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Doubles on a pair of Chaos Beastmen

Posted: Thu Oct 09, 2003 9:31 pm
by Ithilkir
Team currently looks like this, as said, both players got a basic double, so it's a dilema on what to pick.

Chaos Warrior 5 4 3 9 Block
Chaos Warrior 5 4 3 9
Chaos Warrior 5 4 3 9

Beastman 6 3 3 8 Horns Skill up!
Beastman 7 3 3 8 Horns, +MA Skill up!
Beastman 6 3 3 8 Horns
Beastman 6 3 3 8 Horns
Beastman 6 3 3 8 Horns
Beastman 6 3 3 8 Horns, Block
Beastman 6 3 4 8 Horns, +AG Niggling injury
Beastman 6 3 3 8 Horns, Block, Guard
Beastman 6 3 3 8 Horns

TR: 147, 3 Re-Rolls, 10 Fan Factor, 1 Apothecary, 110k in bank.

Should point a couple of things out.. I will not be taking a Big Guy for this team. End of story. I also don't want to go for the generic 'Claw or RSC' choices :) Keep in mind as well I have the +AG Beastman that can be used to pickup the ball or pass it (barely).

1st Beastman I was thinking about either Foul Appearance or Dauntless (in combo with (possibly) multiple block and horns).

2nd Beastman I initially thought Dodge or Big Hand, but someone came up with Very Long Legs... Interesting idea...

Soooooo, any ideas?

(Oh and with the cash, get a new Warrior or wait a game and (hopefully) get a 4th Re-Roll)

Posted: Thu Oct 09, 2003 9:38 pm
by Asmodan
Foul appearance on the first and Big Hand on the second.

Posted: Thu Oct 09, 2003 9:42 pm
by Asperon Thorn
I would give Dauntless to the +MA, one. 2 die block on anything, solo.

Big hand, and then sure hands for the second. Just because the AG 4 one has a niggle, you should develop a second ball carrier.

Asperon Thorn

Posted: Fri Oct 10, 2003 8:00 am
by Half-arsed Assassin.
How about catch or extra-arms for the +Ma beast? Could make him into a receiver type IMHO, using his speed and hitting power to break through the backfield. Would team up quite nicely with the +AG fella for the occasional passing play.

Incidentally I have just started up a rookie Chaos team, if this situation occured with any of my guys thats what I'd do, what do other people think, will he be too much of a target?

Cheers.

Posted: Fri Oct 10, 2003 8:06 am
by Aino
Big hand for the first one and dodge for the +1move...
I guess that's what I would take...

Posted: Fri Oct 10, 2003 8:35 am
by Circular_Logic
Dauntless on the +MA-git (later block&tackle) and FA on the other one (later passblock).

Posted: Fri Oct 10, 2003 8:37 am
by Tim
Hmm tough one ...

First one is a candidate for dauntless (2 dice blitz against almost anyone) or foul app (but then you'll have to go for more foul app. on other players, you'll need 3-4 of them to make it really effective). If you are up for something daring and unusal, give him leap for good chance of ripping the ball from cages (some wardancer mock-up). With a RR you have a 75% chance of actually throwing the block. followed with block and strip ball he could really help you in some desperate moments.

For the MA+ one i'd consider VLL (8338 is an awesome statline), which will support 2 turn touchdowns when in time pressure. However dodge is nice as well, so is Big Hand to make him your main ball carrier.

Posted: Fri Oct 10, 2003 1:18 pm
by Alesdair
Why not Catch for the +Mv guy... with 7 move already he can 2 turn from one square inside your own half.

Big hand on the 'as yet' uninproved guy.

In an ideal recieving situation you can pick up with the big hand, hand it off to the Ag4, who passes it to catch boy, (or just hand off straight to catch boy) who runs down with 3 or 4 buddies as a loose cage.

And to stop him taking all the SPP hand it off to one of the 'buddies' every now and then, and then cover his back for a 3 turn.

Posted: Fri Oct 10, 2003 1:27 pm
by DoubleSkulls
How about Frenzy on the +MA one and use him as a sweeper?

Big Hand or Dauntless on either otherwise.

Dodge maybe, if there is little tackle around. Even if most teams have 1 or 2 tacklers there is little point only having the odd dodger. Foul Appearance is nearly as useful at keeping on his feet, and Stand Firm would be another alternative.

Posted: Tue Oct 14, 2003 10:54 am
by GenoNBBL
I had a Beastman who got +1MA as his first skill. I got him Sure Hands as his second and his third came up a double so VLL it was.

He was an excellent scorer, sure hands pissed off the strip ball people and made it easier for him to pickup a fumble. His next skill would have been block for staying power but the team retired.

I also had a Beastman with extra arms, he was a brilliant reciever. Caught acurate passes on a 2+.

Posted: Tue Oct 14, 2003 11:02 am
by campaigner
I'd take Big Hand on the first one and VLL or Dodge on the second one.

Posted: Tue Oct 14, 2003 9:29 pm
by Khrage
Dauntless on the first one and Big Hand on +1 Move.

I find that Big Hand is just too useful to not have on your team if at all possible, and +1 Move allows allows you to get the ball and go.

A Dauntless, Multiblocking Beastman is a LOT of fun and can really open up a cage or wall for swarming.

Posted: Tue Oct 14, 2003 10:59 pm
by Zy-Nox
erm big hand on the ma7
and claw on the other. 8)

Posted: Tue Oct 14, 2003 11:56 pm
by Joemanji
I vote Frenzy on the first and Very Long Legs on the +1MV guy.

Frenzy + Horns is brutal. You can run him on his own, whereas most basic Frenzy types need to rely heavily on assists.

8 3 3 8 Horns is just too good a stat line to pass up! Having a player who can break out of a rolling cage with MV 8 will be so useful, reducing the number of turns in which you can score (without risking too much) by even 2 turns. Plus, it gives the team good recovery if anything breaks away into a scoring position. You must get VLL! :D

Will this you will have a very versatile team, that can worry most opponents.

Anuff