- Normal: Block, Tackle, Stand Firm, Prehensile Tail, Disturbing Presence/Guard/Pass Block
- Doubles: Diving Tackle, Dodge, Side Step
- Stat Increase: +ST +AG +MV
This guy is more of a luxury but can be really helpful for marking receivers. Start with Block to make it harder to remove his tackle zone, then Tackle to negate Dodge on receivers. Stand Firm will stop you getting pushed away on a blitz and it is unlikely you will get Side Step. Prehensile Tail to make the dodge away harder then you can consider a few skills. Disturbing Presence will make it harder for receivers to get the ball (and perhaps cover more than one), Guard cause you can never have too much, or Pass Block to cover more receivers against a passing team. Doubles you will want Diving Tackle which combines really well with Prehensile Tail for a massive -3 to dodge rolls. Then Dodge to keep him on his feet as Stand Firm will do just as well as Side Step. Shadowing could be useful at a pinch very late on but most the players you will be marking have a greater movement than you. Stats, +ST you rarely pass up, will make it even harder to blitz you away/down and let you hit back easier, +AG can help with picking the ball up if they fall over or let you turn him into a different build. +MV will let you cover more of the pitch and make even make Shadowing worth taking.
- Normal: Sure Hands, Strong Arm, Extra Arms, Kick Off Return
- Doubles: Pass/Accurate, Sure Feet
- Stat Increase: +AG, +ST, +MV
You can build a fairly good Passer with a Beastman despite their appearance. I’m not entirely convinced you need to do that though. A well built Chaos team should be able to cage really well anyway and you can perhaps get by making the odd pass if you need to without a dedicated passer who doesn’t add much else to the team. If you do decide to build one you may want to wait for one who gets a double for the first roll as they need one more than other builds. Otherwise start off with Sure Hands to pick up the ball, Then Strong Arm to aid passes of short range and above. Extra Arms makes the pick up easier (at a pinch can be used a ball carrier in a cage though he has neither Block or Dodge) and Kick Off Return to cover more of the backfield after a kick. For the doubles roll you can either get Pass for the reroll or Accurate would make the pass easier if you can keep a team Reroll spare. After that Sure Feet can make passes shorter as would +MV. +AG is great for all ball handling, but +ST kinda ruins it and early on I would go more a ball carrying route, late on I may even shock horror take the double instead. This is the danger of building the passer and then rolling +ST though!
Chaos Beastman Summary:
As you can see there are quite a number of ways to build Beastmen and you need to have a selection of different types to get the best out of a Chaos team. I haven’t put Kick in any of the builds, though I will usually find room for it on every team. I suggest giving it to a Utility Beastman, perhaps even as his first skill or after Block, it is too handy not to have it somewhere on the team. Now mutations are normal rolls for Chaos and traits have been removed, the teams can be built a number of different ways. Personally I think it is best to remain fairly flexible and have players to fulfil various roles. I haven’t even covered every possible option as they can be so versatile, I would personally also try and get a few more players with Guard than I have outlined. However this is big enough as it is and listing every possible build would get silly! You have to adapt to the skill rolls you get, what you already have and the other teams in your league as well, so nothing here should be taken as gospel. One such I have overlooked for example is a crowd pushing guy with Frenzy and Juggernaut for example.