New Chaos team

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fen
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Post by fen »

Garek_Beurkman wrote:A general question now about warriors, if you roll up a +1Ag on a Warrior, would you take it or go for a normal skill? a 5449 warrior can be interesting, but will he really carry the ball? When you have a beastman with surehands/block. Don't that just become a pump in TV?
I'd take it, one of the greatest benefits of Chaos Warriors is their unusually High AG for a ST4 player. This means they can dictate where the action will instead of getting bogged down fighting hard to injure opponents. Also an AG4 Guard player is a pretty reliable assist when you need it. :)

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Cloggy
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Post by Cloggy »

AG+ players on bashy teams are a gift from the Gods (or just Nuffle, depending on your personal beliefs :) ). They bring you extra tactical options, which may come in very handy in the cases where you need to score quickly.

Take the Ag+, and just tailor him to a role other than blocker. It's a dilemma often faced with ST+ passers as well, where you should just take block/tackle and make blitzers out of them.

If the statline of a player changes in such a way that he gets good at things he was not originally meant for, see it as a bonus and develop them down that line. It's very likely thet their new role is under represented in the team's line-up.

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My Bulls have the "Thin Skull" trait. After every block they make, roll a D6. On a 1+ they get ko-ed and stay in the ko-box for the rest of the game.
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Garek_Beurkman
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Post by Garek_Beurkman »

So if I took back my old team, i guess you'd say go for it:

Warrior +1AG
Warrior - Block
Warrior
Minotaur
2 Beastmen - Block
6 Beastmen

Apoth
3 RR
4 FF
30k in store

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SolomonKane
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Post by SolomonKane »

Oh, definitely. With a team that young, +AG will solve almost all your ballhandling woes, since you don't have a Sure Hands beastie. You don't need to give the +AG Warrior Sure Hands, either, you can wait until a beast rolls a double and give him Big Hand, which will free up the Warrior to do more blitzing/defensive ball retrieval/dodging/catching.

Probably you give him Block if he rolls a standard skill next. However, if he rolls a double, you have a whole host of options.

Taking any mutation will basically improve his agility when attempting certain feats (Extra Arm for a +1 catching, Two Heads for a +1 while dodging) or, of course, to make him more bashy (Claw, RSF) or even a defensive guru (Tentacles + agility make him easy to put on several players, usually). Taking an agility skill on a double will net him rerolls rather than bonuses (Dodge for mobility rerolls, Catch for a reroll while catching or intercepting).

Some interesting skill combinations off the top of my head, assuming no more than one doubles roll (yes, most of these are pretty 'out there' in terms of usefulness, but just trying to get the creative juices flowing):

Extra Arm, Block, Pro - Catcher type
Block, Claw, Piling On - Mobile heavy hitter (imagine a +ST increase and Multiblock in addition! *shudder*)
Catch, Pro, Pass Block - Anti-passing defense
Tentacles, Guard, Block (Multiblock, too?) - annoying against catcher types and multiple opponents

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fen
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Post by fen »

Garek, I'm a little confused about what rule set you will be using. It seems like LRB 4.0, but that was the PBBL Nurgle roster you posted up. Which is it? :)

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Garek_Beurkman
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Post by Garek_Beurkman »

Well, we're preparing to pass to LRB 5 when it comes out, but until then we finish the current season as LRB 4

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fen
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Post by fen »

Ah, well if the team is going to switch halfway through I'd be a little cautious with what skills you pick for Chaos. I'm sure you've read up on the mutation changes though. :)

PBBL Extra Arms is ace on beastmen btw. Makes moving the ball around dead easy!

Main change I was concerned with is Big Hand, which goes from being great for a Beastman to marginal at best.

Shouldn't be too hard to make your skill picks with an eye towards how things change though.

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Garek_Beurkman
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Post by Garek_Beurkman »

yep, i plan on taking a few pass-block to combine with disturbing presence then block, great to make a pass fail, and then whomp him. :lol:

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