Chaos
abbreviations
re-rolls = RR
spp = star player points
st = strength
ag = agility
Starting roster
4 Chaos Warriors (400k)
7 Beastmen (420k)
3 RR (180k)
I know this doesn't start with an apothecary, but that is least concerned when i build any team.
My priority is to make sure I start with 4 chaos warriors. Why? Because I like them. Seriously though, I do. But really seriously, they are the best guys for your team even more so than a Minotaur. I fill the rest with beastmen as that is pretty much the only other option to maximize getting those RR's. Chaos teams are pretty hard at the beginning stages of a team's career to gain victories due to lack of abilities. But they do have great strength with mediocre armor. Slowing down an opponent's offense they can do pretty easily, but the trick is to get the ball when the opponent is on offense before you fail a roll. Since none of your team players start with block or sure hands, getting started on offense and a continued defense is usually in the hands of Nuffle. The good thing about Chaos teams is that you usually don't need assists as you will have strength 4 all the time when you blitz opponent's.
Playing the chaos team is a bit tricky. First, you need to realize your lack of abilities and limit what you want to do. Try not to throw more dice than you need to before making that all important Blitz on the ball carrier (for example). Or don't go throwing a hail of blocks before picking up the ball for the Touchdown. You don't have the skills to maintain sustained turns of multiple dice rolls. Do the important stuff first if you can, then do all the flavor after...
Setting up your team for kick-offs!
This is kind of important as you won't have an apothecary on your first game and possibly second! So use your fodder guys, hence your beastmen, on the line when kicking off (I suggest you do this in all of your games). Better they get smacked than your chaos warriors! Back the rest of your team at least with two empty squares from the line of scrimmage. No need to be taking extra hits when it isn't necessary. Also, if the opponent has any frenzy players, keep your guys far enough away from the sideline so they don't get pushed off the pitch! Lastly, spread your chaos warriors out a little so they don't end up balling up. This helps minimize casualties although marginally. And allows them to quickly surround an area.
Ok. Now, in the rookie season of play, what you want to do is get that ball to a chaos warrior for those valuable TD's and spp's. Their high strength along with "human" agility makes these guys one of the better stronger players of the game and can be leveled pretty quickly at the beginning. So utilize this and get them their spp's while you can. Also, when a chaos warrior has the ball, this does help discourage one man blitzers from the opponents on your ball carrier. you can use this to your advantage! Just don't forget to still make that box to protect him. If you are aiming at getting wins (which i always do), then wait to score until you have to, the risk is too high to hold on to the ball, or at the last turn. Take your time and try pounding the opponent down. The less players they have on the pitch means it will be more difficult for them to provide an offense the next time they get the ball. If you are getting pounded, then it is best if you don't score right away as this will mean that it will be easier for them to make a faster moving offense. And don't forget to use your beastmen to help minimize assists against your chaos warriors! I usually leave one beastmen free so that I can blitz with him just in case for the next turn! Up to you though. its your team!
When starting to build your team from games, get an apothecary ASAP! Then focus on getting your minotaur. The faster you get him, the more chances of him getting spp's. The only time you should side-step this goal is when you lose a Chaos Warrior to an injury (-1 strength or death). DO NOT replace your beastmen until you get 4 chaos warriors and a minotaur. After you get all your bigger guys, then start replacing your beastmen if you need to. Try and utilize your instincts when you want to use your apothecary. if you feel that you may need it later because the game is bloody, best save it for your warriors or minotaur if you got one. As i mentioned, beastmen are fodder!
Once your team has gotten past that rookie title, try and focus your spp gain-age on only a few of your beastmen, minotaur, and all of your chaos warriors! As I mentioned, your beastmen are fodder! Your minotaur, when you are able to get him, is the next one to try and focus some spp gains! Although giving him the ball and actually scoring a TD may be a challenge, it may help you in the long run (although you may lose a few games because of it). With my play style, i utilize my minotaur the first chance I get! usually this is via a blitz action and has generally a 20% chance to fail and cause turnovers. So i am guilty on that part. I recommend you not to do that...lol.
Try to keep your minotaur covered. He should always be near the biggest action on the field, but you don't want him to tied up into things either. His frenzy ability is great, but can also screw you over too. So try and make sure a few guys are around him for back up or to help free him up for blitzing....
Overall starting guide
Starting team build should be:
4 chaos warriors
7 beastmen
3 rerolls
save your money for an apothecary first. Should be within a game or two (unless you are extremely unlucky)
Then shoot for the minotaur.
DO NOT replace any beastmen until you get the minotaur. Only replace the warriors if they suffer -1 strength or death.
lastly, start replacing beastmen when you have the extra moola!
When playing in game, focus gaining spp's on your bigger guys to get them to level quicker (Chaos Warriors and Minotaur).
Moving on to building your team as you experience them up...
Chaos Warriors Stat increases:
strength = always - never hurts to have another non-loner big guy on your team!
Agility = only if you want to have a ball carrier warrior, otherwise never
Movement = never or if you are trying for a ball carrier warrior
Armor = never
skill gains:
1) Block - will help tremendously in minimizing RR usage and less turnovers being the main thing.
2) Grab/Claw/Guard - I usually pick guard first, but others choose differently to help level them faster!
3) Grab/Claw/Guard
4) Grab/Claw/Guard
5) Stand Firm
6) Foul Appearance - If the opponent can't make the block, all the more power to ya!
If you get Strength or doubles, I would definitely grab strength up first and maybe dodge. If you do grab dodge, then take claw out of there. Any further doubles, I would ignore (probably strength too, but that varies to how you feel).
Minotaur stat gains:
None! With horns, he basically already has a high strength. So I don't worry about that much. And everything else seems more wasteful than useful. I might with movement as I blitz with him a lot, but I never got to try it out as i never got that as an increase.
Minotaur skill gains:
1) Claw
2) Juggernaut
3) Break Tackle
4) Pro/Guard/Prehensive Tail/Tackle
5) Foul Appearance
6) Disturbing Presence/multiple block
If you get doubles, I would grab block. Block is simply way to useful for a big guy! If you do get block, then you don't need Juggernaut. Your choice if you still want to get Juggernaut, I normally don't if I have block as I don't blitz soo much! If I have block, I normally don't blitz nearly as much, so I usually pass on break tackle if i am lucky enough to get block at the earlier stages. Also, I usually go with Pro before Guard IF I don't have block. helps with wild animal in hopes of not killing off a RR. I tried going with Prehensive tail before instead of Pro or Guard, and it only proved itself mildly useful. Some people get dodge as a second double with the big guy. I don't. if its a big guy on big guy fight, I usually come out on top as I have others that back him up! Plus Horns helps quite a bit too!
Beastmen stat gains:
Strength = depends on build
Agility = depends on build
armor = never
movement = never
Strength I would take for smasher type beastmen, but keep in mind it is more on TV and that you may not really need it much due to horns ability. Agility I would take for up to the two ball carrying beastmen. 2 beastmen will become my ball carrying assets once I get block on all my chaos warriors! So, this only helps. if I get more (and that only happened once), I pass on it. More is a waste of strength!
Ball Carrying Beastmen skill gains:
1) Sure Hands
2) Big Hand
3) Extra Arms
4) Block
5) Dodge
6) Kick off Return
I pick these to minimize turnovers! Nothing more irratating than not being able to pick up the ball! Cost me quite a few games! I usually try to get two of these guys. And the first beastmen to tier up always goes this route unless I am lucky enough to get strength up right away! Then i simply wait for the next tier up with the next beastmen to do this route! If you want to get a little cookey, then try making a beastmen a passer. This adds flavor to your team, but does add more to TV. Not only flavor, but options giving your team way more versatility. If you get doubles with one of these ball carrying beastman guys, seriously think about adding pass (or even hail-mary pass if you want to be unique).
Smasher Beastmen skill gains:
1) Block
2) Claw
3) Mighty Blow
4) Piling On
5) Foul Appearance
6) Tackle
I would pass on any doubles for this build unless it is a strength. Even then I might pass on it as it adds to TV more than a regular skill choice. This is my flavor (most common) build!
Safety/Blitzer Beastmen skill gains:
1) Wrestle
2) Jump up
3) Foul Appearance
4) Stand Firm
5) Tackle
6) Dauntless
I usually only get one or two of these. maybe try for two if I have a full roster (which I never had. matter of fact, i never had one reach tier 6 yet either!). These guys are solely to get the ball out of the opponent's hands via knocking them down! (Strip ball in the later game is much more useless! So I don't ever pick strip ball! You might though if you want!) And they will find themselves in the mix of things because of it. Hence the reason of Foul Appearance. you might wish to get dodge instead of strength if you roll doubles! They generally don't stay on the pitch for very long even with a higher strength (dodge may let you escape from being mauled)! helps if you swarm the ball carrier first before throwing him in there. And expect him to get beaten often! he is that irritating to opponents that want to score!
Suggestions/Helpful Tips:
1) When you choose abilities for your player that increased in level, make him do the role that is intended for him as often as you can. This will help you minimize RR and turnovers. ie: my safety beastmen is the one that blitzes the ball carrier. No one else unless I don't have the option or the option to surf is there instead. Also, keep him around the ball as much as possible. And always between the ball and the endzone!
2) If playing in a league with a high amount of teams with the majority having block (ie: dwarves/norsemen), you may wish to make guard one of your all around abilities to ensure that you don't get out-strengthed by the opponent! You might find yourself in a very bad situation if you don't!
3) If you choose not to pick the same as me, try very hard to pick skills and abilities that will lesson your need of team RR's. You will eat threw team RR's pretty fast! Especially when you first start your team!
4) Don't ever forfeit a match within your first 5 games! Those spp's and gold coins are too valuable to be given away to others! I personally never forfeit unless the timer is 40 sec for each turn! lol
5) Don't get discouraged. This isn't an easy team to play against or with! They generally have high offensive strength, but with no skills to help!
6) Keep in mind about picking skills and the value of them are. Doubles skills will up your tv more than regular skills. Strength and Agility skills will be more too. So, if its something that doesn't fit well with your scheme, don't pick it. You are just undervaluing the skills you are picking!
Offensively, charge into your opponent and start bashing. Sooner or later, a hole will open up and you can start walking/jogging/running all out through it. Don't forget to try and protect your ball carrier though or you may find the ball carrier facefirst into the "astrogranite." If playing against a full out bash team like the dwarves, you may want to keep a few players on the outskirts to keep your options open or specifically attack an area keeping backup out of opponent's tackle zones. The table can turn fast and you may find yourself getting pummeled instead while on offense. So you may need a quick out. Make sure you have one. When playing against a high agile team like the elves, keep your box tight! They have an easy time of still getting to the ball carrier. Use your whole team if you have to to protect the ball carrier. if they get to him and the ball squeeks out, it is very likely that the opponent will rocket that thing off to no-man's land making it a long time before you get it back! Make sure you protect it starting from the kick off!
Defensively, let your chaos warriors get up in there with your beastmen right behind them fending off possible assists or filling any escape routes. And let the minotaur lead the charge. his strength 6 should 80% of the time plow a hole into the opponents line disrupting it! make sure you try and protect him as much as possible when you do this! Against high agile teams, if the ball pops lose, get it! And make it a priority to at least surround the crap out of it before attempting to pick it up. Against other bash teams, keep pushing towards the ball and keep the game as a bashy one until you can get the ball and gun it out of there. Keep in mind you may still need to form a box as some bashy teams have those players that linger on the outskirts and can move like elves!
Hopes this helps and hope to see some feedback and what others think and of the things they would change!