Thanks for the feedback guys
1) I left physical mutations off the list on purpose, mainly to keep mutations unique to the chaos/warpstone worshipping/using teams. If people want it back, then so be it
2) Slower blockers. Ok, I did have them at MA 5 to start with but changed it to MA 6 to keep a running feel to the team (plus to avoid comparrisons with Chaos Warriors). I'll drop this to MA 5 and nuke 10k off the price.
3) Quantitys. 0-4 Blitzers or Blockers? I'll go with the increase in blitzers. As Redfang said, it might just resemble the chaos team too much otherwise.
4) Sure Feet or +1 MA? I didn't want a "human team with horns", hence why I didn't give the Blitzers MA7, instead I opted to give a not often used starting skill in sure feet.. Trust me, I keep sheep and goats IRL and they will rarely lose the footing or trip up when I'm chasing them round the field trying to worm them

If you guys want it at MA7 instead of sure feet then I'll try it, otherwise I'm sticking with sure feet
Beastman Non non-WHFB-fluff team, v2
Code: Select all
Qty Position Mv St Ag Av Skills & Traits Cost Skills
0-12 Lineman 6 3 3 8 Horns 60,000 Gen, St
0-2 Blocker 5 4 2 8 Horns, Thick Skull 90,000 Gen, St
0-4 Blitzer 6 3 3 8 Horns, Block, Sure Feet 90,000 Gen, St
Re-Rolls: 60,000
Big Guy: Minotaur