Beastmen and Chaos Warrior progression under LRB 5b

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SBG
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Beastmen and Chaos Warrior progression under LRB 5b

Post by SBG »

I haven't seen any posts on them since the introduction of the experimental rules. What would you guys chosse?

I went the Extra Arm/Big Hand route for one on the team, and got Leader on a double on another. But where do you go with the others? 50-50 between Block and Mighty Blow? Guardians?

As for the Warriors: where to? I gave Mighty to the first that reached 6 SPP, and was lucky enough to get a +1 ST on the other. This monster then rolled a double on his next skill and I went with Dodge. What would you have done? I'm thinking St5 Blodger and it sounds scary!

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Post by DoubleSkulls »

Warriors I'd take block first pretty much universally. +MA, +AG or +ST are gold.

Doubles... dodge or leader are the obvious candidates. 5539 Blodge will be a great ball carrier though.

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Post by Asariel »

I'd only take AG+ on a CW if it's early, later in the league you should have beasts to cover the ball handling roll and Warriors tend to be speced for bashing it up on the line by then. Doubles (Chaos don't really need them, just opens up options though a low TV RR with leader is nice) tend to always be advised as dodge, personally I don't like going down that route unless I'm taking a good amount of it as a lot of tackle is around on every team eventually. Quite like Side Step for messing up cages/keeping guard in place.

Usually I'd go two Block, MB, Guard and two Block, Guard, MB. Can always Switch in Claw/P.On for guard and get to the Block, MB, Claw, Piling on killer sooner.

Beasts can become almost anything, with an AG4 beast on doubles I'm always tempted by passing options though, especially with the new EA that you'll have a couple of running about. Generally:
  • * Linebeast: Block, Guard, Prehensile tail/Mighty Blow, Stand Firm, Tackle, Grab
    * Killer: Block, M.Blow, Piling on, Claw
    * Blitzer: Block/Wrestle, Tackle, Frenzy/M.Blow, Juggernaut, Strip Ball
    * Ball Carrier: Extra Arms, Sure Hands, Block, Fend
The rarer/specifics
  • * Ball Retriever: Big Hand, Two Heads, Block, Fend, (AG+ at any point/EA if no AG+)
    * Cage Breaker: Block/Wrestle, Very Long Legs, Tackle, Strip Ball, [Leap] (AG+ before Leap preferably, VLL after Leap)
    * Thrower: AG+, Sure Hands, Kick Off Return, Strong Arm, [Pass/Hail Mary Pass/Accurate]
    * Utility: Kick, Dirty Player, [Leader, Sneaky Git]
    * Pass Blocker: Extra Arms, Pass Block, Very Long Legs, Disturbing Presence (AG+ at any point)
Only thing I've yet to make much use of it grab, I can see it being useful for positioning, Chain blocking, cage breaking and making SSers fear the wings again but perhaps I'm stuck in the old ways and still thinking other skills more useful. Haven't seen it used too much.

ST5 or AG4 players can become a host of very good, specific role builds. I've been using my ST5 CW early on both as a walking Roadblock and as a hard to bring down carrier when needed but I'm probably going to be tempted by the Block, Tentacles, Stand Firm route making him a proper git to shift. (Ie don't want to be "wasting" the ST5 just holding the ball.)

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Post by Alamar »

Fortunately you can often build Chaos any way that you like. A cookie cutter is not recommended :)

If I was going to cookie cutter anyway though:

CW: Block, Mighty Blow, Claw, Guard, Stand Firm. With the 4 warriors you can vary the order of the above to make sure you have enough of each. Low doubles have a lot of good choices ... Dodge / Side Step / etc. Almost any stat increase is welcome esp. early.

Beastmen: You want to develope some role players if for no other reason than a psych advantage and to have fun.

"Kicker" with Kick, Guard, Block

"Safeties" ... Strip Ball, Wrestle, Tackle

"Helpers" with Guard, Block, Stand Firm

"Assassins" with Claw, Block, Mighty Blow

"Ball Hawks" with Big Hands, Extra Arms, Block

"Generalists" with Block, Guard, Mighty Blow

I guess my underlying recommendation is to get skills that will make blocking less risky for you and more dangerous for others. Even with specialists that shouldn't need to block often you still want to get Block on them fairly quickly so they CAN throw a block or blitz if needed. I think diversity is one of the strengths of Chaos ....

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