Making Chaos More Interesting
Posted: Fri Mar 05, 2004 4:42 am
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.
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.