How much guard in chaos initially?

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duff
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Post by duff »

Surely if you get a dauntless beastie, multiblock is next?

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Tinkywinky
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Post by Tinkywinky »

Dauntless+multiblock is too risky to be worth taking.

For Ian's initial concern that I assume that I have 16 players allready.. well I almost do. This is the team so far. Notice how I am totally lacking of doubles so far! On the other hand you get a whole range of nice skills even without doubles.

http://fumbbl.com/FUMBBL.php?page=team& ... m_id=63873

The mino got niggled in turn two of the first game and has niggled out twice already! But other then that... no injuries and lots of winnings so I really look forward to starting the main league with them now. (I won my qualifying group). After the nezt CW... should I get an ogre or mino to replace the niggler?

But I think I need to make an effort to score a lot with the CW. Block+guard on them feels like the most important thing there is. It's so important that I almost don't want to roll any doubles with them the first two rolls.

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DoubleSkulls
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Post by DoubleSkulls »

3 RR is too low IMO. I going to have 6 RR before buying the 4th CW.

Also I'm not a fan of Dauntless & Multiple Block. Rolling 6 or lower is risky...

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Ian 'Double Skulls' Williams
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Post by Skummy »

Wow. I always max out the positionals, then go for the 4th reroll. 3 is the breaking point, IMO. Judicious use of 3 rerolls will win you the game - any more than that is gravy and lets you take more risks.

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Asperon Thorn
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Post by Asperon Thorn »

Tinkywinky wrote:Dauntless+multiblock is too risky to be worth taking.
It isn't that risky if you are using it in a mixed crowd. Especcially if there is some guard around on your team. But in a crunch it is great, as well. Two die block on two players, single-handedly, can really break up a cage, or clear a sideline.

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DoubleSkulls
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Post by DoubleSkulls »

Skummy wrote:Wow. I always max out the positionals, then go for the 4th reroll. 3 is the breaking point, IMO. Judicious use of 3 rerolls will win you the game - any more than that is gravy and lets you take more risks.
That gravy makes beastmen mobile - and once they are mobile they are awesome blitzers. I really annoys some people when my beastmen start dodging...

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Post by Skummy »

I don't like the sound of making the team strategy depend on 3 AG dodging. Fortunately, my Chaos teams always seem to get a 4 AG beastman or two early on and strip ball follows rather quickly.

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Mirascael
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Post by Mirascael »

ianwilliams wrote:I'd give all the CWs Block & Guard, unless they get stat or doubles in which case I'll judge it by the team balance.
I second that.

But with regard to team development I'm definitely with Skummy here. One of the problems with your Herd is the lack of developed Chaos Warriors IMO, since you maxed out RRs too early. Chaos teams with 4 Block Guard CWs and a Big Guy own me, no matter if 3 or 6 RRs (from a human team perspective at least).

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Blammaham
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Post by Blammaham »

I like dump off on a ball carring beast man. It helps get you out of those real tight spots some times, very usefull againsed war dancers and griff.S.

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