Revising Chaos
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- Colin
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Revising Chaos
With the new experimental teams that have come out which are variants of the chaos team (chaos pact, Nurgle's rotters), there doesn't seem to much insentive for anyone to play the original chaos lineup. I stated this on a previous thread and it was suggested that maybe a new one should be started. Don't know if it has been suggested before, but I had suggested that the old chaos team be revised to make sure it doesn't get lost with all these new (and seeningly better) teams coming in. My suggestion is that 0-4 chaos marauders 6337 block (gen, str, NO physical) be added to the roster (make them cost the same as Norse linemen). This would add some variety to the lineup and keep interest in the ordinary chaos team. Any thoughts?
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My personal choice would be to go the skaven route and break apart the chaos team. A cw team with cw's and marauders and a beastmen team. Demons would be an option available to each. Perhaps this new beast would allow for the different teams to allow different demons. Minor demons on the chaos warrior team and bestials (nurgle beast, flamers) on the beastman team. If the mbbl keeps the current Rotters team for next season i will gladly try it just to prove how broken it is.
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- Colin
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Yea, it would be nice to have seperate beastman and chaos human teams, but face the facts, the idea has been around for about 4 years since the article with this idea was puplished in the Journal. Since there has been no move in this time to have these teams even considered experimental, I don't think we will ever see them as official teams.
The idea I put forward is to revitalise the current chaos roster so that it will have some appeal beside the new chaos variants, which will probably wind up as official (in some form).
The idea I put forward is to revitalise the current chaos roster so that it will have some appeal beside the new chaos variants, which will probably wind up as official (in some form).
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The original Chaos will be a little cheaper to start with. That may only be the difference of one re-roll or a few fan factor but it may make a difference. That said. Do not allow a coach to start an Original team and then ally it with a God midseason when the money is a little looser. They're still a good team.
I DO like the flavor that GW has added to them with the addition of the Rotters and I hope they add the others soon.
I also like the idea of the Marauders but I think they're a pipe dream. Just don't poopoo the new team so soon. Petition to change them a bit but I'd like to see it supported.
I DO like the flavor that GW has added to them with the addition of the Rotters and I hope they add the others soon.
I also like the idea of the Marauders but I think they're a pipe dream. Just don't poopoo the new team so soon. Petition to change them a bit but I'd like to see it supported.
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I never said I don't like the new chaos team (rotters that is - I don't like the chaos pact), all I said was that it is going to be here to stay since they have already produced minis for it. I do hope they tone it down a wee bit, but i would alos like something done with the 'vanilla' chaos team to make it just as appealing. And BTW, I had emailed Anady Hall about the possibility of other chaos teams coming out based on chaos gods and he said though it would be cool, nothing is planned. So I wouldn't hold my breath for any new chaos teams. Remember, the Rotters were a part of the fluff that existed back in 2ed.
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Okay. Here's a thought. Why make the Vanilla team more appealing? They're a great team already. They always have been. Kinda boring maybe but they're incredibly strong. I've always thought they were too strong and have always had a tough time playing against them. Playing regular Chaos you can start with 3 CWs and 2 RRs. I don't think they need to be any better.
Starting the Rotters, I needed to drop one Rotter to start with 2 RRs. That was assuming RRs cost 70K. They definately need to be toned down. I like the fluff and Galak's idea of keeping the cost 100K but swapping 1 point of AV for Foul Appearance on account of the Rot. I wouldn't even be against keeping the price at 110K on accout of the extra Trait. The team sounds like it literally disentegrated due to the Rot before but I would be loathe to suggest that the Rotters have a limited lifespan. I would definately reduce the number available to them to 4. This way they'd be pretty much the same Chaos team, not quite as tough but still as strong, and a little bit more repulsive. FA will protect them a little bit too.
There's my attempt.
Starting the Rotters, I needed to drop one Rotter to start with 2 RRs. That was assuming RRs cost 70K. They definately need to be toned down. I like the fluff and Galak's idea of keeping the cost 100K but swapping 1 point of AV for Foul Appearance on account of the Rot. I wouldn't even be against keeping the price at 110K on accout of the extra Trait. The team sounds like it literally disentegrated due to the Rot before but I would be loathe to suggest that the Rotters have a limited lifespan. I would definately reduce the number available to them to 4. This way they'd be pretty much the same Chaos team, not quite as tough but still as strong, and a little bit more repulsive. FA will protect them a little bit too.
There's my attempt.
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Khorne's Killers.
New Big Guy
Flesh Hound 7 5 3 8, Frenzy, WA, MB, No Arms* (Gen, St, Ph) 120K Khorne Teams only
*No Arms, May not handle the ball. ANy attemts wil automatically fail.
Any Suggestions?
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Code: Select all
1-4 Khorne Chaos Warriors 5 4 3 9 Frenzy (Gen, ST, Ph) 110K
1-12 Maurauders 6 3 3 7 Block (Gen) 50K
1-4 Cultist Blitzers 7 3 3 8 Block (Gen, St) 70K
1-2 Cultist Throwers 7 3 3 7 Sure Hands (Gen, Pass) 60K
Rerolls 70K
Flesh Hound 7 5 3 8, Frenzy, WA, MB, No Arms* (Gen, St, Ph) 120K Khorne Teams only
*No Arms, May not handle the ball. ANy attemts wil automatically fail.
Any Suggestions?
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example
In my league, we've actually let the Chaos add up to 6 Norse Lineman. (6338 Block; General) Actually, if you've read my Mark of Chaos idea, the Norseman can gain one of four Physical skills, Horns, Spikes, Claws, and Big Hand
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Chaos team god oriented
To reflect difference in the god, we change the chaos warrior a bit.
Here's the new Chaos team we use in our league:
Nurgle Champion 4/4/2/10 foul appearance 100 000
Khorne Champion 5/4/2/9 mighty blow 100 000
Tzeentch Champion 5/4/3/9 random mutation between long legs, horn, tentacle, prehensile tail and spike 110 000
There's no slannesh team yet but everybody know he's just a pansy.
Also, tzeentch champion get a random mutation automaticaly from the above list when they get a double(so it gives less latitude to the team).
You can also stick with the old chaos all-star team!!
So far we have tested Nurgle's team and we have noticed that you can't really use the champion on fast run because of their movement 4, though they are quite good on the line of scrimmage.
Here's the new Chaos team we use in our league:
Nurgle Champion 4/4/2/10 foul appearance 100 000
Khorne Champion 5/4/2/9 mighty blow 100 000
Tzeentch Champion 5/4/3/9 random mutation between long legs, horn, tentacle, prehensile tail and spike 110 000
There's no slannesh team yet but everybody know he's just a pansy.
Also, tzeentch champion get a random mutation automaticaly from the above list when they get a double(so it gives less latitude to the team).
You can also stick with the old chaos all-star team!!
So far we have tested Nurgle's team and we have noticed that you can't really use the champion on fast run because of their movement 4, though they are quite good on the line of scrimmage.
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