancing in the current game. There isn't any reason I can think of why zombie & rotter creation shouldn't be the same.
PubBowler - Apr 24, 2009 - 04:51 AM
Post subject:
Something to be tweaked for LRB6?
Cramy - Apr 24, 2009 - 05:52 AM
Post subject:
      PubBowler wrote:
Something to be tweaked for LRB6?


Why? Is it broken? Smile

In my opinion, if it ain't broke, don't fix it ...
Doubleskulls - Apr 24, 2009 - 06:16 AM
Post subject:
      PubBowler wrote:
Something to be tweaked for LRB6?


Everything that is being considered for LRB6 is in the '07 & '08 experimental rules. So this wouldn't be, although would make my "LRB7" list.
antipixi - Apr 24, 2009 - 07:47 AM
Post subject:
Isn't the difference that an undead/necro team can only use the raise dead spell once per game, whereas the rotter is risen after every kill from a player with Nurgle's Rot?

[Could easily be wrong here as I don't have a rule book in front of me.]

If that is true then it could potentially mean several extra players for the Nurgle team which would be unbalancing.

Chris
smeborg - Apr 24, 2009 - 05:23 PM
Post subject:
I play Nurgle at the moment, and I can assure you that infecting a player with Nurgle's Rot is a rare occurrence. It's happened once in 14 games in my current league. Previously it was 2 or 3 times in 24 games. I regard the rule as a bit of fluffy fun, rather than as a serious boost to the Nurgle team (I don't have a problem with this).
Doubleskulls - Apr 24, 2009 - 05:53 PM
Post subject:
You are right antipixi - I'd forgotten that - which is another reason to keep it as is.
smeborg - Apr 25, 2009 - 01:58 AM
Post subject:
I've been toying with the idea (as a House Rule) to make Nurgle's Rot truly infectious...

For example, any player who is "killed" by a player with Nurgle's Rot, but "cured" by Regeneration or an Apothecary, stays on his team's roster, but gets a hidden form of rot (Nurgle's Rot/Decay). This guy can infect other players in the league in the same way...

Probably quite unworkable, not to say unpopular, but a lot of fun. Watch it spread through the league...
Darkson - Apr 25, 2009 - 03:59 AM
Post subject:
      smeborg wrote:
This guy can infect other players in the league in the same way...

Probably quite unworkable, not to say unpopular, but a lot of fun. Watch it spread through the league...


Would make an excellent house-rule, especially in a league of people that care more about fun than balance.
Doubleskulls - Apr 25, 2009 - 08:48 AM
Post subject:
Easy house rule - anyone killed & apothed contracts Decay & Nurgle's Rot but otherwise is the same.

On a non-Nurgle team during the post match sequence roll a D6 for each player with Nurgle's Rot. On a 6 they are cured and revert to normal. On a 1 another randomly selected player who hasn't already contracted Nurgle's Rot gains it and Decay.

I like that because you have a chance to get them better - meaning you may not just automatically fire a star player.
Doubleskulls - Apr 25, 2009 - 08:49 AM
Post subject:
Oh and if an Undead/Necro team creates a zombie from a player with Nurgle's Rot the zombie is automatically infected too.
antipixi - Apr 25, 2009 - 11:49 AM
Post subject:
      smeborg wrote:
I play Nurgle at the moment, and I can assure you that infecting a player with Nurgle's Rot is a rare occurrence. It's happened once in 14 games in my current league. Previously it was 2 or 3 times in 24 games. I regard the rule as a bit of fluffy fun, rather than as a serious boost to the Nurgle team (I don't have a problem with this).


I know that it is usually rare, but in our league the nurgle player got 3 new rotters in one game!!!

If this happenned in a tournament, it would be funny, but not balanced. Although I for one would hope that I saw the funny side even if it was against me.
KarlLagerbottom - Apr 26, 2009 - 05:24 AM
Post subject:
Given that "Team A" has already lost 3 players during the game...I am not sure how much impact the extra rotters would actually have. The numerical advantage would already seem pretty big. Smile
-RobO

P.S. Given that most rosters reset between games...the balance issue would not effect following matches.
smeborg - Apr 26, 2009 - 02:16 PM
Post subject:
At CanCon, which is a 7 round progression tournament (i.e. like a league) I had 5 Rotters die, and I got one free Rotter. I would say that is not unusual against good opposition.
SumBloke - Apr 26, 2009 - 07:32 PM
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So you obviously didn't play me. Oh wait, you did... must be talking about good opposition in the other six games.
smeborg - Apr 27, 2009 - 04:18 PM
Post subject:
SumBloke - I managed a draw against you notwithstanding your 4 Mighty Blow players.

Sadly, I lost to the tournament leader with his 5 or 6 Mighty Blow players when I failed 9 out of 10 KO recovery rolls.

Nurgle are quite vulnerable to slayer teams - slow, no block, most players AV8, and can't get out of the way.

It is the ratio of 5 dead Rotters to 1 free Rotter that feels around normal to me.
SBG - Apr 30, 2009 - 11:45 AM
Post subject:
It might seem out of the blue here, but I'm not really familiar with the Necro and Undead teams: they can get free zombies when killing other players?

Can you pinpoint me the rule in the LRB, please?

Fred
DrunkZombie - Apr 30, 2009 - 03:11 PM
Post subject:
Page 17, LRB 5, under the Apothecary section.

      Quote:
Instead of purchasing an Apothecary, Necromantic and Undead
teams use the services of a Necromancer. The Necromancer is
free to the team and allows the team once per a match to ???Raise
the Dead???. If a player on the opposing team with Strength 4 or
less that does not have Regeneration or Stunty is killed during
the match (after Apothecary attempt if any) then the team may
immediately place a new Zombie player in the Reserves box of
their dugout (this may cause a team to have more than 16
players for the remainder of the match). During Step 5 of
Updating Your Team Roster (see page 29), you may add this
player to your roster for free if you have less than 16 players on
the team. A free Zombie still counts at full value towards the
team value.

Alronno - Jul 25, 2009 - 01:00 AM
Post subject:
But what does the sentence in the rulebook mean :
his Strength cannot exceed 4, and he cannot have
the Decay, Regeneration or Stunty skills.(Nurgles Rot)

I thouht it will be a new rookie Rotter. So why such addition?
Doubleskulls - Jul 25, 2009 - 03:40 AM
Post subject:
Its so you can't raise a stunty or big guy into a normal player. Nor can you get undead players or those already infected.
Apocrypha - Jul 25, 2009 - 03:19 PM
Post subject:
Usually players with the Stunty skill (once you get your hands on them) are easily killed or injured.

Take Halflings for instance with their entire team being AV 6. Mathematically it's easiest to roll 7 on two dice so injurying them is almost a given if one goes down. So playing a full stunty team would basically be a guaranteed new player who wouldn't be as weak as the player it started as.
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