Doubles on a pair of Chaos Beastmen

Want to know how to beat your opponents, then get advice, or give advice here.

Moderators: Valen, TFF Mods

Post Reply
Ithilkir
Legend
Legend
Posts: 2546
Joined: Fri Oct 25, 2002 10:04 pm
Location: Fife, Scotland
Contact:

Doubles on a pair of Chaos Beastmen

Post 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)

Reason: ''
Cheers,
Stephen :: LRB 5.0 Background Editor
Blood Bowl 2005 & 2006 :: Winner of Most Casualties
The Lore of Nuffle :: The webs biggest BB flavour archive!
User avatar
Asmodan
Legend
Legend
Posts: 4190
Joined: Mon Sep 02, 2002 5:59 pm
Location: Norway

Post by Asmodan »

Foul appearance on the first and Big Hand on the second.

Reason: ''
NUFFLE SUCKS!
Master Heretic
Nuffle Blasphemer´s association
Asperon Thorn
Legend
Legend
Posts: 1913
Joined: Mon Nov 04, 2002 10:12 pm
Location: Sacramento, CA

Post 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

Reason: ''
Looking for Fair and Balanced Playtesting of the DE Runner 7347 Surehands G,A,Pa 90K - Outdated and done.
Half-arsed Assassin.
Rookie
Rookie
Posts: 24
Joined: Tue Aug 26, 2003 1:25 pm
Location: Up to my eyes in water. Damn plumbing!

Post 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.

Reason: ''
Aino
Star Player
Star Player
Posts: 650
Joined: Tue Jun 18, 2002 11:24 am
Location: Brussels, Belgium...left of the middle
Contact:

Post by Aino »

Big hand for the first one and dodge for the +1move...
I guess that's what I would take...

Reason: ''
Circular_Logic
Veteran
Veteran
Posts: 298
Joined: Sun Jul 27, 2003 1:39 am
Location: Würzburg, Germany

Post by Circular_Logic »

Dauntless on the +MA-git (later block&tackle) and FA on the other one (later passblock).

Reason: ''
Früher hasste ich es zu Hochzeiten zu gehen. Tanten und großmütterliche Bekannte kamen zu mir, pieksten mich in die Seite, lachten und sagten:"Du bist der Nächste." Sie haben mit dem Scheiss aufgehört als ich anfing, auf Beerdigungen das gleiche zu tun.
Tim
Da Tulip Champ II
Posts: 3458
Joined: Wed Oct 16, 2002 4:18 pm
Location: Heidelberg, Germany
Contact:

Post 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.

Reason: ''
Image
"In NUFFLE we trust!" - Retired Inquisitor of Nuffle.
Father of the Halfling Scribe
Admin of the Kurpfalz Cup
User avatar
Alesdair
Emerging Star
Emerging Star
Posts: 359
Joined: Sun Sep 14, 2003 7:34 am
Location: Melbourne, Oz

Post 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.

Reason: ''
Pass me another Elf, Captain. This one's split.
User avatar
DoubleSkulls
Da Admin
Posts: 8219
Joined: Wed May 08, 2002 12:55 pm
Location: Back in the UK
Contact:

Post 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.

Reason: ''
Ian 'Double Skulls' Williams
GenoNBBL
Emerging Star
Emerging Star
Posts: 430
Joined: Fri Apr 05, 2002 8:06 am
Location: Essex, England

Post 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+.

Reason: ''
campaigner
Emerging Star
Emerging Star
Posts: 397
Joined: Thu Jun 05, 2003 7:57 am
Location: Bamberg, Germany

Post by campaigner »

I'd take Big Hand on the first one and VLL or Dodge on the second one.

Reason: ''
Switzerland is small and neutral.
We're more like Germany. Ambitious. And misunderstood.
- Prof. Farnsworth, Futurama
Khrage
Experienced
Experienced
Posts: 139
Joined: Sat Sep 07, 2002 1:52 am
Location: Eastern Wastelands of Texas

Post 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.

Reason: ''
"I didn't think it was physically possible, but this both sucks and blows!"
Bart Simpson
User avatar
Zy-Nox
Ex-Mega Star, now just a Super Star
Ex-Mega Star, now just a Super Star
Posts: 1310
Joined: Sun May 19, 2002 2:18 pm
Location: Bringing Fouling To A New Level.

Post by Zy-Nox »

erm big hand on the ma7
and claw on the other. 8)

Reason: ''
[url=http://www.talkbloodbowl.com/phpBB2/viewtopic.php?t=3460]Hall Of Famer[/url]
Novice Heretic
Wielder of the Trout of Nuffle Slapping
"I hope this makes sense,most things make sense in my head, but not to other people"
User avatar
Joemanji
Power Gamer
Posts: 9508
Joined: Sat Jul 05, 2003 3:08 pm
Location: ECBBL, London, England

Post 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

Reason: ''
*This post may have been made without the use of a hat.
Post Reply