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Skills for Chaos Beastmen

Posted: Fri Sep 18, 2009 10:21 pm
by steveq
My club has just started a new league of two 8 team divisions which is going to run a 7 game schedule for each division with 3 up and 3 down promotions between leagues and a knock out cup for all of the teams at the end of the league season. It will then just roll on into a new season.

The 1st Division consists of the players who took part in the last league and has teams which have played about 12 matches. The 2nd Division has some rookie coaches and new teams.

My sons Chaos team has just played his first game, a 4-0 win against Orcs and he now has a couple of Beastmen to skill up and one rolled a double. I am assuming you go for Block for one but what would you take with the double. Is it worth going for the Passing or Agility skills this opens up on the basis you might not get to many chances to take these.

His team is:

3 CW, 8 Beastmen, 3 RR, FF4 and 40K in the bank now.


Any advice much appreciated.

Steve

Posted: Fri Sep 18, 2009 10:41 pm
by Smeborg
The most challenging Choas team that I have played against was one in which the Beastmen and the Warriors took Dodge if they rolled doubles.

This was way back in 3rd Edition, but I feel it would work just as well now.

As a general answer, I would prefer Agility skills to Passing skills (since Chaos normally prefer a running game). The one exception to this might be Leader on one player.

Hope this helps.

Posted: Sat Sep 19, 2009 12:10 am
by Jural
Chaos do just fine with no doubles rolls. But Leap on a beastman (followed by Very Long Legs) is very entertaining. But in 7 games?

I'd go block on one and Extra Arms on the other. The only other choice for me would be Sure Hands on one and Block on the other. Block on one and Dodge on the other would be fine if you needed to use the doubles.

If you do go with Extra Arms, don't forget to have beastmen who need 1 SPP (former MVP's, for example) throw him the ball.

Posted: Sat Sep 19, 2009 2:45 am
by mattgslater
First four Beastmen: Extra Arms, Block, Wrestle, Extra Arms.

After that: Block or Wrestle.

Second skills: Frenzy on Wrestler, Guard on Block-er, Block on Extra Arms.

Posted: Sat Sep 19, 2009 6:45 am
by steveq
Thanks for the advice guys which pretty much confirmed what he was thinking so Block and Extra Arms it is. Although its 7 games initially the league will carry on rolling over with a new season following hot on the heels of the previous one. Should be fun.

Steve

Posted: Sat Sep 19, 2009 8:39 am
by Carnis
Personally not totally sold on the X-arms required in a chaos/nurgle team. Maybe it's nice for comps, but I've managed 4 comps with my nurgle having no x-arms at all (it´s 44% without a reroll and about 58% with a reroll, to succeed qp comping without x arms).

Maybe its different in a chaos team, that is faster, but I'd not "waste the double" & I'd get him dodge, followed by either block/tackle/twoheads or wrestle/twoheads for a "6448" Block/Dodge blitzer.

Posted: Sat Sep 19, 2009 8:52 am
by besters
I'd have gone for dodge as well. Useful for a ball carrier plus giving hope of getting out of that tackle zone for the vital blitz.

Posted: Sat Sep 19, 2009 12:54 pm
by mattgslater
Should have read better. I'd take Dodge or Sidestep over Block on a double. I'd still want an XA guy: he helps others improve by catching their QPs.

Posted: Sat Sep 19, 2009 2:00 pm
by kizkiz
I've got a fairly developed chaos team and have a beastman with pass and strong arm.
It's surprising how good chaos can be at the passing game, especially as nobody expects you to do it :lol:
A pass from deep to the centre, a hand off and run it in for a touchdown.
He's about to get his third skill, so hopefully AG+ or a double for accurate.

The problem i've had is with 22 skill rolls i've managed no stat increases and only 1 double roll :evil: :o

Posted: Sat Sep 19, 2009 3:11 pm
by mattgslater
At least it's happening with Chaos, and not Undead. Chaos really don't need doubles. Most of their guys have 3 categories.

But yeah, a Chaos Thrower can be a good thing. I got lucky with my last Chaos team and got a +AG guy right away, and working as a retriever he totally won me a 2-0 game that would otherwise have been a 0-0 tie for sure. Pass would do something like that too, especially after getting him Extra Arms and Sure Hands.

The major development upside/downside to a Chaos Thrower is the same as any Thrower on an all AG3 team. If you dedicate him as your return man, he'll hog your Comps and smooth out your TD distribution. He has an extra downside over other Throwers, of course, in that his development as a passer is pretty much limited to two skills, and he's missing two skills that would otherwise be default Thrower skills (minor compensation: if you have Pass then Extra Arms is way better than Sure Hands). He's not lacking in stuff to take (Block, Strong Arm, Extra Arms, Sure Hands, Big Hand, Kickoff Return, Fend...) but he's short on basis, and the best remaining skills for the passing game (Accurate!) are doubles skills.

Posted: Sat Sep 19, 2009 6:41 pm
by Tarp
Chaos can make some realy good "elf catchers" with just one double roll, you go Diving tackle, tackle and prehensaile tail.

2 of those will drive AG teams crazy.

Posted: Sun Sep 20, 2009 10:33 pm
by Powerhausen
I find doubles and stat increases work very well on a Chaos team, because the mutations make them easy to captialize on. I got a double on one of my own Beastmen and went Pass; one more skill and he's got Strong Arm for a pretty capable passer. Another Beastman got +1 MA; Another arm or head and I got a fairly decent runner/catcher/ball retriever kinda guy.

The bottom line for me, anyway, is that a Chaos team easily becomes fairly dull to play, as your players are so damn similar. Mixing it up a little and trying to tailor some positionals might, strickly speaking, not be the most efficient course of action, but it's by far the more entertaining one.

Posted: Mon Sep 21, 2009 6:58 am
by Jural
I like doubles on Chaos. I just don't like early doubles. Stat increases are always nice though :)

Posted: Tue Sep 22, 2009 2:44 am
by Storch
Nuffle does tend to smile on those who do crazy things.

First beastman got a double as his first roll. I took leap figuring he would have a spectacular, if short, career.

An AG+, Block and another double for Dodge later, and I have a pseudo wardancer.

It alll depends on what you want to play.

If you want to go straight killy, spam guard and mighty blow. Taking the occasional "crazy" skill will give you something to do between opponent player deaths. ;)