Advice needed for Mortal Chaos Team Creation
Posted: Tue Apr 05, 2005 3:11 am
I want to make a Mortal Chaos team for my BB league. I already have a beastman and Daemon team (thanks Plasmoid for the Daemon team)
The best thing is to start with the existing LRB Chaos team, look at my goals, and do only minor changes.
Lets look at the goals.
tuning.
0-8 Human Cultist G M 50K or Chaos Skum 0-8 6337 G M 40K
0-4 Mutants 6338 + random Mutation and either (M) or (G A S M) 70K
0-4 Chaos Warriors 100K
0-1 Ogre with S M access 140K
70K rerolls
Linemen
So, to make the team weaker, I changed the beastmen to human line men or hobgoblin equivalents. This removes the S access that makes beastmen mean. It also makes the team cheaper, which helps beginning teams afford more rerolls. Good all round things. Which to choose, Chaos Skum or Chaos Linemen???? I am leaning towards the skum as then you get a better range of AV's in the list. It shows how much better the mutants and chaos warriors are. Also provides a small AV 7 weakness to the list. But at 40K, I can then afford more rerolls and positionals. It is a catch. Still, with such expensive rerolls and positionals, maybe they are the way to go. There is still little skill on the team.
Mutants
But the team is now weak at the start and the end. So I want to add a positional. The mutant is a cool choice. He gives the team a somewhat skilled player by having a random mutation, which is fluffy and fun. I have two ideas with him, which is better?
1. Give the mutants access to all skills (G A S M). This represents
their mutation like abilities, they can develop into anything.
2. Let them only have mutation access, thus requiring doubles to get any
non mutations. Non doubles lets them pick a skill. This represents them mutating all the time!!!
I like this team. It isn't fast and have few starting skills, but the chaos
warriors and mutants have potential to be good players. Their cheaper cost means you get a little variety in your starting team. Still not positive
which way to go for linemen and mutants, so feedback would be appreciated.
Summary
The best thing is to start with the existing LRB Chaos team, look at my goals, and do only minor changes.
Lets look at the goals.
- 1. Make the chaos team slightly stronger at the start and weaker at the end than the current one. Mainly by removing S access on every player!!
- 2. Make them humans, not Beastman
- 3. Still keep 4 chaos warriors, they are the heart of the team (I made the Beastman variant 0-2)
tuning.
0-8 Human Cultist G M 50K or Chaos Skum 0-8 6337 G M 40K
0-4 Mutants 6338 + random Mutation and either (M) or (G A S M) 70K
0-4 Chaos Warriors 100K
0-1 Ogre with S M access 140K
70K rerolls
Linemen
So, to make the team weaker, I changed the beastmen to human line men or hobgoblin equivalents. This removes the S access that makes beastmen mean. It also makes the team cheaper, which helps beginning teams afford more rerolls. Good all round things. Which to choose, Chaos Skum or Chaos Linemen???? I am leaning towards the skum as then you get a better range of AV's in the list. It shows how much better the mutants and chaos warriors are. Also provides a small AV 7 weakness to the list. But at 40K, I can then afford more rerolls and positionals. It is a catch. Still, with such expensive rerolls and positionals, maybe they are the way to go. There is still little skill on the team.
Mutants
But the team is now weak at the start and the end. So I want to add a positional. The mutant is a cool choice. He gives the team a somewhat skilled player by having a random mutation, which is fluffy and fun. I have two ideas with him, which is better?
1. Give the mutants access to all skills (G A S M). This represents
their mutation like abilities, they can develop into anything.
2. Let them only have mutation access, thus requiring doubles to get any
non mutations. Non doubles lets them pick a skill. This represents them mutating all the time!!!
I like this team. It isn't fast and have few starting skills, but the chaos
warriors and mutants have potential to be good players. Their cheaper cost means you get a little variety in your starting team. Still not positive
which way to go for linemen and mutants, so feedback would be appreciated.
Summary
- Which Linemen do I use?
- What skill access for the Mutant [M] only or [G A S M]