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Chaos Mutation Figures

Posted: Mon Jul 09, 2007 8:14 pm
by Mo
Here's a team development question that will affect my model conversions.

I'm starting work on a morphable Chaos/ChaosDwarf team. Working team name: The Highland Park Cows. (The South Park Cows meet Highland cows :smoking: ) I'm making the dwarfs a few mm taller than usual so they can double as Chaos Warriors, and the Beasties/Hobgoblins will have cow heads.

I've never played a Chaos team before, so I have no clue how I might want to develop it with mutations for Beasties/Hobgoblins. I'll probably make at least 1 of each.

I'd like to hear from experienced Chaos coaches -- Which mutations are worth planning more then 1 of? Any worth more than 2 of?

Thanks,
Maureen

Posted: Mon Jul 09, 2007 10:14 pm
by Evil Git
hi mo

don't know how easy this would be to do but have you thought about the mutations having a magnet connection to the miniature? might be a more efficient way of dealing with this problem, don't know though.

as for what you'd need i'd say 4 disturbing presence / foul appearance (so you can make a nurgle team at the same time) 2 or 3 claw, couple extra arms / big hand / tentacles and one of each of the rest.

Posted: Mon Jul 09, 2007 11:40 pm
by fen
You don't need to represent claw(s) on a mini, but if you want to about 2 Claw chaos warriors and 1 claw beastman is enough. You may want a tentacles Minotaur, you certainly want a claw one - but you can also combine those two and have clawed tentacles minotaur + a normal minotaur to cover all three situations.

Extra Arms beastmen - 2 of.

You may also want a tentacled Chaos warrior, but that's only for ST5 Warriors. So it's not really needed.

The other mutations of choice are Foul Appearance (which doesn't really need to be modelled) and Prehensile Tail (good on both Chaos and Chaos Dwarf).

Two heads is pretty useless, very long legs is hard to make worthwhile without a doubles (1 Long Legs beastman is enough if you do decide for it) and disturbing presence isn't as potent as prehensile tail for Chaos.

If I haven't mentioned it, it's really not worth considering except for rare specialty players. In which case you're better off building them when the player turns up, not in advance.

Posted: Tue Jul 10, 2007 4:02 am
by Mo
Earlier this evening as I was driving in for our league night, I was thinking about magnets. I think that has good potential for a nice modular mutation system. I'm working with plastic figures, so it will be easy enough to sink magnets into the parts.

Initially, I wasn't planning on modelling anything special for Foul/Disturbing presence, but since the team are all half-breed cows of various sorts wearing kilts..... I can put magnets in the bases and just add some piles of dung when needed :lol: That should put off the other team.

I'll probably make 1 Long Legs just cause it looks cool and might come in handy some day.

Cheers,
Maureen

Posted: Tue Jul 10, 2007 11:39 am
by Little_Rat
well, long legs aren´t as good as they were in LRB 4, so you shouldn´t take them ^^ Claws are important, 2 or 3 beasties, a chaos warrior and something like that should be enough, though... One Beastie with big hand is always okay, he will be your ball carrier (especially in combination with extra arms). You can display Disturbing Presence and Foul Appearance with paint, I used to ink the base much darker for Presence and inked the player with sort of green for Foul Apperance. Horns you wouldn´t need... Prehensile Tail is only good when combinated with a fast player and shadowing. One player with Two Heads can be good too, you can use him to hunt down the ball carrier. And Tentacle is a Must for Minotaur (I would take it before claw too ^^)

You will need:
1 Minotaur with Tentacles
2 Warrior with Claws
2 Beastie with Claws
1 Beastie with Big Hand
1 Beastie with Extra Arm
1 Beastie with Big Hand and Extra Arm
1-2 Beastie with Two Heads

That would be my choice of Mutations ^^
maybe 1 Beastie with Prehensile Tail.