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Two skills on a Chaos team.
Posted: Mon Nov 16, 2009 2:01 pm
by Powerhausen
Okay, The Pact is suddenly going places, I broke the six (!) match loss streak with a respectable draw, and my players are finally starting to develop. I got two skills I'm wondering about. Team is as follows:
Chaos Warrior: Block, Mighty Blow
Chaos Warrior: Block
Chaos Warrior: +1 MA
Chaos Warrior
Minotaur
Beastman: +1 MA, Extra Arms?
Beastman: Block, Mighty Blow
Beastman: Leap
Beastman: Block
Beastman: Extra Arms
Beastman: Rolled a double
Beastman
Beastman
4 Rerolls.
I'm pretty much settled on the Extra Arms on the MA 7 Beastman, I need more ball handling ability. The double on the other Beastman, however, I'm not sure about. I'm thinking ...
Dodge will make him more survivable. Later on, the player can be developed into either a runner or a mobile Guard player.
Pass can be combined with Strong Arm later on. A passer combined with the Extra Arms players acting as catchers can give me an okay-ish passing game if I'm desperate.
Leap can give me another cage breaker if the one I have now dies before he can develop further, or alternativly give me a leaping Guard player to assist him. I'm a bit sceptical to it, though, because one Leap is unreliable enough on its own. Very Long Legs is fine in theory, but it would typically have to be a 3rd skill, and the Beastmen develop slow enough as it is.
Or, of course, ditch the double and go with Block or Guard.
Posted: Mon Nov 16, 2009 2:30 pm
by voyagers_uk
6 match losing streak, wow. I would have thought your team was developed enough to cause some pain and grind out a victory or two rather than lose 6.
I am not sure I would have gone +MA on the CW, but I cannot fault your logic on the 2nd Extra Arms.
The Double I would use for Dodge or depending on your league set-up Jump Up..
Bit surprised to see the Minotaur without any skills. Mine went a bit crazy in her First game and racked up a TD and 3 casualties. I Took Claw for her...

Posted: Mon Nov 16, 2009 2:42 pm
by Powerhausen
Well, the team is currently playing in an open league format, so I mostly play against my friends, two of which have Orc teams responsible for three of the losses, and a lot of retired Beastmen. It's just been a bad spiral for me, with the winnings going to replacing Beastmen and the team not really getting anywhere.
Which also meant that the Minotaur would have to wait, so he's a pretty recent addition to the squad. Got two casualties in his first game, but none in the second (just a ton of BH's and crowd damage). Just one more casualty away from a skill, now!
Also, all my previous experience have been with fairly mobile teams (Skaven, Dark Elves, Humans), so it's a learning experience playing with a physical team like Chaos.
I had a +1 MA ability on a Chaos Warrior in the computer game, and it worked out fairly well, so I though I'd test it out in "proper" conditions. I don't exactly regret it, but I do miss Block. I probably wouldn't take it as a first improvement again, though.
Posted: Mon Nov 16, 2009 3:35 pm
by voyagers_uk
bear with it, honestly get the closer to TV 2m and they will destroy the Orcs.
Posted: Mon Nov 16, 2009 4:38 pm
by Asariel
voyagers_uk wrote:
Bit surprised to see the Minotaur without any skills. Mine went a bit crazy in her First game and racked up a TD and 3 casualties. I Took Claw for her...

Mine has went 11

games now with 0SPP despite breaking armour left, right and center. Bloody 'Minotard'!
Depends on the length of the league and the composition for the doubles, as well as if you build you players for the LT or what skills you need at that moment. Long term I'd look and Jump up and aim for the Block, MB, Claw, Piling On, Jump up monstrosity. Shame the skill is his first though as block/guard is always hard to pass up early on, even with a double. Medium term, with lack of tackle in the league, dodge. I'm not a fan of it though as it's usually not great in the longer term when everyone has tackle about. Short term, block or guard. Tend to get a few beasts with guard as a first skill to keep pace with the likes of Orcs and Dwarves as if you block up alone then around 1600-1800 you'll just be two diced everywhere, due to being out-guarded all over the place, and block won't help.
Given your team and who you play, I'd personally probably ignore the doubles and go for guard at that point (especially as you have none yet). Going to be more useful against the Orcs (still an uphill battle until 1800-2000+ TV, only side my Chaos team have lost to in 16)
The +MA Beast I'd have went for Block on (indeed I did just that with my own), he'll need it at some point anyway and though his next skill is EA on a normal it offsets the slim chance he'll roll +AG or +ST and hence either not need the EA or change his role into something more attacking, Even if he rolls +MA you'll want the block to protect him (MA8 Beast with no block until a 3rd/4th skill is a massive target). Definitely still a solid choice when you only have one other EA beast on the team though.
Posted: Mon Nov 16, 2009 5:22 pm
by Carnis
Not too sure about the +MA warrior, or the +Leap beast.
Other than that I'd play conservative and take Block on the +MA beast and ignore the double on the other beast and go for guard (assists) or block (damage later on).
Dodge is a great double on a ballcarrier, but you're set with 2 so you wont need one. Other than that you only have much use for the occasional Wrestle (or block)/dodge/two heads blitzer type. But there's no real immediate benefit on getting dodge here and now. Get a double on a player with block, then taking dodge & getting twoheads next that I could seriously consider personally.
If you have a LOT of time to develop your team.. Then consider going for MA/Block/X-arms on the main ballcarrier (the one with the +MA), and going for Block/Sure hands on one of the less fortunate beastmen (while possibly sacking your 2nd X-arms..). Just to counter strip ball, that is.
Posted: Mon Nov 16, 2009 5:41 pm
by Powerhausen
+1 MA on the Warrior gets him places. On the defense, it helps exploiting a gap and getting a ST 4 player to put heavy pressure on the ball, which will need two players to get rid of, distrupting the opponents defense. On the offense, a fast Warrior is better suited at getting to a position where he can better support the ball carrier. And, he's fast enough to run the ball himself with some degree of success. I like it, but then again, as I was saying, it's really something I'm trying out more than anything else.
Leap on a Beastman is great, in a little while he'll get Wrestle and really start to shine, leaping into cages for a ST 4 block.
Generally speaking, while I guess Block and Guard en masse works well for most people, I don't like it. First of all I don't think its any fun to play with or against, and secondly I like having options. So, I mix it up a bit. +MA keeps things unpredictable, and Extra Arms gives me more options. I'll admit it's not working as well with Chaos as with my other teams, but I stand by my philosophy and will keep developing the team in that direction.
Posted: Tue Nov 17, 2009 10:50 pm
by Powerhausen
Okay, I went Dodge originally on the Beastman, but I changed my mind so if the league commishioner lets me, I'm changing it to Diving Tackle. I've been having trouble stopping elves two-turning me, so I'm getting a Diving Tackle + Prehensile Tail player to basically try to lock down a deep AG4+ dodger with.
Posted: Wed Nov 18, 2009 2:33 am
by Smeborg
Powerhausen wrote:Okay, I went Dodge originally on the Beastman, but I changed my mind so if the league commishioner lets me, I'm changing it to Diving Tackle. I've been having trouble stopping elves two-turning me, so I'm getting a Diving Tackle + Prehensile Tail player to basically try to lock down a deep AG4+ dodger with.
Or you could play Nurgle instead...