[Advice] Chaos team for league

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Gandalug
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[Advice] Chaos team for league

Post by Gandalug »

Hi everybody, this is the first time I try to play a Chaos team. I know they suck at the beginning, but I'd like to waste my enemies once I reach the 10th match.
I agree, the initial roster is 4cw,7bm,3rr, but I have no idea about to put the players on the field and the strategies.
Any advice would be appreciated. :D

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AK_Dave
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Post by AK_Dave »

You're looking for 4 different basic gameplans: Offense and Defense against Slow/Strength and Fast/Agile respectively.

My go-to site for BB tactics and n00b help is: http://www.midgardbb.com/

Chaos thrives with long-term slow development, for which I'd suggest you drop one or two CWs from your starting roster in favor of more Beastmen. Aim to start with 12 players, not 11, and add Apoth/CWs/RRs as the team progresses. The 4xCW will help early on, but getting some early SPPs on Beastmen will help more in the long run. Once you have 4xCW, you tend to rely on them more for bashing and they tend to build out as CAS machines. But building out some Beastmen as flexible skilled players (or mutants) pays big dividends in the long run. Heavier reliance on Beastmen spreads your team development across more players.

I think that Chaos really benefits from developing a Quick/Short passing option on the Beastmen, which is harder to do when the CWs are monopolizing the hitting.

I'd probably start you with this article:
http://www.midgardbb.com/Tactics/Chaos_CoachKrusher.htm

If you're determined to start with 4xCW, I'd go:
4x CW
Minotaur
6x Beastmen
1x Reroll
split the change with AC/CL

For slower development, I'd take:
2x CW
10x Beastmen
3x Reroll
save the change for future CW/M/Apo buys

I'm confident that with conservative gameplay it is unlikely that you'll need more than 3 Rerolls (given the opportunities from the Kickoff table, Leader skill, and Pro skill).

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Post by Duke Jan »

I agree with the above in that it is important to use your beastmen well and get them developed. Starting with 4 chaos warriors is nice, but with only AV8 on the rest of your team you need some aid surviving long enough to bash your opponents senseless after a while. In the beginning there are a few things to keep in mind:

In young leagues a protected ST4 player with the ball is difficult to knock down. Keep your Chaos warriors off the line.
Rooky chaos need re-rolls 3 is an absolute minimum. My favourite tactic is to do the important stuff first. If you use a re-roll, stop taking chances and try to position the rest of your team to defend. The trick is to time your turn-overs right.
Get an APO soon, you need to keep your players alive in order to develop.
Develop a ball carrier or two, not just bashers. Mutations are useful for any type of player. Develop your team for more than one game plan, but not too many.

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Post by AK_Dave »

The 4CW+M option is one I've used personally, and it is very bashy and unconscionably cruel early on. Basically you ignore the ball, bash the crap out of your opponent with piles of 2D/3D hits, and then send a Beastman to grab the ball. Assuming he gets it without a reroll, maybe he passes it for some quick SPP. You depend on the occasional CP/CAS on a Beastman plus a MVP to start developing them, while the "line" just bashes away.

Except that it doesn't work so well when opponents don't just stand there and take their bashing. Damn them for dodging away! Too often you're only getting 2-3 nice hits and your Beastmen are getting double-teamed by enemy Blitzers.

The 2CW/10B plan allows 3RR, and the 2CW function more like cornerbacks than linebackers. You don't start them on the LOS, but maybe 1-2 squares back from the LOS and depending on how your offense/defense starts to come together you maneuver them accordingly. At least early on. As Duke Jan is correct in pointing out that in an early league a ST4 ballcarrier is hard to touch, and AG3 is AG3 when it comes to throwing (ie, may as well use the CW to throw as a Beastman).

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Andromidius
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Post by Andromidius »

I just had a nasty thought. Instead of having a dedicated Beastman ball handler (i.e Extra Arms and Sure Hands), give the same skills to a Chaos Warrior.

When you finally get him into a Guarded cage, there's nothing that will ever be able to crack that open! And sure, it's a bit slower, but all the better for grinding slowly down the pitch!

Plus no-one expects a Chaos Warrior to become a 'catcher'. So it'll be a novelty.

~Andromidius

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Gandalug
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Post by Gandalug »

I really thanks all of you for your advices, they'll be very usefull for my roster and tactics.
I just have one more question (at the moment lol): do you suggest me to take block or mighty blow?

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Post by katadder »

block 1st as it helps you actually knock them down. its one failing of chaos warrios that they tend to be knocked down by opposing blitzers

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Post by AK_Dave »

CW: Block, MB, Pro
Grab & Tackle are fun too.

Grab allows you to take that git you just smashed and stuff him somewhere unpleasant so he won't get defensive assists when you DP/SG/Pro Beastman comes along to foul the crap out of him.

For Beastmen, start with Block & Pro. Not necessarily in that order. Pro helps with so many things and Beastmen are all-arounders until they start getting Mutations. But definately develop one of them as DP/SG/Pro and keep him behind the LOS but near the CW with Grab.

As you basically want to develop the CWs as CAS machines (see above), it seems very wasteful to make one a ballhandler like that. Especially when a Beastman fills the same niche plus has better speed.

Starting Beastmen with Pro instead of Block means that if you hit a Mutation on your 2nd roll, you're well on your way to a Pro/BH ballhandler. Starting a Beastman with Block means that if hit a Mutation on your 2nd roll you'll likely be thinking instead of bashy/hurty mutations instead of ballhandling mutations. Which isn't bad either. So its about 50/50, in my mind, whether you start with Block or Pro.

Doubles will usually be Catch/Dodge/Pass, but I'd make your first doubles on a Beastman be Sneaky Git since Dirty Player is a normal skill. Then if you get MORE doubles, Catch/Dodge/Pass (all skills that give a reroll to a common action that you'll perform on AG3).

Stat bonuses: they're all good for everybody, and there are few cases where I'd turn down a stat bonus for a skill on a Chaos team. Might turn down +MA/+AV on a CW, but +AG/+MA on a Beastman or +ST on a CW are awesome.

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Post by Duke Jan »

First a couple of blocks, but once you have a few block beastmen you can take guard or mighty blow on a beastman as first skill too.

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Post by Storch »

To expand on what Dave said about stats:
+AV is usually useless.
+MV is a personal choice, though one I would likely never take.
+AG on a beastman is gold.
If you plan on using warriors for ball handling, +AG could be useful but, for my play style, I would have to seriously think it over as I would be worried about TV bloat.
+ST on a beastman is insane. My +ST beastman has almost as many CAS as my Block, Claw, Juggernaut, Multi-Block, Guard Minotaur. (Mighty Blow and Claws helps)
+ST on a Warrior is a no-brainer and just helps them do what they do best.

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Post by stashman »

Build and learn a chaos team

1x Minotaur
10x Beastmen
4x Rerolls
1x Fan Factor

A chaos team WITHOUT a single skill will need 4 rerolls!!!!

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Post by Storch »

I really wouldn't suggest starting with the Mino.

If you are going to put them on the line, Warriors skill up slowly so you want to start them as soon as possible.

After his first skill (claws), the Mino can turn into a CAS machine all by himself. From there it is just a matter of the judicious use of your blitz and making sure he doesn't hog SPPs.

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Post by Andromidius »

Problem with the Minotaur is he's also a turnover machine. Frenzy and Wild Animal are a dangerous combination. Not to mention on a model that's 'only' AV8.

Personally I'd avoid it altogether and just focus on Beastmen and Chaos Warriors.

Nice skill combos, in my opinion:

Bashy:
Beastman - Block, Claw, Mighty Blow, Diving Tackle
Chaos Warrior - Block, Guard, Stand Firm, Diving Tackle

Ball Handling:
Beastman - Sure Hands, Kick-Off Return, Strong Arm, Pass
Chaos Warrior - Extra Arms, Block, Stand Firm, Catch

And yeah, I hold Diving Tackle in high regard. And a catcher Warrior is very odd, but why not?

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Post by Grendel »

Storch wrote: +MV is a personal choice, though one I would likely never take.
+AG on a beastman is gold.
I have to say that I always go for +1 MV on a Beastman if I can get it. MV7 means that you can get your two turn TD without the GFI. And combined with Block on the same guy you have a good "Safety" type player.

+1AG on a Beastman is nother one fo those no-brainers. Finally someone to handle the ball. For the same reason I also suggest getting a Beastman with extra arms as eraly as possible.

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Post by TuernRedvenom »

In my opinion developing Chaos is tricky. They can be developed in many, many different ways but only 1 really works effectively (unfortunately). You are always tempted by those skills like extra arms, two heads, big hand and so forth but they really aren't that awesome. Use them very sparingly and only on the right players (stat increases, doubles).

The worst mistake to make is building your Chaos Warriors wrong. Don't give them fancy ball handling stuff! They are your team's backbone and need to be developed for support. Block and Guard first. Guard is awesome on those guys and keeps your beastmen alive and throwing hits instead of taking them. For the third skill you can get creative: tentacles, prehensile tail and stand firm are good, or you could go more destructive with Tackle, Mighty Blow and Claw (always MB before Claw). I like to mix it up a bit.

Beastmen go different routes. You can make specialists vs dodgy races: Block, Tackle, Mighty Blow, Frenzy. You'll need specialist vs Bashy races: Block, Mighty Blow, Claw, Piling On. You'll need a bit of guard and tackle. Probably a ball carrier with sure hands as well (vs strip balling elves). But mostly you should stick to the "boring" skills like Block, Guard and Tackle before moving on to fancy mutations like extra arms. I like +AV over +MA on beastmen, they die in droves so anything that can offset this is usefull.

I like the Mino, but only after your Chaos Warriors get some skills. Use him with caution and keep him near your Warriors. First skill Claw, then Tentacles to get as many block actions as possible (you don't want to waste a blitz with this guy).

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