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Go Back   Blood Bowl Tactics Forum > Blood Bowl Tactics and Strategy Forum > League and Team Development Tactics

Chaos - Agility 4 Chaos Warriors and Strenght 3 Skinks

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  #1  
Old 4th May 2011, 11:26 PM
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Lightbulb Agility 4 Chaos Warriors and Strenght 3 Skinks
So I bought this game on the recent steam sale and am really liking it, just starting to play some games vs real people. Might even get back to modeling if theres a local group.

I've been rolling with Chaos, mostly because I think mutations are cool but also for good reasons like the flexibility of their development.

My first game was against a high elf player, he kicks off and I ran out of time on my turn 6 before I could finish reforming my cage, so he managed to get the ball out of my hands
Felt pretty lame but I stopped him from scoring and it started snowing in the second half, dice gods took pity on me and evened things out I suppose.

I managed a win and one of my warriors leveled up! Perfect, except that he got +agility. I couldn't not take it, so now I'm here looking for more experienced players thoughts on what unique development route I could bring him down or if I should just treat him as a normal CW with extra mobility.

My plan is to pickup the essential block+guard, later adding disturbing presence, and place him at one of the forward corners of my cage.

In addition to the mobility granted by AG4, I have a special tactic in mind for him. If I place him in a cage he will most likely be the strongest corner, and so the opposing coach will try and hit me from the other side. When he marks my ball carrier from there, I can just slip Mr.AG4 the ball, dodge through a tackle zone and touchdown right? I use this tactic sometimes already, when I have rerolls left.

Should I do something more outlandish? Is disturbing presence not good? It seems even better than dodge for keeping your dudes standing, without the obvious benefit of rerolling tack zones. What should I be doing with this guy on the pitch?

Thanks for your input
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  #2  
Old 4th May 2011, 11:46 PM
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Hello,

I think a Mv5 "rusher" isn't the best use of a Ag4 chaos warrior but I will expect a lot of people to say to get dodge next on any doubles. I think Guard is also a waste on this player but block should be considered (depending on level rolls of course). Anyway on to some different builds...

Thrower - Normal strong arm and then Block / Surehands. Doubles going for Pass / Accurate.

Claimer - Normal Stripball / Big hand then move onto Jug / Wrestle. Doubles Dodge.

Intercepter - Normal pass-block then Very Long Legs / Extra Arms / Standfirm. Doubles Catch

Leaper - Normal Stripball / Tackle / Horns. Doubles Leap *note you will need to roll leap as a first or 2nd skill for this build*
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  #3  
Old 5th May 2011, 01:02 AM
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I think you could do a lot worse than making him your killer, with block, Mighty Blow, Claw/Tackle and Piling On on singles and dodge on the double. The AG makes him brilliant for this as you can dodge out and target specific opponents, and it is really easy to make other players your ball handler and have them do the job just fine with access to mutations.

As any elf coach will tell you, AG4 plus Strong Arm doesn't make a thrower you can bet your house on so for this route you need doubles and there's no guarantee those will come.

Whatever happens, I'd take Block next skill. Without it he can get knocked on his arse pretty easily which is not what you want from a Chaos Warrior, as there'll be times he has to do the standard job when caging.

You were right not to turn it down. AG-boosted Chaos teams are about as good as it gets in BB.
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Old 5th May 2011, 05:45 AM
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Interesting thoughts!

I do think I'll make him a killer as Barninho suggested! I quite liked my AG3 killer in my single player games, I can see how he would benefit the most from the movement.

If my next roll is doubles I might take leap though, just saying.
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  #5  
Old 5th May 2011, 08:50 AM
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On the thrower point, while it lacks the re-roll of pass or the short pass benefit of accurate, strong arm is about as good as the Chaos team gets for throwing, but I usually reserve it for a beastman.

Also while a its a +1 and not as effective as the re-roll for dodge, don't forget two heads can be taken on a normal roll to give you a further dodge modifier, effectively making him agility 5, so if you chose to play to that role he can develop.

Overall though its still a bit tough to define the role with AG4 an MV5, but for sure he would make a good player to pick up loose balls and generally be a nuisance. Sure hands might be an option in that case too.
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Old 5th May 2011, 09:48 AM
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I think a killer is the wrong way to go, but each to their own. Any chaos player can be built into a killer and Ag 4 killer seems like a waste (take double heads if you want to dodge to hit things).

Edit- Also consider you have lost a killer skill by picking +Ag. No Claws, MB, Block, Tackle, Frenzy, Pile-on...
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Old 5th May 2011, 01:21 PM
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Yeah, I wouldn't build this guy as a killer.

I had one once that went +Ag, Leap and Block (in that order). He was close to another skill when a dwarf went and smashed his collar bone! I probably would have given him Very Long Legs and Guard next. VLL makes the leaping safer and Guard means you can jump him into key locations in a scrum. Pass Block was also an option, as he would intercept on a 4+ with VLL. He was a lot of fun while I had him though and adds definite surprise value when he pops over your opponents screen and smacks the ball carrier out of the blue!

A private league that I play in had a monster Chaos team with two Ag 4 warriors who both had Block, side-step and Guard. They were serious pains in the arse and great for closing down the wide-zones.
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  #8  
Old 5th May 2011, 04:38 PM
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I'm not keen on the idea of going down the Leaper route with him 'only' being AG4, (I only take it on AG5 normally) but I have to admit I didn't realize it combined with Very Long Legs to make it more reliable.

I'm personally not that imaginative with my Chaos Warriors, I like to have 3 guard-types and a killer. Listed the killer build off the top of my head but thinking about it I'd leave out Piling On and have Frenzy instead. An AG would normally become the killer and a ST guy would definitely be one of the guards.

Assuming you get doubles I like the leaper build a lot more than I did. What puts me off is that there's no guarantee of the double, so I wouldn't want to build towards a leaper unless I knew I had Leap and AG.
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Old 6th May 2011, 12:26 AM
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Thanks for all the input you guys! I'm glad to see there are conflicting opinions with strong arguments, sure sign of depth in a game.

Good to know that you don't have to have dodge for two heads to work, I'd only ever seen it on gutter runners.

I see that I'll have to think quite a bit on this one.
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Old 6th May 2011, 07:12 AM
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Personally I'd use him as a key sacker. Give him wrestle, tackle, frenzy, dodge on a double. Then when playing the more elusive teams he can use his high agility to dodge away from a low importance target and bring down a higher importance one like a gutter runner, catcher or even the ball carrier with the maximum take down chance. When not blitzing most of these skills are still very useful.
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