With my theme being an all cow Slannesh team, I thought I could use a minotaur for muscle and be done with it. Purdy Breetches was a great player, but always ended up missing the next game. So I was thinking about some skills and mutations I could try to keep the Slannesh theme going while getting the team more competetive. So far I got out of thirteen players: Two with disturbing pressence, one of those having catch (safeties), Two with block, One with guard, One with pass, One with sure hands, and the last five are rookies. Keep in mind, I barred myself from taking frenzy (Khorne), or Chaos Warriors. So instead of going all bash, I need to mince my cows around Sasjhwa's defenders, and especially his Nurgle team. Here's some of the skills I had in mind: Block, Tackle, Dodge, Extra Arms, Piling On, sprint/sure feet, pass block, and MV/AG boosts are all planned skills. Very Long Legs on my safeties (interceptions), and leap if I can pull off the double roll... will go with leap first, then VLL to get my players out of some bad situations. Claw: to keep in theme, I'm trying to base my cows on daemonettes... not the ones that looked like Sinead O'Connor with castenettes, the newer ones. Foul (Dazzling) Appearance: Due to all the lack of bash, I figure one of the best out of the bashy game is to not get bashed. I figure on using this on a lot of my players to keep them my cows from getting blocked, and possibly burning a team reroll. Two Heads: Tactically, it's a must for what I plan on doing. It seems to me to be more of a Tzeentch thing than Slannesh (I already made a Tzeentch team with The Changers of Plays). So this is up in the air. Any advice would be welcome. I plan on keeping with the team... I admit, limiting my choice in players/skills brings out a new level of challenge and fun to the game.