Chaos Development
- Master Wang
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- Location: Kobe, Japan
Chaos Development
http://www.stuntyleeg.com/index.php?sec ... obj_id=578
I started this team to try my hand at long term development. I already have some Block on the team, but am thinking of giving it to the two beastmen, too. My general plan is to start specializing the beastmen after their first skill. Given the range of skill choices they have, I like this idea and it maximizes the chance of me being able to capitalize on an early stat increase, or doubles to get Sneaky Git. Sadly the +MA beast got that increase after Block otherwise he would have gotten Wrestle and become a safety (he is used as a safety now, but if no better candidate presents himself, he'll become my main ball carrier and get Surehands at 31spps). This is why I have so far avoided Surehands or Extra Arms. I don't want a dedicated ball carrier yet. I'm enjoying the challenge of scoring with the player who picks up and skilling exactly who I want to skill. What do you think of this philosophy? Am I hurting my team by not specializing players from the first skill?
So what else could I give other than Block? I've dismissed Guard as I'm thinking long term and Guard will go on the Chaos Warriors as a second pick. Eventually I may take it on some beasts, too but not yet. Wrestle or Tackle is an option as two such players acting as safeties would deal very well with sneaky, dodging elf type players. The problem with Wrestle is it'll make it a little harder to reach 16spps smoothly as it'll make them a less appealing carrier, and Tackle doesn't help when being hit. Also both go against my policy of keeping options open as they are becoming elf hunters. I've had some coaches recommend Mighty Blow (to be followed by Claw), to go after high armored players. Mighty Blow itself wouldn't force them down that route in the way Wrestle or Tackle would with the other role, but statistically it's not much better than getting Block for spps, and also lacks the defensive aspect.
Finally, 4th reroll, minotaur or nothing with the cash? I'm leaning toward the reroll as it fits with my overall development strategy at present. Any strong arguments for something else?
I started this team to try my hand at long term development. I already have some Block on the team, but am thinking of giving it to the two beastmen, too. My general plan is to start specializing the beastmen after their first skill. Given the range of skill choices they have, I like this idea and it maximizes the chance of me being able to capitalize on an early stat increase, or doubles to get Sneaky Git. Sadly the +MA beast got that increase after Block otherwise he would have gotten Wrestle and become a safety (he is used as a safety now, but if no better candidate presents himself, he'll become my main ball carrier and get Surehands at 31spps). This is why I have so far avoided Surehands or Extra Arms. I don't want a dedicated ball carrier yet. I'm enjoying the challenge of scoring with the player who picks up and skilling exactly who I want to skill. What do you think of this philosophy? Am I hurting my team by not specializing players from the first skill?
So what else could I give other than Block? I've dismissed Guard as I'm thinking long term and Guard will go on the Chaos Warriors as a second pick. Eventually I may take it on some beasts, too but not yet. Wrestle or Tackle is an option as two such players acting as safeties would deal very well with sneaky, dodging elf type players. The problem with Wrestle is it'll make it a little harder to reach 16spps smoothly as it'll make them a less appealing carrier, and Tackle doesn't help when being hit. Also both go against my policy of keeping options open as they are becoming elf hunters. I've had some coaches recommend Mighty Blow (to be followed by Claw), to go after high armored players. Mighty Blow itself wouldn't force them down that route in the way Wrestle or Tackle would with the other role, but statistically it's not much better than getting Block for spps, and also lacks the defensive aspect.
Finally, 4th reroll, minotaur or nothing with the cash? I'm leaning toward the reroll as it fits with my overall development strategy at present. Any strong arguments for something else?
Reason: ''
Thank you for those words of wisdom Master Wang.
- TuernRedvenom
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- Location: Argueing the call...
Re: Chaos Development
I live by the philosphy that the warriors are the glue that keeps the team together. They need solid skill picks: Block and Guard before they get anything fancy.
I also specialise beastmen but a dedicated ball carrier is somewhere at the bottom of the list for me. But that was mainly because the team was on cyanide where 95% of the opposition is other bash teams so failing to pick up the ball isn't a disaster.
Specialist beastmen I really liked:
Block, Mighty Blow, Piling On, Tackle -> hunts anything with AV 8 or less and gathers craploads of spp really fast. Be sure to protect him though.
Block, Frenzy, Stand Firm, Two Heads -> rule the side lines
Wrestle, Tackle -> take down anything
Block, Mighty Blow, Claw, Piling On -> can opener, keep near your Chaos Warriors.
I also like +AV on beastmen as chaos warriors on the LoS is usually a bad idea and AV 8 on the majority of the team sucks monkey balls. Giving up TV and inducements with a developed chaos team usually isn't that bad since you should be cutting down your opponent's TV in the game through cas and knockouts quite quickly if you specialised correctly.
I also like the Mino on the Chaos team (not a big fan of it on the Chaos Dwarf team). Since he mutates on regular rolls you can take Claw on the first skillup and he'll gain points quickly. Second skill tentacles and he's a terror (and doesn't need to waste blitz actions any more)! But, you need to be carefull with the mino as he's a lot of TV for an AV 8 piece so keep him close to your guarders.
I also specialise beastmen but a dedicated ball carrier is somewhere at the bottom of the list for me. But that was mainly because the team was on cyanide where 95% of the opposition is other bash teams so failing to pick up the ball isn't a disaster.
Specialist beastmen I really liked:
Block, Mighty Blow, Piling On, Tackle -> hunts anything with AV 8 or less and gathers craploads of spp really fast. Be sure to protect him though.
Block, Frenzy, Stand Firm, Two Heads -> rule the side lines
Wrestle, Tackle -> take down anything
Block, Mighty Blow, Claw, Piling On -> can opener, keep near your Chaos Warriors.
I also like +AV on beastmen as chaos warriors on the LoS is usually a bad idea and AV 8 on the majority of the team sucks monkey balls. Giving up TV and inducements with a developed chaos team usually isn't that bad since you should be cutting down your opponent's TV in the game through cas and knockouts quite quickly if you specialised correctly.
I also like the Mino on the Chaos team (not a big fan of it on the Chaos Dwarf team). Since he mutates on regular rolls you can take Claw on the first skillup and he'll gain points quickly. Second skill tentacles and he's a terror (and doesn't need to waste blitz actions any more)! But, you need to be carefull with the mino as he's a lot of TV for an AV 8 piece so keep him close to your guarders.
Reason: ''
Un bon mot ne prouve rien. - Voltaire
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Re: Chaos Development
Like others have said, giving Mighty Blow to one beastman will jumpstart that player towards becoming a killer specialist, so that should really be on the list. It also doubles your chance of getting a CAS on a blitz.. Thing you do every turn. The other thing on the list should be: Sacking those 3 niggles. You are a rookie team, no reason to keep your rookie niggles.Master Wang wrote:http://www.stuntyleeg.com/index.php?sec ... obj_id=578
So what else could I give other than Block?
Seeing as you have one niggle skilling up (and I assume no +STR/AG rolled on him) that also solves your immediate money & development problems!
Sack the three niggles, hire a warrior & a beastman to replace the niggles & pick MB on the to-be-killer.
Developing that +MA to a ballcarrier is a good idea.
Finally, play against me sometime & we can talk more

Reason: ''
- Master Wang
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Re: Chaos Development
Tuern,
Thanks for confirming the skill progressions I'd been considering, hadn't thought of the sideline build, but will try to get it in there somewhere. Most of those builds have Block so I won't feel too bad spamming it for now.
Carnis,
Interesting alternative for my cash. Also leaves me to ponder the mino later. The niggled warrior was particularly annoying (ST4 AV9
), and as he hasn't skilled yet might be better to cut him now. Bit sad about the beastman as I deliberately chose to skill him over another player in my last game. Seeing who has niggles in the Botocs isn't so easy and I completely forgot it was him. I'll give it some thought, but I do like the idea of getting rid of them as they are a nice target for experienced coaches.
As for playing you, my baby son is severely limiting my chances to play for any length of time online. All my games recently have been against one coach, my brother, who doesn't mind loads of breaks, some over several days in length. If I think I can get 2 straight hours and see you in the chatroom though...
Thanks for confirming the skill progressions I'd been considering, hadn't thought of the sideline build, but will try to get it in there somewhere. Most of those builds have Block so I won't feel too bad spamming it for now.
Carnis,
Interesting alternative for my cash. Also leaves me to ponder the mino later. The niggled warrior was particularly annoying (ST4 AV9

As for playing you, my baby son is severely limiting my chances to play for any length of time online. All my games recently have been against one coach, my brother, who doesn't mind loads of breaks, some over several days in length. If I think I can get 2 straight hours and see you in the chatroom though...
Reason: ''
Thank you for those words of wisdom Master Wang.
- Grumbledook
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- Master Wang
- Star Player
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- Joined: Mon Mar 03, 2008 10:17 am
- Location: Kobe, Japan
Re: Chaos Development
Grum,
Is that in general or on the mino? I guess the former, but maybe as a third or fourth pick?
Is that in general or on the mino? I guess the former, but maybe as a third or fourth pick?
Reason: ''
Thank you for those words of wisdom Master Wang.
- Grumbledook
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Re: Chaos Development
Well its handy for Frenzy for getting those crowd pushes on block players and cancels out wrestle on those wrestle dodge types
as to when you take it 3rd or 4th choice seems about right, depends on the skills the other guys already have and if you have a juggernaut already
also depends on who you blitz the most with obviously as it only works when doing so
as to when you take it 3rd or 4th choice seems about right, depends on the skills the other guys already have and if you have a juggernaut already
also depends on who you blitz the most with obviously as it only works when doing so
Reason: ''
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- Legend
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Re: Chaos Development
I suggest you need some Wrestle on Beastmen (to be followed with Tackle at some point). Otherwise you will really struggle against teams with Blodge ball carriers.
I would fire and replace the Nigglers.
I would fire and replace the Nigglers.
Reason: ''
Smeborg the Fleshless
- Master Wang
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Re: Chaos Development
Nigglers fired. Given the way I targeted players with AV7 in the last game, I appreciate what a weakness they could be, especially with three of them on a team that shouldn't be gaming to protect players but should be smashing, smashing, smashing.
Probably more questions in the future.
Probably more questions in the future.
Reason: ''
Thank you for those words of wisdom Master Wang.