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Chaos - Small Town Screamers - Team Log

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  #1  
Old 7th January 2012, 07:21 PM
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Default Small Town Screamers - Team Log
current roster

01 The Cryer - Minotaur - 21 SPP - Tentacle, Claw

03 The Sherriff - Chaos Warrior - 7 SPP - Block
04 The Preacher - Chaos Warrior - 8 SPP - Block
05 The Blacksmith - Chaos Warrior - 6SPP - Block

06 The Butcher - Beastman - 15 SPP - Wrestle
07 The Baker - Beastman - 7 SPP - Diving Tackle
08 The Candlestick Maker - Beastman - 14 SPP - Mighty Blow
09 The Village Idiot - Beastman - 9 SPP - Diving Tackle - MISSING NEXT GAME
10 The Bar Keep - Beastman - 8 SPP - Tackle

12 The "Local Seamstress" - Beastman - 7 SPP - Block


15 Spare Rib - Beastman - JOURNEYMAN
16 Replacement II - Beastman - JOURNEYMAN

3 Rerolls
8 Fan Factor
80000Treasury



---------------------------------------------
Longtime lurker, first time poster

Im playing in a league with a few tweeks (NO stat increases being the biggest), and have decided to restart a chaos team in time for the rule changes, and heres how it stands after the first match:

The Small Town Screamers:

01 The Cryer - Minotaur - 9 SPP

02 The Mayor - Chaos Warrior
03 The Sherriff - Chaos Warrior
04 The Preacher - Chaos Warrior

06 The Butcher - Beastman - 5 SPP
07 The Baker - Beastman - 3 SPP
08 The Candlestick Maker - Beastman
09 The Village Idiot - Beastman
10 The Bar Keep - Beastman
11 The Tavern Wench - Beastman - 1 SPP
12 The "Local Seamstress" - Beastman

2 rerolls
5 Fanfactor
1 Apothecary

20,000 treasury

----

The first match was a 4-2 loss to a developed halfling team, with the majority of the TDs against being scored by thrown halflings (and a lack of tackle). The plus side was no one died and the 50k winnings allowed me to immediately get the all important apothecary.

Now i am faced with 2 dilemas:
1) which skill do i go for on the minotaur? I know traditionally it falls between tentacle and juggernaught. If i go for the later and later roll a double i'd feel it almost wasteful to go for block and lump for tackle instead. If i go for tenticle then i know it will last me for the whole league as a massive roadblock, no matter the opponent. Any guidence?
2) Do i priorities a 3rd reroll, or 4th chaos warrior?

Last edited by Orient; 10th March 2012 at 04:37 PM.
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  #2  
Old 7th January 2012, 09:13 PM
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I don't play Choas much but the way you progress your minatour probably depends on your likely opposition. Lots of agility teams and tentacles is likely to be more beneficial. On the other hand if your league is bashy heavy with high AV teams you probably want to get the MB PO and claws combo asap.

With regards to the Choas Warrior or RR, Choas early on probably find the extra RR more beneficial but if you go this route I would suggest that you get a lot of guard to compensate as you could find yourself getting easily out bashed.

As I said above I dont play Choas much and there are other people who participate on this website will probably give you better advise. All the best though.
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  #3  
Old 7th January 2012, 09:48 PM
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I'd definitely go for a 3rd re-roll first, the lack of basic skills such as block and sure hands will cause turnovers more painful than the lack of 1 Strength 4 player, especially with the Minotaur already on board.

Not sure I see the benefit of so much starting fan factor, unless you're under an older rulebook than the CRP, but that's not something that can be changed.
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  #4  
Old 7th January 2012, 10:22 PM
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in our league everyone gets a bonus 5FF after team creation (adding a further 50k to team value). Theres a varient rule in the rulebook for free fanfactor that doesnt incur a boost in team value, but we felt that fanfactor could play such a huge bonus (that +1 or even +2 fame to kick off rolls is never to be underestimated) that it should be included

But thank you for the advice thus far. I'll keep you informed how the next few matches go

Last edited by Orient; 7th January 2012 at 10:33 PM.
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  #5  
Old 16th January 2012, 04:09 PM
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I opted to go for tentacle on the minotaur as i know how much annoyance it causes around the league (a prior seasons beast of nurgle was a source of much loathing), which turned out rather well as my 2nd match was against a Goblin team last night

My opponent had 40k team rating on me, so not enough for any inducements, plus it meant no bribes for him... definately a massive plus to help mitigate the usual multi-drive fanatic shinanigans i would have expected to face. The goblin team was comprised of a 2 trolls (one with block), a fanatic, a looney, and a whole mass of goblins (one with catch), so i knew it was going to be a bit tricky with an unskilled chaos team.

We both suffered a lot of dicing mishaps, which soon became a source of mutual hilarity - 9 really stupid rolls for his trolls, and hitting a goblin ball carrier with a minotaur then blitzing it and rerolling the blitz for a grand total of FOUR 3 dice blocks and not one of them coming up . With the scores even i had a chance to go 2-1 up in the last turn of the second half, but with a 3 dice block to get a goblin out of the way and score it came up and no reroll to hand... yep. By this stage the match had really decended into comedy and both me and my opponent were in good spirits laughing at the mutual suffering. On the plus side, i manage to kill a goblin with a chaos warrior... who subsiquently got pummelled by a troll and jumped on by a goblin for justice. The "Local Seamstress" was killed by a goblin, but saved by the apothocaries magic sponge - a former dissatisfied customer there perhaps? The one aspect of my game that didnt let me down at all was Passing of all things. PASSING. With a chaos team. 2 completions, so cant sniff at it.

However, the "true moment of comedy genious" award of the match lay with the big guys. Goblin ball carrier manages to escape the tentacles of the minotaur on a reroll to run over to a troll with the hope of being hefted toward the end zone... only for the troll to try and eat him. Good times.

Match ended in a 1-1 draw, with the casualties being 4-1 to me, and earning 30k. No loss of fanfactor, so cant complain. Whacked the MVP on the chaos warrior and gave him block, and also managed to skill up a beastman and give him wrestle... need someone to take down those ball carriers.

Team currently looks like this:

01 The Cryer - Minotaur - 11 SPP - Tentacle

02 The Mayor - Chaos Warrior
03 The Sherriff - Chaos Warrior
04 The Preacher - Chaos Warrior - 7 SPP - Block

06 The Butcher - Beastman - 6 SPP - Wrestle
07 The Baker - Beastman - 4 SPP
08 The Candlestick Maker - Beastman
09 The Village Idiot - Beastman - 2 SPP
10 The Bar Keep - Beastman
11 The Tavern Wench - Beastman - 1 SPP
12 The "Local Seamstress" - Beastman

2 rerolls
5 Fanfactor
1 Apothecary

50,000 treasury

The plan for now is get another reroll ASAP. I think i can survive another match or two on a team this size as long as they dont get too beat up. After that its chaos warrior, then fill out on 1-2 more beastmen
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  #6  
Old 18th January 2012, 11:14 PM
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Third game down and its left me with a minor quandry. I faced off with against a new player with a new orc team fresh off the sprue for their first game. I knew the game would be messy from the get go when we rolled a double 1 for weather... Time to break out the SPF 50.

The orcs recieved and drove in hard, pushing down my right flank. Things swiftly took a turn for the worst for him when a crowd surfed blitzer had its neck broken on turn 3. For a guy new to the game he played with real guts and determination - but the dice were against him all match. Both teams burned through rerolls with alarming speed, but by turn 6 the green skins finally had it in the end zone for a 1-0 lead. Then the heat kicked in. Due to injuriesa. (including The Tavern Wench taking down a black orc) and the weather only seven orcs came onto the field for my turn 6 against a full eleven chaos. I hammered my way up the side of field screening the entire orc team into contained lump for The Baker to score on turn 8. All that effort had clearly got to the poor lad as he had to have a lie down from the warmth.

The second half was even less forgiving to the orcs with more injuries and more victims of the climate having to rest in the shade, and it swiftly went 2-1 up to the Screamers. With final touch down in my turn 8, and with only 3 orcs currently on the field at that point, it left me with a clear 3-1 lead and the orcs 1 turn to do their worst. By this time, my teams sunscreen had worn off and a huge four of them had to rest of the final turn. 5 orcs managed to come back onto the field, and a to add insult to injury a blitz was rolled on kick off, giving me the chance to negate the greenskins chance for 2 dice blocks. They finished with a florish and the lineman landing a successful quick pass to an unmarked blitzer

Final score: 3-1
Casualties: 5-0 to me
+1 Fan Factor
40 winnings

MVPed another chaos warrior (the luxery of choosing our own mvp in our league is not to be under rated), and a lot of players are now a single point off getting their first skill, so the next game may have to involve a few pass attempts to farm some SPP.

team update:
01 The Cryer - Minotaur - 13 SPP - Tentacle

02 The Mayor - Chaos Warrior - 7 SPP - Block
03 The Sherriff - Chaos Warrior
04 The Preacher - Chaos Warrior - 7 SPP - Block

06 The Butcher - Beastman - 6 SPP - Wrestle
07 The Baker - Beastman - 7 SPP - THE PROBLEM
08 The Candlestick Maker - Beastman
09 The Village Idiot - Beastman - 5 SPP
10 The Bar Keep - Beastman - 5 SPP
11 The Tavern Wench - Beastman - 1 SPP
12 The "Local Seamstress" - Beastman - 5 SPP

2 rerolls
5 Fanfactor
1 Apothecary

90,000 treasury

So The Baker has 7SPP and rolled a double. WHAT DO I GIVE HIM? Im tempted to go with conventional wisdom and choose something like diving tackle or pass, but is it too early in team development for that?
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  #7  
Old 19th January 2012, 07:02 AM
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I would go with diving tackle
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Old 19th January 2012, 02:21 PM
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Giving him Dodge and making him a designated ball handler is also an option but he'd be a bit of an easy target for the oppositions Tackle players so Diving Tackle is probably the better choice.
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  #9  
Old 19th January 2012, 04:35 PM
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thanks guys - going with the diving tackle on him. How would you suggest he goes after that? wrestle -> tackle?

Reguarding the other three beastmen lurking at 5 SPP, i was thinking of making two as killers, and one as a ball carrier. Or would another course of action be prudent?
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  #10  
Old 20th January 2012, 06:58 PM
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You need killers ASAP so stick to that and make a ball handler out of the first to get +AG. For the ballhandlers would be, choose block as first skill if they roll normal, then you have a second chance to get +AG fast.
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