Chaos Team - first nine games

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Storch
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Post by Storch »

It works better later on when you have three or so beastmen with Guard to make it two die blocks.

BTW, as I have three beastmen and three warriors with Guard at this point, my Minotaur just took Multiple Block as his 4th skill. I figure with a few Guards around to help, why not take a pair of two die blocks with the guy with Mighty Blow and Claw rather than just one. Since he got lucky and got Block, it' pretty good odds for him.

I would note however that my team should not be used as a template as I seem to live a charmed life when it comes to rolling skills. That's why I have 4 blodging Chaos Warriors and one Beastmen who thinks he's a Wardancer with AG4 Block, Dodge, and Leap.

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Post by tenwit »

Storch wrote:one Beastmen who thinks he's a Wardancer with AG4 Block, Dodge, and Leap.
Oh yeah, like those Horns and the AV8 don't make him a LOT better than a wardancer.

'Cos, like, they DO. 8)

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Storch
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Post by Storch »

Yeah, I know. :)

Unfortunately, few people I play with appreciate him as they are much more concerned with the neck-in-neck casualty race between the Minotaur and the one ST4 Beastman with Block, Mighty Blow and Claws. Unfortunately they don't seem to respect that as much as I think they really should. Probably because they are the one on the receiving end. :wink:

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Ullis
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Post by Ullis »

Andromidius wrote:Well >AV8 players in the league (namely a Treeman, an Ogre and a pair of Black Orc Blockers).
I'd bet those black orc blockers have a few team mates with AV9 as well, namely all the blitzers, the troll and the lineorcs.

Don't look too far into the future when developing your players. Its easy to think of killer combos of 5 skills, developing them is harder. As it is, you're looking at getting first skills on players. Block and block all the way.

Multiple block can only be used with a Block action (so no blitzes), so Horns won't help. Additionally, Horns is added to the ST before rolling for Dauntless (on a blitz of course).

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Storch
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Post by Storch »

I don't have it in front of me at the moment, but I thought that Dauntless was calculated before modifiers.

I know I've seen more than one post suggesting that blitzing with a Dauntless beastman could result in a one-man, two-die block against anything so long as you made the Dauntless roll.

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Post by Cramy »

I'd go for Claw too on the Minotaur. It's still good on AV8, especially when coupled with MB. High Elves, Dark Elves and Humans will hate this player. And as Ullis mentioned, those BoBs will have other Orc buddies with AV9. And those two BoBs will get two other BoB buddies soon.

And with Big Guys, skilling them up is difficult. Claw will help with that. Then get Juggernaut on normal roll, or Block on doubles.

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Post by Daefaroth »

Storch wrote:I don't have it in front of me at the moment, but I thought that Dauntless was calculated before modifiers.

I know I've seen more than one post suggesting that blitzing with a Dauntless beastman could result in a one-man, two-die block against anything so long as you made the Dauntless roll.
Dauntless (General)
...The strength of both players is calculated before any defensive or
offensive assists are added but after all other modifiers.


Horns would count as other modifiers.

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Post by tenwit »

Yep. In LRB4, Horns was after Dauntless. In LRB5, it's before. Makes Dauntless easier, not more powerful.

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Post by Andromidius »

Fair enough. And yeah, I forgot Orc Blitzers were AV9 as well.

I'll get Claw on one of my Chaos Warriors next (preferably the one who's already got Block), and Dauntless on a Beastman (even if I don't get a 2 dice block from his Horns, it's still handy).

Man, I've got a huge list of skills to get through. Here's to hoping that my next match goes well.

~Andromidius

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Storch
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Post by Storch »

Daefaroth, good catch. I've only been on the receiving end of the Dwarf absurdity of half a team with both Dauntless and Guard. It makes ST4 a meaningless waste of team value as everything is a two die block in their favor on a 2. Personally, I think you should not be able to add assists with Dauntless as it goes against the stated purpose as well as the fluff for the skill, but that is a rant for another thread.

Andromidius, I 'd go for Mighty Blow before Claws. MB is always useful, Claws is conditional, being equivalent to MB against AV8 and then only being better against AV9+.

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Post by Ullis »

Andromidius wrote:Man, I've got a huge list of skills to get through. Here's to hoping that my next match goes well.
Stick to the basics. Forget Dauntless, Juggernaut, Diving catch or Hail mary pass on doubles etc. for now.

Guard is on most occasions much more useful than Dauntless. Against ST3 (the big majority on all teams) Dauntless is powerless, but Guard kicks ass.

I've never really played Chaos, but I'd go for Block+Guard and Block+Mighty Blow skill choices first as you already have a reliable ball carrier for those times where you're short of RR's. Right now you have only gained 5 new skills in the entire team. At least get Block on everyone first and then start worrying about other skills. Making a two die block without Block skill ends up in a turnover one times out of nine (1/9). Those odds are not good as you're a bashing team, and will burn all your rerolls just to avoid turnovers from blocking. And you need those rerolls for ballhandling and for those blocks where its imperative that the target goes down. With the Block skill the odds of a two-die block turnover drop to 1/36. That's a huge difference.

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Post by Andromidius »

Okay, played three more games on tuesday.

-------------------------------

Match #6 - Vampires

Complete rookie Vampire team, with four Vampires, 7 Thralls and only two rerolls. He took a reroll and two 'Batbabes' as his inducements.

All things considered, I did reasonably well. I spent most of the game knocking over his Vampires and Thralls (but doing very little to them) and knocked a Vampire into the crowd twice (again, doing nothing bar put them in the Reserves box) and managed to score once with my +1MA Beastman. However, the Vampires managed to score as well, and on the very last turn I fouled up a touchdown attempt (failing a GFI) and the Vampires swiftly scooped up the ball and scored just before the whistle was blown. So close, yet so far...

I managed to cause two casualties on his Thralls (no major damage...) with two Chaos Warriors, and got a couple of Completions. So no too bad on that front. MVP went to the +1MA Beastman, who skilled up and got Sure Hands (fed up of not picking up that ball...). Unfortunately my Big Hand Beastman tripped up during the match and caused a mischief, and will miss the next game. And I only got a mere 30k winnings.

------------------------------

Match #7 - Necromantic

Another completely rookie team. Things did not go so well, with the Werewolves can-opening my Chaos Warriors all match (thankfully no lasting damage) and then scoring 3 times. I managed a single touchdown in return, but ended up 1 - 3 with 1 - 3 casualties as well. No skill upgrades this match, and 40k winnings.

------------------------------

Match #8 - Wood Elves

Yeah, again. It was ugly. Suffice to say, 0-4 by the end, and 2 casualties each (nothing major on his side, but my +1MA Beastman got Niggling Injuy :(). Still no skill increases, but I think I forgot to get MVP that match, so I'll bring it up next week. 50k winnings.

-------------------------------

#1 Chaos Warrior - 'Rend' Zrkat - Block, 9SPP
#2 Chaos Warrior - Molz'th - 2SPP
#3 Chaos Warrior - Grok - 2SPP
#4 Beastman - Vilgor
#5 Beastman - Reth - 3SPP
#6 Beastman - Qze
#7 Beastman - Bor - +1M, Sure Hands, Niggling Injury, 19SPP
#8 Beastman - Litzert - 3SPP
#9 Beastman - Ri - Tackle, 6SPP
#10 Beastman - Yenlit - 2SPP
#11 Beastman - Tylenzrq - Block, Big Hand, 20SPP
#12 Chaos Warrior - Murzull
#13 Beastman - Hulga - 2SPP

Apothecary
Rerolls: 3
Fan Factor: 4
Treasury: 120k
Team Rating: 133

~Andromidius

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fire olli
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Post by fire olli »

Not sure i want to use a Chaos team after reading these game reports. You must have some very bad luck. :cry:

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fen
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Post by fen »

fire olli wrote:Not sure i want to use a Chaos team after reading these game reports. You must have some very bad luck. :cry:
It's not just bad luck, they're an exceptionally difficult team to play and do well with early on. They've got so much going against them that it just takes a couple of mistakes or a pair of bad rolls and you're into a recovery scramble for the rest of the drive.

I am suprised the Vampire team won though. 4 Vamps, 7 Thralls, 2 Rerolls? Worst starting line up ever.

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Post by Andromidius »

Yeah, he got lucky with his Bloodlust rolls, only getting about five during the game (though two of them were in the same turn) and only getting stuns and a single knockout against his Thralls from it.

I was fine bashing his players (usually half his team had to stand up next turn), but I was hopeless at breaking armour or rolling more then stunned on injury rolls. And I suffered two turnovers in a row early in the first half because my Beastmen were unable to pick up the ball (and yes, I used rerolls on both).

Hense getting Sure Hands on one of my Beastmen. Who then prompty is unable to pick up the ball still, and then gets slammed into the ground because he was unable to run into the cage I had prepared.

So yes, I have abysmal luck. But I don't mind all that much, because I still have fun.

Though it's not going to stop me starting a Norse team - having Block on 90% of my players from the get-go is going to be luxury.

~Andromidius

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