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beastman ugrade quandry!

Posted: Wed Apr 04, 2007 1:18 am
by datalorex
I am really torn on what to take for my beastman.

Most of my chaos players have block, and I have 2 claw chacters, 1 MB character, and 2 guards.

The next team I face will be orcs, and the one after that will be Ogres. So on my beastman with block, should I take claws, MB, or guard? Oh, and one of my Chaos Warriors is out next game, and I only have 11 players on my roster which means a journeyman or purchase an 8th beastman.

What should I do?

Posted: Wed Apr 04, 2007 10:38 am
by PubBowler
I know it's not on your list but you might think about having one Tackle guy for hunting Goblins, Snotlings and players you face after these two games.

Or Sure Hands as right now you don't have a ball carrier.

But of your choices, I'd go with Mighty Blow.

Posted: Wed Apr 04, 2007 11:01 am
by voyagers_uk
can never have enough Guard 8)

Posted: Wed Apr 04, 2007 1:34 pm
by datalorex
PubBowler wrote:I know it's not on your list but you might think about having one Tackle guy for hunting Goblins, Snotlings and players you face after these two games.

Or Sure Hands as right now you don't have a ball carrier.

But of your choices, I'd go with Mighty Blow.
I do have a beastman with 7 MV. I'm grooming him to be the ball carrier. I'll give him extra arms when he skills up.

Tackle won't help me against the orcs.

Posted: Wed Apr 04, 2007 3:44 pm
by Mad Jackal
the orcs do not have goblins ?

Posted: Wed Apr 04, 2007 5:04 pm
by Cramy
Mad Jackal wrote:the orcs do not have goblins ?
Those Goblins can be a real pest if you don't have at least one player with tackle.

Posted: Wed Apr 04, 2007 11:36 pm
by datalorex
Cramy wrote:
Mad Jackal wrote:the orcs do not have goblins ?
Those Goblins can be a real pest if you don't have at least one player with tackle.
There's only one gobbo on the other team and it's a reserve player. I'm certainly not going to take tackle for one player.

Posted: Thu Apr 05, 2007 5:13 am
by Mad Jackal
Fair enough. I'm jsut asking. It's been many an orc team I've seen that has goblin catchers. And I have seen many with one for bench fodder or fouling. (And I've seen a few ogre teams with snots was the other reason I'm asking.)


If there is a bit of ST in the league (black orcs, Ogres and the lot) I'd also consider dauntless.

Of course with horns considered and Orcs + Ogres next Claw would be the way I went I think. Those extra stuns help...


I'd take the journeyman beast to fodder on the line and save the money to reaplace any-one who happened to die. Or the beastman after these matches are over if no-one dies.

Posted: Thu Apr 05, 2007 9:56 pm
by Warpstone
How about Strip Ball to deal with those pesky ball carrying orc blitzers? At the very least a strip baller's presence will help keep the ball in the thrower's hands and help you run him down.

Posted: Thu Apr 05, 2007 10:47 pm
by fen
Guard, Block and Guard are the Staples for Chaos, and in any bashing on bashing match guard has a huge role to play, both with causing and preventing damage. This is quite important as you're down a Chaos warrior. Tackle will be almost useless against Orcs and Block is sufficient against Snotlings. You also have more than ample claw for a starting team so you want to work on getting as much Block + Guard as possible across all the players. Then consider specialty/damaging stuff like Extra Arms, Sure Hands, Mighty Blow and Tackle.

But with regards to Guard - You can't make AV rolls if you don't knock them over in the first place and likewise you don't suffer them unless you get knocked over. Guard keeps your other players on their feet more.

As for the journeyman beastman, and if he doesn't get injured, or even better earns SPPs, buy him at the end of the match. (As long as you don't lose a Chaos Warrior that is)

The other option is to look at the gap between the teams. If not inducing that Journeyman gives you enough for a mercenary chaos warrior, then don't induce. So as you know what match is coming up, consult the TVs and work out the gap.

I don't know if there is enough of a gap for any of these options but:
130K = Merc Chaos Warrior
140K = Merc Skilled Beastman (I'd consider Guard, to make him a high priority target for the opponent)
180K = Merc Skilled Chaos Warrior/Merc Minotaur
200K = Max (Chainsaw) + Bribe (Don't touch him without the bribe though)
270K = Ripper
290K = Borak

So not taking that Journeyman Beastman could put you 60K towards any of these options.

Posted: Fri Apr 06, 2007 1:19 am
by Skipper
If you have less than eleven players ready for the next game you have to take journeymen up to an eleven man roster. You can't start with less hoping to induce a mercenary or two.

Skipper

Posted: Fri Apr 06, 2007 1:34 am
by Mad Jackal
Skipper wrote:If you have less than eleven players ready for the next game you have to take journeymen up to an eleven man roster. You can't start with less hoping to induce a mercenary or two.

Skipper
Skipper that may be a house rule where you are from.

But Officially the rule is you MAY take journeyman to get to 11.
And IF you take journeymen you may not exceed 11.

And journeymen are only allowed taken during the post match sequence, so you may not show up pre-game to hire journeymen.

But you may certainly end a match with less than 11 and elect not to take any journeymen.

edit. adobe worked.
LRB 5.0 wrote: from the post match sequence:
7. If your team can only field 10 or less players for the next
match, you may bring Journeymen onto your team for free
until your team can field 11 players for the next match
. A
Journeyman is always a player from a 0-16 allowed
position on your team's roster, counts his normal rookie
cost towards your total team value, but has the Loner
skill as they are unused to playing with your team.
Journeymen may take the total players on your team
(including injured players) to more than 16 at this point.

Posted: Fri Apr 06, 2007 1:58 am
by Skipper
You are correct. I missed the may take rule. However, our commishioner has ruled it as such.

Skipper

Posted: Fri Apr 06, 2007 2:01 am
by Mad Jackal
Skipper wrote:You are correct. I missed the may take rule. However, our commishioner has ruled it as such.

Skipper
I'm sure that won't be an uncommon house rule.

I myself having played with as low as 9 enjoy having the option, but I can see some people taking the "nuffle's sacred number" thing to heart.

Posted: Fri Apr 06, 2007 8:50 am
by fen
I personally think exactly the situation that has occured is what merits allowing people to take less than 11 men with the intention of hiring merc to fill the gap. The missing player is a Chaos Warrior, a journeyman is a beastman, and honestly there's no way it can fill the shoes of the Chaos Warrior.

So if the gap is big enough, and it might well be because there is a missing Chaos Warrior, I don't see why it would really be right that the team can't at least try to induce a merc Chaos Warrior. I for one prefer to play against a team that's as near to it's normal strength as possible, I'm not happy getting cheap wins against damaged teams that have key positions MNG.

This said, if a league house rules that teams must be at 11, that's their call and at least everyone is on the same footing. So it works.