Chaos in a short league.... am I crazy to try this?

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Skipper
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Re: Chaos in a short league.... am I crazy to try this?

Post by Skipper »

Smeborg wrote:Skipper - a total of 10-15 retained SPPs per game is what you can expect, in my experience. At (say) 12 SPPs per game, that would be 120 SPPs over 15 games. The SPPs will not be spread evenly.

I know quite well and agree how difficult it is to skill up Chaos players. My last team was a 15 game team with one player with 3 skills, 3 players with two skills, and 7 players with one skill. I just like planning ahead just in case the season rolls into two or I get extremely lucky. It was my first real season team and I made a lot of bad decisions on skills and build, but they still faired pretty good. (4w:6l:5t).

My decision to go with the Minotaur is purely asthetic. I have a great Minotaur model and I just want to play him.....even if he costs me a game or two. Part of the fun of this game is the great looking models and the challenge of taking a sub-optimal choice and making them work. Thats why my main teams so far have been Chaos, Vampires, Ogres, and now Goblins.

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Alamar
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Re: Chaos in a short league.... am I crazy to try this?

Post by Alamar »

My last post didn't go through [I didn't finish the Thesis in time] ...

The things to consider before anything else is the league structure, teams you face, etc.
From what I can tell you have 10-15 games before the playoffs so that's not a lot of time to build your team but it might be enough.

Looking at the teams you face there seem to be a ton of teams that would likely rely on mobility skills like Dodge for a lot of their game plans. Elves & Zons will almost certainly give you more Blodgers that you'll want to see. Humans & Necros have several players on each team that are good speed and "demand" Blodge eventually. Heck even Orcs & Lizardmen have annoying guys that can Dodge to places where you don't want them to be.

Given so much Dodge, Speed, Mobility you may want to counter with more Tackle & space-denying skills than you would otherwise take. You will also be playing behind the 8-ball because other teams are going to have an easier time than you are. Playing a measured & controlled game is likely needed.

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I think 4 CW, 7 Beastmen, 3RR will help a lot more than 10 Beasts, 1 Mino, 4 RRs. The CW are more predictable, have good AV, and bring a lot more to the table with the 4 good figs than the Mino and 1 RR do.

Going Block & Stand Firm [maybe MB?] on most of the CWs seems like an idea. Getting Block & Sure Hands on another CW seems like an idea. It's rough to break a cage with ST4 Block / SF guys and hit a ST 4 Block / Sure Hands guy and expect the ball to pop out.

Beastmen should be a mixed lot exactly as the game designers envisioned. An example may be:

Safety: Strip Ball, (Wrestle or Tackle)
Safety: (Frenzy, Juggy) or (Wrestle, Tackle)
Kicker: Kick, (Block, Tackle, or Guard)
Util: Sure Hands, (Block, Tackle, Guard, or Stand Firm)
3 Linemen ... Block or Fend
1-2 Benchwarmers ... Block

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Hopefully with the above you will have enough Block, Stand Firm, and brute STR to be a hard nut to crack on offense. Hopefully you'll have enough ball handlers [that are close to the action] to do grab the ball without burning RRs. Hopefully you can annoy any cages you find with high STR & Stand Firm. Hopefully you'll have enough Tackle, Wrestle, Strip Ball, Frenzy, etc. to get the ball out of the hands of Blodgers.

There's a lot of "hopefully" above. You're going to need at least some luck and a lot of good coaching to get you into a position where you can seriously contend.

Note: As others have said you should have a build plan but watch what the other teams are doing. Make your skill choices to play up your team's strengths while at the same time taking away some of their strengths.

BTW: I did run an all-Beastman team in the prior league and did pretty well with them. Of course I hit 4 or 5 +AG rolls but they did have enough of the right skills to make the other [non-power] teams sweat so it can be done.

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