Chaos team for 1.1mil tournie, rookie needs skill set advice
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Ok well I tried out the minotaur in a practice game last night vs some woodelves......he's out. We only played 1 half and I failed my wild animal 4 times out of 10 rolls (rerolls and all but one was on a 2+) losing atleast 2 blitz'. He was never really in a position to push anyone off the field and the loner thing sucked. So the question now is 4CW 8 BM and 3 rerolls or 4CW 7BM and 4 rerolls. I'm leaning towards the latter but would appreciate comments.
The surehands beastman I liked. The WE player had a wardancer with strip ball, if he didn't have sure hands all this guy needed was to not roll a skull and I lose the ball. He ended up killing this beastman and keeping hold of the ball was a nightmare afterwards (he even quite comfortably got it off my S5 minotaur who'd somehow managed to catch a loose ball).
So for this reason I think I'll go with a surehands guy (CW or Beastman still up for debate).
An AG4 beastman in addition to this is not out of the question as then I've got atleast one guy I can attempt to use as a reciever if things go wrong and he can also dodge if there's somewhere I really need to get a player to.
That leaves me with 4 other skills.
The CW with guard was pretty good in the cage so I think I'll keep him.
Then possibly 2 blocks and a tackle.
CW - Block
CW - Block
CW - Guard
CW
BM - AG 4
BM - Surehands
BM - tackle
BM
BM
BM
BM
4 rerolls, 2 assistant coach, 2 cheerleaders
The surehands beastman I liked. The WE player had a wardancer with strip ball, if he didn't have sure hands all this guy needed was to not roll a skull and I lose the ball. He ended up killing this beastman and keeping hold of the ball was a nightmare afterwards (he even quite comfortably got it off my S5 minotaur who'd somehow managed to catch a loose ball).
So for this reason I think I'll go with a surehands guy (CW or Beastman still up for debate).
An AG4 beastman in addition to this is not out of the question as then I've got atleast one guy I can attempt to use as a reciever if things go wrong and he can also dodge if there's somewhere I really need to get a player to.
That leaves me with 4 other skills.
The CW with guard was pretty good in the cage so I think I'll keep him.
Then possibly 2 blocks and a tackle.
CW - Block
CW - Block
CW - Guard
CW
BM - AG 4
BM - Surehands
BM - tackle
BM
BM
BM
BM
4 rerolls, 2 assistant coach, 2 cheerleaders
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In my oppinion a BM with only AG4 is only good at carrying the ball. He is not better in Blocking or Blitzing, through his AG4, and you wont pass with this team. At least not so much, that it would be worth considering AG4 for a player. Since you have another BM or CW with sure hands, this one will be your dedicated BC, so AG4 is useless in my eyes. Choose a skill, that you'll use every game, and maybe round. I would say get another guard instead.
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- TuernRedvenom
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He is better at blitzing since he only needs a 2+ to dodge away. But whether it is really that usefull is another matter of course (I doubt it).Kheldar wrote:In my oppinion a BM with only AG4 is only good at carrying the ball. He is not better in Blocking or Blitzing, through his AG4, and you wont pass with this team. At least not so much, that it would be worth considering AG4 for a player. Since you have another BM or CW with sure hands, this one will be your dedicated BC, so AG4 is useless in my eyes. Choose a skill, that you'll use every game, and maybe round. I would say get another guard instead.
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It's impossible for these players to get any other skills. This is a tournament set up in which the team resets after each game.
Ok cool, I was half thinking of him as a replacement ball carrier if my sure hands guy got injured like he did last game but your right that's probably not going to be a common enough situation for it to deserve another skill devoted to it.
In that case I'm back to the 4 skills and 2 traits set up, opening up the possibility of leader for a potential 5 rerolls or 4 with 12 players.
Ok cool, I was half thinking of him as a replacement ball carrier if my sure hands guy got injured like he did last game but your right that's probably not going to be a common enough situation for it to deserve another skill devoted to it.
In that case I'm back to the 4 skills and 2 traits set up, opening up the possibility of leader for a potential 5 rerolls or 4 with 12 players.
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- Jeremiah Kool
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Block and Guard is all you need my friend. I´d take Block on a Beastman (safety/Blitzer), 3 X Block on Chaos Warriors and Guard on a Beastman and the last Chaos Warrior. Forget about the AG / STR upgrade. It´s not worth it, IMO.
Against agility teams grind it out. Vs. STR teams do the same, with two Guards you should be well equipped. Or outrun them, you´re faster than Dwarves or Orcs. At least that´s how I picture it.
With 4 RR do you really need Sure Hands? You might not play against Woodies in the tournament. Leader isn´t needed either, IMO. You´re not the Vampire team.
Tackle is good, but in some games you might not use it at all.
Against agility teams grind it out. Vs. STR teams do the same, with two Guards you should be well equipped. Or outrun them, you´re faster than Dwarves or Orcs. At least that´s how I picture it.
With 4 RR do you really need Sure Hands? You might not play against Woodies in the tournament. Leader isn´t needed either, IMO. You´re not the Vampire team.

Tackle is good, but in some games you might not use it at all.
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- Digger Goreman
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I'm agreeing with JK... I was mopping up the pitch against Datalorex's chaos team till he skilled up with mostly block... then I took a beating....
Basically our short league season coincides to the skill acquisitions you're getting in the tournament....
Block & Guard... then whoop arse like chaos should....
Basically our short league season coincides to the skill acquisitions you're getting in the tournament....
Block & Guard... then whoop arse like chaos should....
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Speaking from experience: you NEED the Mino to make the difference on the pitch. His "ST5 + Horns + Frenzy + Mighty Blow" makes him very good at taking out opposing players (which should be your road to victory).
I'd use one of my traits to give the Minotaur Block. He'll fail a Wild Animal test once or twice each half (three times each game on average), but he'll take out opposing players when he does make his block or blitz. If you decide to blitz with the Mino, give him 1 assist so he can make 3D blocks.
I'd give Leader to a Chaos Warrior, using the second trait. You can use the fourth re-roll.
Then I'd give Guard to two Chaos Warriors, giving you a chance to survive against the other bashing teams.
Block on the fourth Chaos Warrior. I'd use him to pick up the ball because your oponent will have a hard time taking him down. If you're really fond of Sure Hands, replace Block with Sure Hands, but remember that, while Sure Hands is only a little better in offence, it's a lot worse in defense.
For the last skill I'd give Frenzy to a Beastman, since Horns + Frenzy makes him a great and reliable blitzing machine. If you decide to go without the Mino anyway (which I strongly advise against), Frenzy on a Beastman becomes a no-brainer imo.
Good luck
I'd use one of my traits to give the Minotaur Block. He'll fail a Wild Animal test once or twice each half (three times each game on average), but he'll take out opposing players when he does make his block or blitz. If you decide to blitz with the Mino, give him 1 assist so he can make 3D blocks.
I'd give Leader to a Chaos Warrior, using the second trait. You can use the fourth re-roll.
Then I'd give Guard to two Chaos Warriors, giving you a chance to survive against the other bashing teams.
Block on the fourth Chaos Warrior. I'd use him to pick up the ball because your oponent will have a hard time taking him down. If you're really fond of Sure Hands, replace Block with Sure Hands, but remember that, while Sure Hands is only a little better in offence, it's a lot worse in defense.
For the last skill I'd give Frenzy to a Beastman, since Horns + Frenzy makes him a great and reliable blitzing machine. If you decide to go without the Mino anyway (which I strongly advise against), Frenzy on a Beastman becomes a no-brainer imo.
Good luck

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- datalorex
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I can't disagree with the leader although I don't know if I'd take it, but there are better options than frenzy on a beastman. The great thing about beastmen is that ALL of them make good blitzers, and you are relagating one of them as your blitzer. Better to give the beastman block, claws, or migthy blow. Claws if your opponents will mostly be playing high AV teams, mighty blow if your opponents will be playing mostly finesse teams, and block if you don't know.Da_Great_MC wrote: I'd give Leader to a Chaos Warrior, using the second trait. You can use the fourth re-roll.
For the last skill I'd give Frenzy to a Beastman, since Horns + Frenzy makes him a great and reliable blitzing machine. If you decide to go without the Mino anyway (which I strongly advise against), Frenzy on a Beastman becomes a no-brainer imo.
Good luck
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If you take a mino you are constantly blitzing with him and not using the horns of your beasts to blitz. While mino's can work, they're not that hard to deal with for your opponent.datalorex wrote:I can't disagree with the leader although I don't know if I'd take it, but there are better options than frenzy on a beastman. The great thing about beastmen is that ALL of them make good blitzers, and you are relagating one of them as your blitzer.
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I've tried the mino, he hardly even gets to block as people dodge away from him so he's generally left doing the blitz and losing a blitz 3 turns in the game doesn't cut it for me seeing as everyone else can do a 2 dice block on the blitz anyway.
I may go 4CW, 7 BM and 4 rerolls so I can leave leader at home, although again I'd disagree about putting it on a CW over a BM. The CW has to be in the thick of it so although he's got av9 over av8 he'll actually be getting hit a lot more than my beastman who's at the back of the field. Anyway, not really important if I end up dropping it.
3 CW with block
1 CW with guard
1 Beastman with block
1 Beastman with tackle....or guard...hmmmm
or
2 CW with block
2 CW with guard
1 BM with block
1 BM with tackle
I may go 4CW, 7 BM and 4 rerolls so I can leave leader at home, although again I'd disagree about putting it on a CW over a BM. The CW has to be in the thick of it so although he's got av9 over av8 he'll actually be getting hit a lot more than my beastman who's at the back of the field. Anyway, not really important if I end up dropping it.
3 CW with block
1 CW with guard
1 Beastman with block
1 Beastman with tackle....or guard...hmmmm
or
2 CW with block
2 CW with guard
1 BM with block
1 BM with tackle
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Nethrag wrote:I've tried the mino, he hardly even gets to block as people dodge away from him so he's generally left doing the blitz and losing a blitz 3 turns in the game doesn't cut it for me seeing as everyone else can do a 2 dice block on the blitz anyway.
fen wrote:Posted: Sun Jan 14, 2007 9:53 pm
Minotaur + Tentacles.
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