lol
well, i apologize beforehand, please none of you take this as an attack or whatever... but i disagree with almost everything that has been said.
- no big guy. why to get a minotaur ? you have natural-born blitzers all over the team, and you want to add yet another horns ? on a guy that can waste your blitz action on a 1 ? and who will never get either BLOCK or TACKLE ?? how good is that for a blitzer huh ? pretty bad. also, 110 kPO on an AV8 player who will not be THAT useful, no thanks. if you REALLY want a big guy, get a troll, put him on the scrimmage, try not to move him when you don't need to. just let him stand there, taking hit on his AV9+regen. do not move him or hit with him unless you have 3D and a failed roll would not break your defence.
- forget about claw/rsc/mighty blow. there are MUCH more enjoyable victories in BB than winning after you clear the pitch. Chaos is a gem that can be turned into a great fun team to play, don't waste it going uber-bashy like so many lamers do, and then bragging about how good a BB player you are because you can roll a 8+ on injury... one or two players with Claw, AT MOST. i personally have one claw on my current chaos team, i took it for the second doubles of my beastie (since the first had been frenzy). Frenzy is a very good skill to have on a beastman, i think you need at least one to crowd-push easily and force your opponent to adapt his strategy. also, you have access to a great combo if you get dauntless: dauntless + horns, and then later multiple block. and you have your beastman blitzing two guys single-handedly (or hornedly ?). probably not the most efficient use of doubles, but fun as hell.
- you do need your first mutation on a BEASTMAN to be big hand. a ball carrier/retriever needs all the MA he can get. and you only have 4 Warriors, don't waste them turning them into your REGULAR ball-carriers. of course, the main strength of Warriors is that they can also do the ball-carrying thing, but don't specialize them into that.
- your beastmen need block, obviously. then, get a couple of tacklers, and then guard, as much as you can. of course, if noone in the league has dodge, don't bother getting two tacklers. but i think it is safer to go this route. of course, don't forget the couple of dirty players (no need to have block on both, you can use one without block on your offence for example) and maybe a Kick.
- you should try and get all your Warriors skilled asap, making them score 2 TDs. Block is the obvious first skill, then guard. take any stat increase, except on 5+5, as someone said. do not jump on claw/rsc for them. tentacles, stand firm, foul appearance. claw is not bad, but you can access so much more variety by taking something else than just a damage-enhancer. as a sidenote, on a +AG player, Leap might be a VERY good idea on a doubles. imagine a blitzing beastman with leap: that's a ST4 player which can get into a cage on a 3+. not something to be despised. Mattchaos had a 5559 Block, Leap Chaos Warrior. unfortunately, the crowd loved him too much, but still, it was quite nice
- as for the start, i have explored two routes in depth: starting with 1 CW and 3 RR, or 3 CW and 2 RR. so far, the 3 CW route has been MUCH better. HOWEVER, and it is a big, bad, capital-lettered however, you have to play REALLY carefully until you get more RR. you REALLY have to play a lot in position in the beginning, and bash only when you have protected the ball/ball-carrier.
- honestly, i couldn't say it enough: DO NOT TAKE CLAW/RSC ON EVERY DOUBLES. unless you want very boring games. you enjoy killing by heaps, warhammer is there. BB is fun because it is not ONLY about killing. remember that, explore the varieties that mutations open, and you'll have great fun.
to end, here is my current Chaos team:
14V 2D 1L
TR212, 10k treasury, 15 players, 4 RRs
1 Troll, rookie (bought him to check if it was worth the cost for protecting players on the scrimmage. i don't think it is, but i'll wait a few more games before being definite about it).
3 Warriors, Block/Guard
1 Warrior, +ST/Block
3 Beastmen, Block
2 Beastmen, Block/Tackle (one aged for a -AV)
1 Beastman, Dirty Player
1 Beastman, Block/Dirty Player
1 Beastman, Frenzy/Claw/Block (my blitzer, obviously)
1 Beastman, Big Hand/Two Heads/Block
1 Beastman, Rookie
for the Two Heads thing, i wanted to try it out. it turns out it is VERY useful, even though i'm not convinced it is the best choice. i use both mutations a lot though, and i don't regret it at all. next doubles (dream on ^^) will get him stand firm. for the future, i plan on getting another Big Hand. then, pretty much every mutation will be Foul Appearance on Beastmen, and Tentacles on CWs (especially on the ST5 =D ). As for regular skills, i'll try and get Guard on as many Beastmen as possible. But for now, a careful use of the CWs allows me to face bashy teams, and tackle allows me to actually win games against elves.
this team was started with:
300 3 CW
480 8 Beastmen
140 2 RR
080 8 FF
i bought an apoth asap, then the CW, then the RRs up to 4, then beasties. i'll get RRs up to 6 now, and then probably stop (70k the RR weighs a lot in the TR).
i hope this helps.