Chaos Warrior Overview:
Chaos Warriors on the whole fulfil most of the typical roles that ST4 players for other teams. Getting stuck in the middle of a ruck and doing a lot of hitting, getting in the way of cages to slow them down, tying up opposition players and other such business. They do differ from the other typical blockers though in that they have AG3, so they can be used to handle the ball as well if you so choose. This allows them to skill up easier as they can dodge more easily and score touchdown with greater ease. Should you get a cage further down the pitch and need to give the ball to a Chaos Warrior to score, then you are generally no worse than if you had to hand it off to a Beastman.
Being that they are Chaos players as well, you can also get mutation skills for them fairly easily. You can complement the AG3 with some for better ball handling or manoeuvrability, make them hit harder than their counterparts, or give them skills to help tie up weaker more agile opposition. Now personally I would go the route that aids them most in the bashing game so you can stand up toe to toe with other hitting teams. Building this way will also make it easier for you to cage and run the ball more effectively. The Beastmen are faster and so perhaps are better left for most of the ball carrying work as well. Either player type can be used for defensively holding up the weaker agile players and I’ll get into that in more detail below.
Just because I recommend to build them into a more standard blocking player over anything else, don’t forget that they can still handle the ball if needed and you should take advantage of getting them down field on occasion to get some SPP from scoring touchdowns. Blockers typically skill up slowly and Chaos Warriors have that extra luxury not available to most other ST4 players.
- Normal: Block, Guard, Mighty Blow, Tentacles/Tackle/Prehensile Tail/Stand Firm/Grab
- Doubles: Dodge/Side Step/Diving Tackle
- Stat Increase: +ST +AG
It is probably best to build all the Warriors to start with Block and then Guard. These are the standard blocking skills and will keep them on their feet more preventing turnovers, get them more knockdowns and keep the strength in your favour against other Guard heavy teams like Dwarfs, or other ST4 players like Black Orcs and Saurus. After that adding in Mighty Blow will help progress them a bit quicker as by this point your Beastmen will probably be getting most the touchdowns. After that there are a lot of different skills that you may want to take. Stand Firm is great for holding the line, keeping Guard in place, protecting the wide zone and just generally being in the way. Tackle will be more useful in Dodge heavy leagues. Tentacles will be really helpful against agile players keeping them in place so they either can’t score or assist elsewhere and also let you hit them next turn. Prehensile Tail again will more likely keep players next to you to hit in your own turn. Grab again will keep players next to you, or your other players and can also set up easier crowd pushes, or create gaps to move a cage through.
Like Beastmen you don’t really need any double rolls for Warriors, there are so many great normal rolls which will add less to your team value. However if you want some suggestions, Dodge could be great keeping them on their feet as well as helping move a cage if you need to dodge, not so useful in Tackle heavy leagues though. Side Step can be selected if you don’t already have Stand Firm, letting you stay next to players to keep hitting them, or means you can’t be blitzed away if you have Tentacles/Prehensile Tail. Diving Tackle will combine well with Tentacles and or Prehensile Tail, really need to have Stand Firm or Side Step to prevent getting blitzed away though.
Stat Increases +ST is obviously great for both the blocking game and also makes Tentacles even more effective. +AG is more useful on a Beastman but you don’t really want to pass up the option to having AG4 players on the team, most useful earlier in the development as you can skill up accordingly. With AV9 already I think +AV would be a waste and I think there are more useful skills to take than +MV, which again would be more use on a Beastman.
- Normal: Block, Guard, Mighty Blow, Claw/Piling On, Frenzy, Tackle
- Doubles: Jump Up, Side Step
- Stat Increase: +ST
With access to mutations it would be a shame not to build at least one guy to take advantage of this build. I’d be careful about going overboard with it though as the rest of your league will just load up with Fend to cause you problems. So start off with Block, Guard and Mighty Blow as before, you could skip Guard but you could start to get out muscled meaning you aren’t getting any blocks in which would be a waste and make caging hard. Then Claw first in high AV leagues or Piling On in low AV leagues, then the other of those two next skill. After that Frenzy to get two hits on them or Tackle in Dodge heavy leagues. You don’t really need a double roll, but Jump Up would be the best choice, especially in combination with Piling On. Stat wise +ST is really the only useful one for this build, though I would would think twice before passing up +AG.
Chaos Warrior Summary:
As explained for Beastmen, Chaos can be built quite a few ways with the latest rules and the above are only the way I would recommend. You can certainly go differently if you wanted and there is no reason why you can’t focus on ball handling which would really surprise a lot of opponents. I wouldn’t bother with Juggernaut though, most of your blitzing will probably be done by Beastmen or the Minotaur if you have one on the team. Just don’t neglect the basic skills in favour of the more exotic ones or you will struggle in games where things don’t go your way.