Duke Jan wrote:OK, a few suggestions:
Take Mighty Blow instead of Claw, it's a lot more effective against all opponents. Especially against high AG teams which will be the difficult opponents. Your beastmen have AV8. Not much, but with mighty blow you should tip the scales sufficiently to allow an 11 player roster.
I agree with Duke Jan here that MB is better than Claw. However, if you're only allowed to get one skill on any given player, don't get any of either on anybody (except your mino, if you take one -- he's already got MB, making Claw worthwhile). Focus on skills that move the game forward and keep your turn from ending.
Don't take block on chaos warriors. They are strength 4, AG3 and can move up to 7 (with GFIs). Use them to block gaps in the opponents soft spots, don't stick them against black orcs or few other stronger players.
I actually think Block on CWs is a good thing; they essentially add to your numbers if you can use them to stick in on a ST3 player, and if you can force them into your opponent's non-Block players, you can get good mismatches out of it. CWs are great because they can deny an opponent real estate. I like the Jump Up idea (I've said it before, but I think Side Step is really trick with these guys; they can always position themselves where if they need a 3+ dodge will do, they can keep the opponent from setting up chain-blocks, and they can use their bodies to deny passage to the opponent by making sure they get pushed so as to force a dodge. Guard is a good skill for CWs as they're hard to knock down.
Strip ball is a necessity, but so are other skills.
Strip ball is a fine skill. On a team like this, with no starting skills (yeah, yeah, Horns... you know what I mean) and a limit of one skill per player, my only advice is "don't do it."
You can take guard but you should not overdo it. You can't win blocking wars against traditional guard teams anyway and against other teams you only need one, guard player, two at most.
I more-or-less agree. Somewhere around 2 or 3 players (depending on your defensive style), Guard tends to reach a point of diminishing returns. If you run a 4-3 or an Okie defense (5 on the line), you want two Guard guys for sure (maybe even 3 if you're feeling Soonerish), but the only time you'd do that was against a high-agility team to force them to the wings. Most Blood Bowl defenses are 3-4 in structure, and in that case, you want one nose tackle with Guard and maybe two assist-linebackers with Guard (the latter should be Beastmen flanking the Warrior you want to use to soak up the blitz; the former can be either).
On doubles I found JumpUp on a chaos warrior very effective.
Last of all: 3 re-rolls is not enough in a tournament setting you need at least 4, even with starting skills.
I see the Jump Up thing. I totally disagree about re-rolls. If 3 isn't enough, you aren't prioritizing right, or you're taking too many risks. I can make Orcs work on one re-roll if I have to; I wouldn't do that with Chaos, but you certainly don't need 4, IMO. I guess it depends on your play style.
Most important is don't be scared of more risky actions while you can spend a re-roll. Once the re-roll for the turn is gone, play sensible. Sounds easier than it is

Play sensible, with or without a re-roll, and you can buy more positionals with the money you didn't need for re-rolls. Re-rolls have a way of failing at the worst time when you rely on them too much. Besides, the fewer re-rolls you have, the better the players you can afford, and the better the players you have, the fewer re-rolls you need.
And for whoevers sake, don't put 3 of your chaos warriors on the LOS. Keep at least 2 free to move where you want them. If they start on the LOS they will stay there, a waste of strength.
I agree you want two ST4+ players out where you can use them, at least. If you can afford 5 ST4+ players, that frees you up to put whatever you like on the line (against Khemri, use Beastmen, while against High Elves, Warriors will continually vex your opponent if properly supported). Keep looking for mismatches; against light teams this means putting your CWs on the line and forcing the opponent to bunch up to get through them, while against heavy teams, this means using them to reinforce your backfield to force your opponent to cage up in his own half, where you can score quickly on a recovery.
What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.