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Need ideas for buffing chaos - round 4: proposal

Posted: Fri May 01, 2009 10:25 am
by plasmoid
Hi all,
so - this is the final thread about buffing from me.

I need ideas for buffing the chaos team.
This is not a thread for discussing whether a buff is appropriate - this a thread to come up with ideas for buffs that a league could use, if said league had already decided that they wanted to do a buff.

Also note that this a thread looking for a buff - not a complete overhaul: Not an overhaul of the team and not a change to the core rules of the game. Cute as those may seem, they've got almost no chance of being accepted by actual leagues.
What I'm looking for is ideas that fit well with the fluff and look sensible and balanced.

Round 3
Hi all,
despite the monster derailment, this is where we're at:
Some of you have given thumbs up to some of the ideas on page 4. I've retracted my support from a few options, because I was the only one supporting them. That helps trim the list to 8

CW:
6439
+ Break Tackle
+ Juggernaut
+ mighty blow

0-2 Bestigor: Beastman + block (80K)
Crappy lineman to lower starting cost (Ungor/Brey/Marauder/Mutant)
All beastmen thick skull for free
50K rerolls


Cheers
Martin

Posted: Fri May 01, 2009 10:38 am
by Grumbledook
give them some starting skills

Posted: Fri May 01, 2009 10:44 am
by stashman
Alternative for Chaos Warrior:

1. 6439
2. 54310
3. 5439 Break Tackle
4. 5439 Dauntless
5. 5439 Juggernaut

Posted: Fri May 01, 2009 10:45 am
by Grumbledook
st4 dauntless who would want that ;]

Posted: Fri May 01, 2009 10:51 am
by besters
The obvious one is block on the Warriors but I think that goes against the spirit of team creation? I don't think wrestle seems right on a warrior, so may be add Mighty Blow?

Alternatively you could add wrestle, or perhaps frenzy to the Beastmen, I think either would fit with their persona?

Of course a 10k reduction for TRR's wouldn't come amiss.

I am sure that there are loads of options for this one.

Jim

Posted: Fri May 01, 2009 10:53 am
by voyagers_uk
I like the Juggs alternate

I still wish that the starting skill of your chaos warrior was an indication of your allegiance

Mighty Blow or Juggs - Khorne
Tentacles or Disturbing Presence - Slaanesh
Nurgles Rot - Nurgle
Leap or VLL - Tzeentch

you could only have one allegiance and never change that unless all CW's on the team died or were fired.

Posted: Fri May 01, 2009 7:26 pm
by Andromidius
Juggernaut would be an interesting skill for Chaos Warriors to have. Either that or Stand Firm.

I'd be tempted to actually add a new player to the Roster, the Centigor.

0-2 Centigor 6/3/3/8 GS/AMP Wild Animal, Horns, Frenzy, Sprint, Sure Feet

Not sure on the cost, but it's basically a Bull Centaur with -1S, +1AG, Horns, Frenzy and Wild Animal.

Or the Ungor.

0-4 Ungor 6/2/3/7 GAM/SP Dodge

Basically a slower Human Catcher without Catch and with Mutation access. Allows the team to develop their own ball carriers/retrievers after a few games.

~Andromidius

Posted: Fri May 01, 2009 8:35 pm
by Magictobe
We play with stadium rules for home and away matches.

You got a level 0 stadium (everybody starts level 0) and you can upgrade to level 1.

Level 0 for chaos. Every coach (home or away coach at chaos stadium) can roll a d6 at start of every turn. At a 6 the ref is dead for the rest of the game.

Level 1. The sponsor of the chaos have invested in a concrete floor. Chaos have a +1 on armour rolls they make. (this may be errated next year)

Posted: Fri May 01, 2009 9:54 pm
by DoubleSkulls
I think Chaos are fine longer term and weaker short term. So I'd be looking for a short term buff. Making rerolls cheaper is an obvious one, as is dropping the price of the mino.

Posted: Fri May 01, 2009 11:57 pm
by SillySod
ianwilliams wrote:I think Chaos are fine longer term and weaker short term. So I'd be looking for a short term buff.
Agreed. To be honest I wouldnt want anything which gave them much of an edge at higher TV. I still like the ungor solution, give them a weak fodder player which cant really develop long term but lets you take more stuff at the start.

Ungor 6 3 3 7 40k M/GASP

Posted: Sat May 02, 2009 12:48 am
by mattgslater
Give them an extra 2 or 4 positionals!!!

Some options (only one of these, or maybe 2)

0-2 Bestigor: BM with +MA or AV, Juggernaut or Block, 90k-110k

0-4 Bray: 6/3/3/7 GM/ASP 40k

0-2 or 0-4 Mutant: 6/3/3/(7-8) One Mutation of choice GM/ASP 70k?

0-1 each of about 3 specific Mutants, each with two mutations designed to be modest combos (like Big Hand and Two Heads or Extra Arms and VLL, not like Big Hand and Extra Arms) on a Hobgoblin profile (plus M-access) for more like 80k. Or even better, on a Skaven/Orc/Human profile for 90k. I like the idea of a "good mutation" and a "bad mutation" with some peripheral combo power: I'm sure you can think of a few.

Posted: Sat May 02, 2009 5:26 am
by ngoike
Depends how much of a buff you are looking for really.

Something like allowing chaos warriors to start with a mutation, but they lose their last skill up. They start out more developed but don't get an additional skill in late dev. You could only allow it on a couple of figures if it proves too powerful.

Posted: Sat May 02, 2009 6:36 pm
by plasmoid
OK, I have some strong opnions on this one.

I agree completely with Ian and Sod that the team is excellent at high TVs. So ideally I'd be looking for something that helps them short turn, while doing (almost) nothing at high TVs. If granting CWs a skill for instance, then make it one that they'd never actually bother picking.

Also - if it were up to me, I'd like something that would play up chaos' few advantages over Nurgle. To me, that means running the ball on the chaos warriors. YMMV.

So,
I hadn't thought about it, but some sucky cheap linemen could be just the ticket :D

Looking at Stashmans list I'd go:
>1. 6439
Yes. That's my thing.

>2. 54310
Too powerful for me.

>3. 5439 Break Tackle
Nice - and now that BT is off khemri, it's a unique schtick. Great!

>4. 5439 Dauntless
A tad too boring for me,

>5. 5439 Juggernaut
Another blitz bonus skill. 11-16 players with a skill that works on the once per turn blitz action seems a bit too... tame...

Cheers all
Martin

Posted: Sat May 02, 2009 6:41 pm
by mattgslater
plasmoid wrote:Looking at Stashmans list I'd go:
>1. 6439
Yes. That's my thing.

>2. 54310
Too powerful for me.
??? Really, if you roll a 6+4 on a CW, what do you take? I'd never take an AV increase on an MA5/AG3 player.

Posted: Sat May 02, 2009 7:55 pm
by JaM
a 0-2 6337 lino would be nice, with pass for example. 60K or something, with access to P, but only M and S on a double. Sort of a follower or mutant thingie.

0-2 6337 GP/SMA or something. or maybe 7247... more speed and agility, less strength.
Or go the "orc thrower" route: 5338 Pass GMP/AS 70K 0-2