wiggin89
Joined: Mar 26, 2006
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Posted:
Apr 03, 2006 - 23:50 |
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Longinus_van_Eyck
Joined: Mar 24, 2004
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  Posted:
Apr 03, 2006 - 23:53 |
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calw and big hand, you can change bh into stand firm if you prefer so |
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Pirrekurr
Joined: Mar 11, 2004
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  Posted:
Apr 03, 2006 - 23:55 |
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I don't really play chaos all that much but the normal choice usually is Claw to cause a lot of cas and Big Hand to pick up the ball. Personally I wonder if Dauntless wouldn't be a good choice though to blitz those really strong ballcarriers.
I would chose Big hand on one and Dauntless on the other... |
_________________ "It's almost embarassing getting slapped around by pirr (Pirrekurr that is), no off meant" - Britnoth |
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wiggin89
Joined: Mar 26, 2006
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  Posted:
Apr 04, 2006 - 00:02 |
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Claw would help alot with the blitz's, as average roll on 2 dice is 7, hopefully with claw adding 2, i could get though light-med armour easier, helping rank up spp's hopefully
Big hand would save me a few RR as i would need a 2+, but i can still fail it, even ith the RR.
Any exprencied chaos players out there with some advice? |
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Brad
Joined: May 16, 2005
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  Posted:
Apr 04, 2006 - 00:04 |
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Big Hand ALWAYS on your first beastman double (Then Surehands, Block, (Dodge or Pass on another Double))
After that, Claw will give you a good enforcer, but limit the games you can attract. FA is good to disrupt elven opponents, and a lot of elf players will shy away from Claw, but not FA. |
_________________ He who dies with the most toys.... Is still dead |
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paid
Joined: Mar 21, 2006
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  Posted:
Apr 04, 2006 - 00:30 |
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It's true that having one or more of the big casualty mutations (Claw, Razor Sharp Claws) will keep elfy teams away from you. Claw is better for a Chaos Warrior who is supposed to be hitting every turn--they only get SPPs through casualties anyway and making them better at accruing casualties is just good development.
For the Beastman, Big Hand is critical and he will be your primary ball-handler. I would suggest getting Pro on his next roll (and that Big Hand Beastman has a tendency to gobble up SPPs, especially early in team development) because that will help him with picking up the ball, passing, dodging and even blocking.
The other Beastman would do well as an enforcer-blitzer type, or as a more mobile type. I like to have at least one Beastman develop into an agile lineman with either Extra Arms or Two Heads (I prefer the latter) and then hope to couple them with either Guard or Pass Block.
I think this is kosher in the LRB4.0, but I don't know if it works with the client/server:
Do Multiple Block, Dauntless and Horns stack together in that order? (ie. can you get a +1 block on any TWO players in the game?)
If this actually works, then I would take Dauntless and bide your time. You'd be able to bust a hole in anything. |
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Idolen
Joined: Aug 02, 2003
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  Posted:
Apr 04, 2006 - 00:48 |
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Chaos warriors are excellent scorers. ST4 and AG3, what more do you need in a ball-holder.... and dont say they are to slow. I've never seen chaos in a rusch to make a TD, in the beginning of the game atleast.
On topic: Big hand, stand firm, dauntless, foul apperence are the choices I would recommend. |
_________________ 1f u c4n r34d th1s u r34lly n33d t0 g37 l41d |
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Brad
Joined: May 16, 2005
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  Posted:
Apr 04, 2006 - 01:42 |
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paid wrote: | I think this is kosher in the LRB4.0, but I don't know if it works with the client/server:
Do Multiple Block, Dauntless and Horns stack together in that order? (ie. can you get a +1 block on any TWO players in the game?)
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Yes - works perfectly just like you suspect. I think its changing in Vault though.
Dauntless is a good sugestion though, that I had forgotten about with Horns already being present. (And Daunt dosen't scare us panzy elvesies). |
_________________ He who dies with the most toys.... Is still dead |
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Synn
Joined: Dec 13, 2004
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  Posted:
Apr 04, 2006 - 01:59 |
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Frenzy for one, claw/tail/two heads for the other.
Frenzy is so useful for chaos since you virtually cut off a good portion of the field with your ability to simply surf at will.
__Synn |
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Panda_
Joined: Jul 14, 2004
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  Posted:
Apr 04, 2006 - 19:52 |
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Big Hand because you always need one with the Chaos.
Then there is 2 choices:
- Dauntless because you need a blitzer that is stronger than everyone.
- Two Heads because you also need one that can dodge fairly easily (and being the secondary blitzer btw, among your 8 possible great blitzer: Beastmen). |
_________________ "Rien ne sert de partir a point, il vaut mieux courir." |
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SnakeSanders
Joined: Aug 02, 2003
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  Posted:
Apr 04, 2006 - 19:57 |
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why not make them chaotic and choose random skills? Thats what i will be doing with my ranked chaos when i get time to play! |
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celas
Joined: Aug 02, 2003
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  Posted:
Apr 04, 2006 - 19:59 |
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Everyone calls me crazy for suggesting this, but I often take tentacles on one player, even if they have only str 3. It is very effective against str two guys (GRs and WE & Humie catchers), and even is around 40% effective vs other str 3 guys. What other skill gives you that kind of odds to freeze someone? I have played 3 chaos teams past 20 games (and a few skaven too) and I always have a tentacles player sitting in my backfield to tie up the agile opponents. Plus it won't deter people from playing you. Just my two cents....
EDIT: I see you got two stunty matches out of three games played. Yet another reason to pick Tentacles if you can score more of those match ups |
_________________ Northern Wastes League |
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wiggin89
Joined: Mar 26, 2006
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  Posted:
Apr 04, 2006 - 20:09 |
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Yea, i had a Nurgle team in stuntie (then again most stunties r str 1 or 2) and having two players with tenticles can really damage some poor stunite's days.
Yea grathus is a old mate of mine, so we usally play each other, when we cannot find anything on the GF (or cannot be arsed to look )
i have a new chaos team, i might do Brownrobs suggestion with, and a rotter team.
lets see how they turn out
*And rob, love ur avatar, good to see a father ted fan * |
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Voorn
Joined: Nov 23, 2005
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  Posted:
Apr 05, 2006 - 07:59 |
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Big hand is a nessessity for one of them. With no "ball handlers", you need to have a model to fill that roll so that you can at least rely on picking the ball up before you bulldoze down the field. It also helps on defence in picking up dropped balls. Claw is good for the other because you need to be able to take opponants out of the game and that is the best to do it with. If you dont like takin g enemy plasyers out, I would go with FA just to give it a lil extra defence and to inhibit the enemies ball game in thier ball handling department. Combine that with big hand, you got a nice combo. |
_________________ Holder of the official Fumbbl titles of
1. EVIL INC 2. Evil Personified 3. Worst Coach
Gaming account self closed due to attempts to hack it and a lack of interest to play.
Immitated in chat by another member "S**n" |
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paid
Joined: Mar 21, 2006
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  Posted:
Apr 05, 2006 - 13:26 |
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I try to think about the next skill when I chose a skill/trait/mutation. Block & Claw will definitely bust a hole--I find my Claw players accrue many more KOs than casualties, but the idea is moving players off the feild.
Another type of player is the "lynchpin" with Prehensile Tail and Guard. This is a better combo on a beastman because they a just a bit more mobile. They can help out on the front line (in between 2 Warriors), in the cage, and in the open feild on defense.
Definitely take Big Hand. It's an offensive necessity. For the other guy, have fun with it. Maybe try to create a defensive specialist (imagine the best defensive Beastman Star Player--what mutations would he have?). |
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