Making Chaos More Interesting

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BastongeStranglers
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Making Chaos More Interesting

Post by BastongeStranglers »

I have played a few games with a Chaos team and I have learned a couple of things.

1> There are teams that stay put and you can bash ( Dwarfs and Lizardman come to mind ).

2> And then there are the teams that keep running away ( WE and Skaven come to mind ).

Most of the tactical advice I have seen so far is designed for dealing with Type 1 opponents. This tends to focus on getting as much Claw as you can to try and rip opponents to pieces. This all good and if the opponents stay put then the +2 on armor breaking can be real fun.

I just find that in my league I have to play 50% of the time against Type 2 teams which limits me usually on most downs to getting a single blitz block for hitting and the rest of the time manuvering to put tackle zones on all the dodging opponents.

What I would like is some help suggesting alternate combos of skills to take advantage of some of the Chaos and non-Chaos mutations and skills.

For example
Very Long Legs + Pass Block = Advantage of +1 MV on a beastman which means you get a bonus that is useful on every down ( total of 16 possible extra squares of movement during a game ) and a +1 on interceptions ( you intercept 1/3 of the time ). Combined with Pass Block which gives 3 squares of movement to get to the thrower, catcher, or somewhere to make an interception and you have a player that is a great team safety.

Prehensile Tail + Shadowing = Advantage of reducing opponents the chance to keep dodging away from your big guys and a failed dodge is a turnover. If you have a teamplayer beside the one with Prehensile Tail with the skill of Tackle then the opponent has to face a riskier dodge or stay put and take the beating. If the opponent tries to run away then you have a chance to keep pace with him or his buddies ( move a CW besides a couple of HE or WE Lineman and the differance in speed should not be too much if you get several of chances to try and keep up ).

Other possible combos of lesser used skills?


Other suggestions.

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Longshot
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Post by Longshot »

tentacule for a st 4 player to catch a catcher 8)

Prehensile tail + tacle

Pass block + Foul appearence.

for examples

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Post by Kheldar »

Dountless and frenzy for one of your Beastman. Will thx to horns allways get 2d blocks when blitzing. Good at the sidelines.

Get at least two tacklers to get rid of this nasty gutters and Elf catchers. Get a bigHand player for ball pickup. Tentacles are really nasty on CW or better on the mino. (He will be playable again in the next time).

Verylong legs + passblock is good too, but only later on after you get some more important skills.

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Post by campaigner »

Kheldar wrote:Dountless and frenzy for one of your Beastman. Will thx to horns allways get 2d blocks when blitzing. Good at the sidelines.
dauntless and horns is a good combo, but I think the horns will only work for the first of the frenzy blocks.

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Post by grotemuis »

nope

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Post by BadMrMojo »

Kheldar wrote:Dountless and frenzy for one of your Beastman. Will thx to horns allways get 2d blocks when blitzing. Good at the sidelines.
Screw sidelines. Dauntless and Multiple Block is a lot easier to get.

Remember. Skaven aren't particularly dodgy. They may be fast and fragile but aside from the GRs, they're no dodgier than your chaos team.

The only way to get elves and zons stuck in so you can beat them up is to try to force them to make enough rolls. Law of averages says that eventually they're going to fail a few and suddenly you have all those unmoved players left to hit. Good skills to force RR use and turnovers include things like FA, Tackle, Pass Block and, naturally, plenty of Block.

If you ask me, most people who play Chaos look at all the potential team-crushing skills at their disposal and try to maximise that for every single player. This severely weakens every other aspect of their game. Yeah, it's great to have a few players that make your opponents quake in the knees, but not everyone needs to be a professional bounty hunter. Just be sure to develop some guys to play the ball and run a decent defense.

Other fun combos for your non-slayer players are Big Hand + NoS (or HMP... or both if you're so fortunate) and any combination of Passblock, shadowing, tentacles, tackle, sidestep, stand firm (for when they try to blitz him off) and foul appearance.

ps. Lizardmen who get stuck in tend to get mangled. I certainly wouldn't lump them in with Orcs, Dwarves, Undead, Khemri and the like. I'd actually lump them in with Chaos as Blitzing teams rather than Blocking teams, if you get what I mean.

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