Chaos teams mutating
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Chaos teams mutating
Hi all,
Leafing through LRB6 (Competition Rules?) started me wondering about the role of mutations on a Chaos team.
Do people choose any? I guess basic skills cover quite a lot of different situations, but wouldn't, for example, Claws work quite well?
Was it so that mutations were a doubles skill in LRB5? I really can't remember as I've never fielded a Chaos team nor have I played against them that often.
Thanks,
rvlvr
Leafing through LRB6 (Competition Rules?) started me wondering about the role of mutations on a Chaos team.
Do people choose any? I guess basic skills cover quite a lot of different situations, but wouldn't, for example, Claws work quite well?
Was it so that mutations were a doubles skill in LRB5? I really can't remember as I've never fielded a Chaos team nor have I played against them that often.
Thanks,
rvlvr
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Re: Chaos teams mutating
In fumbbl's ffb you see a lot of:
X-arms/two-heads carriers (I disagree with this)
+AG/Bighand/block/dodge ball retrievers
MB/Claws/Piling on/Block killers
ST4 Block/guard/tentacles blockers
Mostly you dont see people picking foul appearance, disturbing presence or VLL, but sometimes carriers have surehands/block/FA.
X-arms/two-heads carriers (I disagree with this)
+AG/Bighand/block/dodge ball retrievers
MB/Claws/Piling on/Block killers
ST4 Block/guard/tentacles blockers
Mostly you dont see people picking foul appearance, disturbing presence or VLL, but sometimes carriers have surehands/block/FA.
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Re: Chaos teams mutating
Gotcha. Thanks.Carnis wrote:In fumbbl's ffb you see a lot of:
X-arms/two-heads carriers (I disagree with this)
+AG/Bighand/block/dodge ball retrievers
MB/Claws/Piling on/Block killers
ST4 Block/guard/tentacles blockers
Mostly you dont see people picking foul appearance, disturbing presence or VLL, but sometimes carriers have surehands/block/FA.
What's the reason for disliking the two-headed beastman with extra arms?
And I think I'd skip Tentacles with ST4.
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- spubbbba
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Re: Chaos teams mutating
Well it's 2 skills to be slightly better at dodging, catching and picking up the ball and still not as useful as AG4. of course you can't rely on rolling that but the player isn't all that great really for 40 extra TV and no block or sure hands, he's no better at passing either.rvlvr wrote:Gotcha. Thanks.Carnis wrote:In fumbbl's ffb you see a lot of:
X-arms/two-heads carriers (I disagree with this)
+AG/Bighand/block/dodge ball retrievers
MB/Claws/Piling on/Block killers
ST4 Block/guard/tentacles blockers
Mostly you dont see people picking foul appearance, disturbing presence or VLL, but sometimes carriers have surehands/block/FA.
What's the reason for disliking the two-headed beastman with extra arms?
And I think I'd skip Tentacles with ST4.
carnis named the most common combos, but I agree with you that tents on ST4 is ok but not great, more people go for it on minos or warpstone trolls.
2 heads is great on underworld goblins and horns is quite popular on players too. I think one of the sad things about the crp rules is that on some players doubles aren;t that great and don't give you much more for the extra TV. All too often you are better off taking a normal skill.
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Re: Chaos teams mutating
I for one seem to find room for doubles for any players in the crp rules. Mainly its just three-four skillpool that I pick though.
Dodge (on basherteam linemen/carriers)
Jump up (on killers - I pick this rarely, but a lot of coaches blanket JU their team in FFB)
MB (on elven blitzer/witch, if I have none)
Guard (everyone else)
Dodge (on basherteam linemen/carriers)
Jump up (on killers - I pick this rarely, but a lot of coaches blanket JU their team in FFB)
MB (on elven blitzer/witch, if I have none)
Guard (everyone else)
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Re: Chaos teams mutating
F I ever get +1st on beastman, I love 2 heads next. 4th dodge into a standard cage for a strength 4 hit. People don't expect that when playing against chaos.
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Re: Chaos teams mutating
rvlvr - mutations are excellent, but they seem to like being mixed with "normal" skills (for maximum effect). So if you think about normal+mutation skill combos, you will probably be on the right path.
All the best.
All the best.
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Smeborg the Fleshless
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Re: Chaos teams mutating
Yeah -- mutations to support and enhance skills.
Thought it'd go something like that.
Thanks, men!
Thought it'd go something like that.
Thanks, men!
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Re: Chaos teams mutating
Though some mutations stand on their own indipendant skills like tentacles and disturbing presance. (Gragh I can't spell)
I do prefere to build pieces for a purpose with chaos rather than having a blanket of similirly mutated players. With enough spp and effort chaos based teams (espaccially the maruders) can be molded into almpst anything.
Like the claw, piling on, mighty, blow, block, tackle, beastman slayer people dream of. Or the very long legs, two heads, multiple arms, dodge, sprint beastman. With effort chaos are the best team for purpose built pieces, with pact a close second because of the maruders but horns is just too great a skill to pass over at starting and helps make the awesome cage crackers without completly runining your TV.
Then again I could just be rambling.
I do prefere to build pieces for a purpose with chaos rather than having a blanket of similirly mutated players. With enough spp and effort chaos based teams (espaccially the maruders) can be molded into almpst anything.
Like the claw, piling on, mighty, blow, block, tackle, beastman slayer people dream of. Or the very long legs, two heads, multiple arms, dodge, sprint beastman. With effort chaos are the best team for purpose built pieces, with pact a close second because of the maruders but horns is just too great a skill to pass over at starting and helps make the awesome cage crackers without completly runining your TV.
Then again I could just be rambling.
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Re: Chaos teams mutating
A Chaos team is the exception to the rule of 'I always take Kick on a Line(Beast)man first', in that I always take Extra Arms on my first Beastman to skill up, just for getting the Kick-Off.rvlvr wrote:Do people choose any? I guess basic skills cover quite a lot of different situations, but wouldn't, for example, Claws work quite well?
A few of the basic mutations can essentially bump an AG3 piece up to AG4 for one particular roll - Extra Arms for picking up/catching the ball, Two Heads for dodging, etc. If you've got an AG boost already then you're laughing, as an AG4, Big Hand guy is a Pro Elf Catcher in disguise when it comes to picking up the ball, faking Nerves of Steel for just those opportunities.
Similar to an Underworld team, where a Two Headed, Big Handed Goblin with Extra Arms goes everywhere on a 2+ and picks the ball up on a 2+ as well. Cage? What cage?
Disturbing Presence and Foul Appearance is a lovely Nurgle thematic combination, but nobody in their right mind would really waste two skill-ups on those when there are so many of more use available. Very Long Legs, too can be useful in the right circumstances.
About 10 years ago, I had a Chaos Warrior named Melchior. He was a Very Long Legs, Catch, Block, Dodger with AG4. He was like a Wood Elf wearing a tank, and I've never been so lucky with skill rolls in my life. Intercepting on a 4+ was brilliant, and passing teams would often throw it to the side of the pitch that he wasn't in.
Claws are always good, particularly on Chaos Warriors with Block. And Mighty Blow. And Pile On. And much killy death follows. Ahem.
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Commish of the PWCBBL in Burton, UK. Also visit my Blog, for all things geeky, including Blood Bowl.
Teams: Dead and Gooners (Undead) • The Hart Perversion (Chaos Pact)
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Re: Chaos teams mutating
I guess you mean +1 AG? But then again, leap is just as good as 2 heads for that, unless you also get dodge on him.stick_with_poo_on_the_end wrote:F I ever get +1st on beastman, I love 2 heads next. 4th dodge into a standard cage for a strength 4 hit. People don't expect that when playing against chaos.
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Re: Chaos teams mutating
One thing, nobody mentioned here is that chaos minotaur is the only mino, who gets mutations without doubles. As where CD's and CP's minos wait for the second (or perhaps third) double on skill-throws to get claw, chaos big boy can get it for his first skill-up. After that he cuts orcs and dwarfs like butter.rvlvr wrote: Do people choose any? I guess basic skills cover quite a lot of different situations, but wouldn't, for example, Claws work quite well?
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- Insane_Prophet
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Re: Chaos teams mutating
And that makes a huge difference. The Chaos Minotaur enjoys the luxury of having a lot of useful skills to pick without having to roll doubles, giving him a solid advantage in a perpetual league.wizmerlin wrote:One thing, nobody mentioned here is that chaos minotaur is the only mino, who gets mutations without doubles. As where CD's and CP's minos wait for the second (or perhaps third) double on skill-throws to get claw, chaos big boy can get it for his first skill-up. After that he cuts orcs and dwarfs like butter.rvlvr wrote: Do people choose any? I guess basic skills cover quite a lot of different situations, but wouldn't, for example, Claws work quite well?
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Re: Chaos teams mutating
Minotaur will, most likely, be among the first things bought for a Chaos team, I trust.Insane_Prophet wrote:And that makes a huge difference. The Chaos Minotaur enjoys the luxury of having a lot of useful skills to pick without having to roll doubles, giving him a solid advantage in a perpetual league.
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Re: Chaos teams mutating
In a 1.1 league you try to start with it ,gotta love a 'st6' big guy, take that ogres!rvlvr wrote:Minotaur will, most likely, be among the first things bought for a Chaos team, I trust.Insane_Prophet wrote:And that makes a huge difference. The Chaos Minotaur enjoys the luxury of having a lot of useful skills to pick without having to roll doubles, giving him a solid advantage in a perpetual league.
Its definatly on the schedule early.
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