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Chaos development
Posted: Sun Jun 11, 2006 3:43 am
by Urb
So I played my first 2 games with my new chaos team in my small league. We are using LRB5. The other teams are Norse, Dwarf and Necro's. This is how my team is doing in spp's (I'm very pleased).
1. chaos warrior 7 spps
2. chaos warriot 7 spps
3. beastman 2 spps
4. beastman
5. beastman 4 spps
6. beastman 7 spps
7. beastman 2 spps
8. beastman 2spps
9. beastman 6 spps (block)
10. beastman
150k in winnings (had 20kin the bank from my starting roster)
2 ff
4 rr's
I've already given the one beastman block after the first game. I'm pretty sure I want block on both warriors unless there is a better suggestion. The one other beast is my concern. Do I give him extra arms to make it easier to skill other players or stick with block or gaurd?
I plan to but another warrior and maybe an apoth.. what do you guys think?
Posted: Sun Jun 11, 2006 5:01 am
by sean newboy
Block for the warriors and sure hands for the beastman, unless its a double and then big hand. The warriors should always be thugs, brute force at all times. Leave the ball handling for the beastmen. 4 skills for warriors should be block, guard, mighty blow and tackle. Doubles for warriors should include stand firm and dodge, in addition to whatever mutations float your boat.
Posted: Sun Jun 11, 2006 5:45 am
by Urb
Just to make sure we are on the same page... it's LRB5. I do not need doubles for any mutations. As for play style I believe I have a firm understanding how to play chaos correctly and I do understand the need to develop the beastmen by scoring.
So you think sure hands already?
What bothers me is the block heavy other teams (norse and dwarves). Make me feel I need to get block on a few more guys but ball handling is very important.
I very much doubt I'll get to 4 skills on any one player. I can't see this league going past 25 games.
Posted: Sun Jun 11, 2006 5:59 am
by DoubleSkulls
Block on both CWs.
Depending on league composition I might be tempted by Tackle or strip ball for the other beastman, maybe even Wrestle. Sure hands is nice, but with 4 RRs you aren't too worried about muffing the pick up. I'd save extra arms etc for later - you need your bread & butter skills now.
Get the CW & apoth. I'd probably invest in a 12th player quickly too (either the Big Guy or 4th CW, but another beastman would probably be good too).
Posted: Sun Jun 11, 2006 6:11 am
by sean newboy
I disagree with using a rr for pick ups if its avoidable. Sure hands early.
Posted: Sun Jun 11, 2006 8:07 am
by rodders
sean newboy wrote:Block for the warriors and sure hands for the beastman,.
I agree here with the cash an apoth and an extra beastie is surley a must
Posted: Sun Jun 11, 2006 8:22 am
by fen
ianwilliams wrote:Block on both CWs.
Depending on league composition I might be tempted by Tackle or strip ball for the other beastman, maybe even Wrestle. Sure hands is nice, but with 4 RRs you aren't too worried about muffing the pick up. I'd save extra arms etc for later - you need your bread & butter skills now.
Get the CW & apoth. I'd probably invest in a 12th player quickly too (either the Big Guy or 4th CW, but another beastman would probably be good too).
That's really good advice. I'm at over 2mil and the only reason I got a Sure Hands player (who decided to snuff it a few matches later) was as Strip Ball protection. And looking at the other teams, you don't need protection from Strip Ball in a hurry. There's no Wardancers. Rerolls for pick ups is absolutely fine, it's what I've done for most of my team's career. The main reasoning behind this is right now any beastman can be a ball carrier, but get a sure hands player and you're committed to using him. If you want to score with a different beastman then you have to make another 3+ roll to hand off the ball. So either you can go 3+ (pick up) move up to score, or 3+ (pick up with SH), 3+ (hand off.) Trust me, being forced to hand off the ball later in a drive is bad news (unless you're giving it to a beastman who's free to run home on the 8th turn.) Sure Hands Beastmen become SPP hogs.
Only think I disagree with is Wrestle, I don't think it's very good on the Chaos team. You don't want players on the floor, especially when Block, Guard, Stand Firm is so good.
Gotta say thats a lot of SPPs gained from 2 games, nice one.
My choices would be Block on the Chaos Warriors and considering the other teams in your small league, Block on the beastman as well. Once you have a lot of Block it'll be hard for the Norse team to bash you down, then you can take advantage of their AV7. The Dwarf team will also start to struggle when you set up a lot of Block, Guard, Stand Firm.
As for the pick up dude when you do make him, get Extra Arms first Sure Hands second. Extra Arms is far superior to Sure Hands because it also provides you with a decent catcher for those 1SPP throws at the end of a half.
Posted: Sun Jun 11, 2006 1:43 pm
by Urb
Thanks for the input. It really helps hearing what other people have to say. I think I'm going to go with block on everyone for now. I think the mentality that sure hands isn't as great of a skill very early when there is no stripball going around. I'd LOVE to take extra arms but I'll put that on a beast who has block.
For sure I'll but the 3rd warrior and probably apoth. I have some guys I need to protect now. I doubt I'll ever purchase the mino. I do not see any need to make my team unreliable when I have the str advantage on the pitch vs any of the other teams. Well untill that snow troll comes along. That's going to hurt when he does.
Unfortunate a beastman died but better him than a chaos warrior.
btw FEN, wrestle is great on your leaping, extra long legs, stripball beastman....
Posted: Sun Jun 11, 2006 3:40 pm
by fen
Yeah, until he Wrestles, gets fouled and stat decreased. Gimme a Block, Tackle, VLL, Leap Beastman over that anyday.

Posted: Sun Jun 11, 2006 5:07 pm
by Urb
You do have a point. I guess popping the ball loss isn't always the highest priority. Keeping your star players alive will win more games in the long run. A good reminder thanks.
Posted: Sun Jun 11, 2006 6:32 pm
by Mad Jackal
Urb.
I highly recomend getting 1 beastman Extra Arms. the +1 to pick up is almost as good as sure hands to pick it up.
It is ag 4 for catching too. (Which skills your other guys.) It won't take long for an extra arms guy to earm hsi 2nd skill which can be the sure hands man.
I also favor getting a kicker early as well. I find it helps me defend and control the clock.
I think I'd take a mix of wrestle and block on my beastmen. Depending on how many players there are about with block in the league wrestle will help bring down your opponents blockers and open up holes in his lines.
Blocking with a block player on a block player is almost a no-brainer - if I roll block result we stand there no harm no foul, but if it is block vs wrestle sometimes he'd have to think about it to worry "if I roll the block result I'll be on the ground...."
Anyway, just my extra thoughts as you did ask.
[/quote]
Posted: Sun Jun 11, 2006 8:35 pm
by fen
Mad Jackal wrote:I also favor getting a kicker early as well. I find it helps me defend and control the clock.]
Oh DOH! I completely forgot about Kick. That's my first skill for one beastman.

Posted: Mon Jun 12, 2006 1:38 am
by DoubleSkulls
fen wrote:The main reasoning behind this is right now any beastman can be a ball carrier, but get a sure hands player and you're committed to using him. If you want to score with a different beastman then you have to make another 3+ roll to hand off the ball. So either you can go 3+ (pick up) move up to score, or 3+ (pick up with SH), 3+ (hand off.) Trust me, being forced to hand off the ball later in a drive is bad news (unless you're giving it to a beastman who's free to run home on the 8th turn.) Sure Hands Beastmen become SPP hogs.
I agree with that a lot more than this:
Mad Jackal wrote:I highly recomend getting 1 beastman Extra Arms. the +1 to pick up is almost as good as sure hands to pick it up.
Its the SPP hogs that I don't like. Get most of your players their 1st skill (mainly block) before developing dedicated ball carriers. If you don't, you are paying for the AG that you aren't really using.
Posted: Mon Jun 12, 2006 7:52 am
by Brokje
I think MJ is aiming at letting the other players earn SPP's by passing at the Extra Arms Beastman, but I am not entirely sure....
Greets!
M
Posted: Mon Jun 12, 2006 9:12 am
by TuernRedvenom
I would just like to ask why some people would take wrestle on beastmen. So far in my experience wrestle only seems worthwhile for fragile players (pro elves, amazon line, line rats,...) who hope to drag some big nasties down with them to open up holes and avoid getting hurt. With chaos, in theory, you should be dealing out hits instead of taking them, hoping to hurt the opposition so you should take block IMO.
Wrestle will create the occasional hole in the oppo's line but chaos lack the ag and ma to really take advantage of that, and being a bashy team they need as many players standing as possible to exert tz's and give assists. For punching an important hole a juggernaut + frenzy beastman seems a far better option than a wrestler.
Wrestle can still be usefull for players hoping to knock the ball loose, but these players are targets (they probably have skills like strip ball, leap,...) so wrestling someone down is risky for them to get fouled (as fen already pointed out).
In short I don't see any reason to take wrestle on a chaos team, block is just better I think, but maybe I'm missing something here.