Teams, skill combos and other tactical discussion

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harlequin
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Post by harlequin »

hi all. I thought it would be interesting to start a thread where players can post details of their team, the tactics and skills they choose against certain opposition and maybe give and recieve suggestions on the same. So here is my chaos team to start with:
MA ST AG AV SKILLS
chaos warrior 5 4 3 9 block, guard

chaos warrior 5 4 3 9 block, guard

chaos warrior 5 4 3 9 block, dodge

beastman 6 3 3 8 horns, catch
block

beastman 6 3 3 8 horns,sure hands
block, big hand

beastman 6 3 3 8 horns,block

beastman 6 3 3 8 horns,guard

beastman 6 3 3 8 horns,block,
guard
beastman 6 3 3 8 horns,block,
guard

beastman 6 3 3 8 horns,block

beastman 6 3 3 8 horns

beastman 6 3 3 8 horns

chaos warrior 5 4 3 9
TR 172
FF 1 (doh!)
RR 4

My basic plan is to get a lot of block, guard, sure hands with a few pass block, shadowing and tackles thrown in. Ok I know chaos probably isnt the most tactical of teams but its a start :smile:


<font size=-1>[ This Message was edited by: harlequin on 2002-02-13 17:32 ]</font>

<font size=-1>[ This Message was edited by: harlequin on 2002-02-15 14:27 ]</font>

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Deathwing
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Post by Deathwing »

I'd tend to go with less Guards on the CWs, and more MB. Do you need a lot of Guard with 4 ST4? You should be throwing 2D blocks against most teams anyway. If you need the assist against Orcs/ Dwarves/ Lizards, I'd be inclined to bring up a Beastman with Guard, and straight bash with the CWs.
..and catch on a Beastman? That's a double? 1 word...MUTATION!! There's a few Physical abilities I'd take before Catch (Big Hand followed by Sure Hands gives you some ball handler ), or Stand Firm (followed by Guard).
Just something to consider.... :smile:

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voyagers_uk
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Post by voyagers_uk »

I agree with DW, mutate at the earliest possibility. It is in your nature as a whim of the chaos gods. go forth and multiply (your arms/legs... that is).

looking at your set-up, I take it you will also be trying the Khemri team when it is released. All those Tomb Guardians with Block and Guard to support the 4 Mummies.

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harlequin
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Post by harlequin »

hehe i like the sound of them...

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Post by Thadrin »

I saw guard on those CWs and my initial thought was HUH?

But Deathwing beat me to it. Wasted Skill roll IMHO. Mighty Blow, Piling On, even Break Tackle or Sure Hands would have been better choices.

(Oooooh....Block/Sure Hands/Break Tackle CW....niiiiiiice)

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Post by voyagers_uk »

I like the evil way this thread is going.


ha ha ha ha ha ha

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Post by Longshot »

no big guys?
mutations is the thing that make Chaos and Skaven that powerfull.
about FF, that sound realistic for me, so...
In our league ,a new team must start with less than 6 in FF.
it is a good team, but i think DW is right, more MB and less guard. why catch? u want to throw?
look at what you want more time, each players will used in a specific way.

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voyagers_uk
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Post by voyagers_uk »

all in all, everyone has their own plan and ideas on how they want a team to play, I am sure one day that we will see a halfling team receive and form a cage. So a chaos team with catchers shouldn't really be a surprise.

:grin:

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Post by Longshot »

i ve already seen a wood elf cage. But next turn, the same cage was far away. nice protection of the ball carrier :wink:

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Post by GalakStarscraper »

Or how about in one game with my Snotling team I was able to make a Diamond (instead of a cage) on my opponent's side of the pitch ... By Diamond I mean:

...X...
..X.X..
.X.B.X.
..X.X..
...X...

Where X was a Snotling and B was the ball handler .... gotta love Snotling teams.

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Post by voyagers_uk »

did the ball handler have dump-off
ha ha ha ha

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Post by harlequin »

I have updated my team list. My beastman with sure hands got big hand :smile: and i took another guard. Yes i know you think its too many guards but i disagree; Its easy to neutralise 1 or 2 players with a skill but not if everyone has it. By the way i battered my mates orcs (2 dead:)) to get those skills. If you want to see how it works you could play a game with it. The new team rating is 179, rolled another 1 for FF:(
Please lets have some other teams put on this post so we can discuss their merits ok cya.

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Post by Deathwing »

On 2002-02-15 14:33, harlequin wrote:

Please lets have some other teams put on this post so we can discuss their merits ok cya.
Harlequin: Our league rosters are available to look at if you're interested, click on the website link in my profile below.

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Post by Anonymous »

well you wanted different teams and tactical ideas, well here's my high elf deafensive tactic. first of all, the first skill i give any of my elves (if i dont roll a double that is ) is always DODGE! cant be beat IMHO on an elf team.
now for the ploy...when your in the lead and wantto run time out, simply set up 3 sacrifial elves on the line of srimmage. 1 in the middle and the others 2 squares away. next set up the rest of the team one square apart from each other 2 squares behind the LoS. the spare person, make sure its a fast player, further back. all you do in your turn is take one step back. sure you will need to make alot of dodge rolls, but with re-rolls and doge skill, thats easy since everyone has AG4 to begin with. the opponent can the only make 1 blitz move and (hopefully) no block moves, and anyone trying to run down the pitch will need to make 2 or more dodge rolls.if a whole forms, block it with any spare srimmage elves or the on kept back.
i can usually kep this going for 5-6 turns ina half, and have only had it fail once, and that was because i tried to take out the ball carier and created a MAJOR hole (luckily the orc pushed it too far, fell over in the end zone, got seriosly hurt, and the ball was thrownback into my blitzers hands! :lol)
anyone got an opinion on this play?

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Post by Trambi »

Sorry, but sure Dodge is usefull but give it to every body seems strange :???: . Cos all the players have the same role. :lol: or elves, Orcs and Chaos).

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