Chaos team progression with a fistful of doubles
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Chaos team progression with a fistful of doubles
Edit - the team grows!
So the team continues to grow, particularily after a game where the opponent suffered a couple of cas's then clearly wandered off for the second half letting the timer run down both times.
Still a bunch of SPP's as you would imagine, letting as many as possible that were near getting new skills skill .
And some odd choices as I wasn't really expecting all these doubles...
So the team is
Chaos warriors
With block
with block and guard
with nothing
Then one for the first skill has rolled a double. I'm thinking it should still be block though considering that is what they do most of the time.
The basic path for the Chaos warriors will be block, then guard, then mighty blow - or should I take a risk and have mighty blow first?
Beastmen
With +ag, +str, block
With block, mighty blow, piling on
With tackle and wrestle (probably strip ball next)
With block
With nothing (will get wrestle when finally skills)
Then one with block has rolled double 5. So any skill, +mv, +av? Maybe diving tackle follwed by tackle next? Or do I need a fast beastman? Or just get leader to save tv?
And finally one has rolled a double for its first skill. I could make a passing beastman I guess?
Feed the ag4 player with some startling plays?
So the team online is developing slowly. I got +ag on a beast man and took it trying to make a delicate beastman. Got block next. Was intending to get sure hands, however the skill roll has come up double 6. The team has 4 chaos warriors and once they settle in will have a minotaur as well. So do I need the extra strength? Would I be better off with dodge (though he would be the only one on the team with it)? Or change tack and get leap to be followed up with very long legs and let him jump into cages?
Or is this simply madness and I should take the strength and run?
So the team continues to grow, particularily after a game where the opponent suffered a couple of cas's then clearly wandered off for the second half letting the timer run down both times.
Still a bunch of SPP's as you would imagine, letting as many as possible that were near getting new skills skill .
And some odd choices as I wasn't really expecting all these doubles...
So the team is
Chaos warriors
With block
with block and guard
with nothing
Then one for the first skill has rolled a double. I'm thinking it should still be block though considering that is what they do most of the time.
The basic path for the Chaos warriors will be block, then guard, then mighty blow - or should I take a risk and have mighty blow first?
Beastmen
With +ag, +str, block
With block, mighty blow, piling on
With tackle and wrestle (probably strip ball next)
With block
With nothing (will get wrestle when finally skills)
Then one with block has rolled double 5. So any skill, +mv, +av? Maybe diving tackle follwed by tackle next? Or do I need a fast beastman? Or just get leader to save tv?
And finally one has rolled a double for its first skill. I could make a passing beastman I guess?
Feed the ag4 player with some startling plays?
So the team online is developing slowly. I got +ag on a beast man and took it trying to make a delicate beastman. Got block next. Was intending to get sure hands, however the skill roll has come up double 6. The team has 4 chaos warriors and once they settle in will have a minotaur as well. So do I need the extra strength? Would I be better off with dodge (though he would be the only one on the team with it)? Or change tack and get leap to be followed up with very long legs and let him jump into cages?
Or is this simply madness and I should take the strength and run?
Reason: ''
- inkpwn
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- mattgslater
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Re: Chaos beastman
This. Two Heads at 51 SPP, and you have evil cagebreaker, dodge into 2TZ at 3+ to blitz with 2d, Guard or no. He's also a superlative carrier and a better-than-average cage forward! Frenzy at 76 SPP, and your league-mates will live in a state of paranoia!inkpwn wrote:Is it a snotling? No. Take the +ST.
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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.
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.
- Jimmy Fantastic
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Re: Chaos beastman
6448 is unreal stats so you have to take it.
Whie Matt has a good point I would be boring and take surehands next skill.
Any doubes pick Dodge, obviously.
Whie Matt has a good point I would be boring and take surehands next skill.
Any doubes pick Dodge, obviously.
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- DoubleSkulls
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Re: Chaos beastman
+ST without a doubt.
If you get another doubles Leap would be fun, S5 flying beastie
but Dodge is always good on strong mobile players.
If you get another doubles Leap would be fun, S5 flying beastie

Reason: ''
Ian 'Double Skulls' Williams
- the.tok
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Re: Chaos beastman
Take it or you will offense Khorne and you don't wanna do that
seriously, 6448 is a wonderful statline, especially with horns. looks like a no-negatrait Vampire

seriously, 6448 is a wonderful statline, especially with horns. looks like a no-negatrait Vampire

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- Ulthuan_Express
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Re: Chaos beastman
Take it, take it, take it.
My League +AG Beastman has been taken down the 'please be a thrower' route with Strong Arm. But if he had +ST as well? Dear god that'd be a scary all-round threat.
My League +AG Beastman has been taken down the 'please be a thrower' route with Strong Arm. But if he had +ST as well? Dear god that'd be a scary all-round threat.
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Teams: Dead and Gooners (Undead) • The Hart Perversion (Chaos Pact)
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 beastman
Having a great ball carrier is what makes chaos teams truly fearsome. And after +AG the best thing for a ball carrier is +ST so definitely take it. Much better than Dodge.
As a fourth skill, I'd recommend Sure Hands as Jimmy already suggested. It makes him a better ball carrier, both in picking up when receiving and as nullifying Strip Ball, and also helps a lot on defence when you need to pick up the ball after getting it loose.
You don't need to make this beastman into a cage buster. I'm not sure if Chaos really need a dedicated guy who leaps into a cage. Much better to stop the cage from advancing and smash it. Then this guy can be waiting in the wings to blitz the ball carrier who makes a run for it.
As a fourth skill, I'd recommend Sure Hands as Jimmy already suggested. It makes him a better ball carrier, both in picking up when receiving and as nullifying Strip Ball, and also helps a lot on defence when you need to pick up the ball after getting it loose.
You don't need to make this beastman into a cage buster. I'm not sure if Chaos really need a dedicated guy who leaps into a cage. Much better to stop the cage from advancing and smash it. Then this guy can be waiting in the wings to blitz the ball carrier who makes a run for it.
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Re: Chaos beastman
You just don't ignore the chance to have a 6448 player. I dream about landing this on one of my Slann. The joy would be difficult to contain 

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Re: Chaos team progression with a fistful of doubles
So the team continues to grow, particularily after a game where the opponent suffered a couple of cas's then clearly wandered off for the second half letting the timer run down both times.
Still a bunch of SPP's as you would imagine, letting as many as possible that were near getting new skills skill .
And some odd choices as I wasn't really expecting all these doubles...
So the team is
Chaos warriors
With block
with block and guard
with nothing
Then one for the first skill has rolled a double. I'm thinking it should still be block though considering that is what they do most of the time.
The basic path for the Chaos warriors will be block, then guard, then mighty blow - or should I take a risk and have mighty blow first?
Beastmen
With +ag, +str, block
With block, mighty blow, piling on
With tackle and wrestle (probably strip ball next)
With block
With nothing (will get wrestle when finally skills)
Then one with block has rolled double 5. So any skill, +mv, +av? Maybe diving tackle follwed by tackle next? Or do I need a fast beastman? Or just get leader to save tv?
And finally one has rolled a double for its first skill. I could make a passing beastman I guess?
Feed the ag4 player with some startling plays?
Still a bunch of SPP's as you would imagine, letting as many as possible that were near getting new skills skill .
And some odd choices as I wasn't really expecting all these doubles...
So the team is
Chaos warriors
With block
with block and guard
with nothing
Then one for the first skill has rolled a double. I'm thinking it should still be block though considering that is what they do most of the time.
The basic path for the Chaos warriors will be block, then guard, then mighty blow - or should I take a risk and have mighty blow first?
Beastmen
With +ag, +str, block
With block, mighty blow, piling on
With tackle and wrestle (probably strip ball next)
With block
With nothing (will get wrestle when finally skills)
Then one with block has rolled double 5. So any skill, +mv, +av? Maybe diving tackle follwed by tackle next? Or do I need a fast beastman? Or just get leader to save tv?
And finally one has rolled a double for its first skill. I could make a passing beastman I guess?
Feed the ag4 player with some startling plays?
Reason: ''
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Re: Chaos team progression with a fistful of doubles
You need more hitting power. One beastman with Wrestle is enough. Definitely don't get a second one. You have enough Block to start someone down the slayer path right away. Your next beastman to skill up could follow the path: MB, Claw, Piling On, Block. Switch Claw and Piling On if your opponents warrant it.
All in all, I'd actually be inclined to skip the doubles for now since they are first skills. Doubles skills are obviously good for Chaos but as first skills they're not too useful. As later skills doubles are much better. A move 7 beastman wouldn't really have a place on the team. Finally, do not take Jump Up for the eventual combo with Piling On. It will take forever to make a useful player.
Edit: I saw that the doubles beastman already has Block. Dodge, Diving Tackle or Leader are all good choices. Diving Tackle is better for warriors since they're harder to shift. I wouldn't go down the passing route because you need at least two additional skills (Strong Arm, Sure Hands) to make him any good at his role. Passing will obviously sometimes be needed (desperation plays and 2 turn scores) but in that case you should use the +AG beastman.
All in all, I'd actually be inclined to skip the doubles for now since they are first skills. Doubles skills are obviously good for Chaos but as first skills they're not too useful. As later skills doubles are much better. A move 7 beastman wouldn't really have a place on the team. Finally, do not take Jump Up for the eventual combo with Piling On. It will take forever to make a useful player.
Edit: I saw that the doubles beastman already has Block. Dodge, Diving Tackle or Leader are all good choices. Diving Tackle is better for warriors since they're harder to shift. I wouldn't go down the passing route because you need at least two additional skills (Strong Arm, Sure Hands) to make him any good at his role. Passing will obviously sometimes be needed (desperation plays and 2 turn scores) but in that case you should use the +AG beastman.
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Re: Chaos team progression with a fistful of doubles
Wow, went all conventional and have played 2 games, both where the opponent quits in the first half after taking a couple of bad cas's. Online blood bowl. Its special.
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- mattgslater
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Re: Chaos team progression with a fistful of doubles
I hate that. Hate hate hate. My Humans took 3 concessions in their first 9 games, just because they got control and did a little damage. Happy to eat your MVP, but come on, dammit, fight!Chris wrote:Wow, went all conventional and have played 2 games, both where the opponent quits in the first half after taking a couple of bad cas's. Online blood bowl. Its special.
Reason: ''
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.
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.
- the.tok
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Re: Chaos team progression with a fistful of doubles
+1mattgslater wrote:I hate that. Hate hate hate. My Humans took 3 concessions in their first 9 games, just because they got control and did a little damage. Happy to eat your MVP, but come on, dammit, fight!Chris wrote:Wow, went all conventional and have played 2 games, both where the opponent quits in the first half after taking a couple of bad cas's. Online blood bowl. Its special.
It usually makes me very angry.

"Did you come here to play bloodbowl, or what?"
I usually give up finding another match afterwards...
I don't mind if there is some RL explanation, like "my GF is getting mad" or whatever, RL prevails, but just because you're losing/taking 2 CAS is NOT a good explanation. It's ironic how they can have a killer-built team and can't stand a CAS sometimes

At least in TT it happens less, and you get him to buy you a beer for that

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Re: Chaos team progression with a fistful of doubles
Totally agree. We're doing our best on FOL to limit this by warning anyone with above average concession rates that they need to reduce for the next season or they will be booted. Since we have several thousand coaches now and are one of the busiest open leagues in Cyanide BB we can afford to be a bit more stringent. I just wish they'd have the option for the 51SPP rule (or indeed some control for admins) on Cyanide 

Reason: ''