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Thread: Best build for future Ultra-Violent Chaos team...?

  1. #1

    Best build for future Ultra-Violent Chaos team...?

    1000000gp for starting team in ongoing league.

    Will be starting fresh amongst Veteran Teams

    10xBeastmen
    1xMinotaur
    4xReroll
    1xFF

    FF will work it's way up all by itself.
    First purchase will be apoth.
    Replace any killed/retired beastmen with Warriors in the future.

    Skill tree pretty much all the time (being that this is ultra-violence) will be, block, Mighty Blow, Claw, Tackle, Guard

    Any +AG or +MV will make me a scorer.

    Nice thing about this league and chaos is that teams cannot 'dodge' you b/c they don't want to fight a violent team that spams mighty blow and claw. Eventually you'll start to feel bad and go over to another team....that's what will force me to retire eventually.

    Anyway...any wiser builds/ideas for a new team?

  2. #2

    Re: Best build for future Ultra-Violent Chaos team...?

    Ultra-Violent you say?

    Skip the FF, it's useless.
    Skip the mino it's a liability.

    7 Beastmen
    4 Chaos Warriors
    3 Rerolls

    Make one or two blitzer beastmen with the following "build"

    Step 1 get Mighty Blow on Beastman A
    Step 2 get Claw on Beastman A
    Step 3 get Piling On on Beastman A

    I would give the CWs block, guard and MB, not necessarily in that order.

    Throw in some utility skills like tackle and block on the rest of the team as you see fit. Enjoy the bloodshed.

  3. #3

    Re: Best build for future Ultra-Violent Chaos team...?

    Played around with some chaos teams and tryed some diffrent orders to set up a great killing team. I played with the same setup as mentioned earlyer.

    7 x beastmen
    4 x chaos warrior
    3 x reroll

    First time:

    i went for same order on 3 of my CWs block, mighty blow, claw, tackle, piling on. had no luck with skill ups on those 3.
    1 CW got agi on first roll, so made him ballcarrier and gave him sure hands, block, and rolled +2 str. He were a nice truck!

    all beastmen went for guard tackle block and after that did i experimented to try some new stuff.

    that team worked kinda nice on the killing front but could barely handle the ball so lost some games at that.
    .
    won 2 times with this set up because the opponent couldnt field any players.


    Second time:

    decide to keep my war almost the same this time block,claw, mighty blow,tackle, piling on... (swaped claw and MB)
    this time i made most of my beastmen go for block guard tackle, prefered that order also tryed to add a passing game for my chaos team (yes i said passing and chaos in the same sentance ). gave 1 beastman hailmarryspass and sure hands, and had 2 beastmen go for diving catch. guard.

    start of my drive i ll just try and beat up as much stuff as possible and my hail marry beastmen grab the ball and stay far back out of danger. when the opposition started closeing in on my ballcarrier i let the 2 beastmen with diving catch run towards the end zone, did a hailmarrypass and hoped 1 of the 2 would catch the ball. worked stunningly well. but soon were my 2 catchers slained and i decided to start over.


    Third time here we go:

    CW: block, tackle, mightyblow, piling-on/claw
    double: jump up, very usefull.

    this time i tryed make my BM specilaised in more diffrent areas.

    ballcarriers had 3 (started with 2) of them (1 died)
    extra arm, sure hand, 1 with big hand and the other 2 with two heads, block/guard
    double: dodge, jump up
    i took block kinda late because if they would need it then i probably faild at protecting them in the first place .

    1 Ballstealer:
    strip ball, juggernaut, tackle, 2 heads
    double: dodge, jump up

    were quite good on getting the ball.

    1 crowdsurfer:
    juggernaut, frenzy, tackle
    double: jumpup
    thats what i planned for him, but it ended up like juggernaut, frenzy , +2 MA, jump up. (lucky fella almost like witch elf with horns xD)

    1 marker:
    diving tackle, tackle (rest of him turned out like the killers)

    2 killer BM.

    later on i got a support BM with guard, kick, dirty player and replaced injured players. (also got another marker +1ag diving tackle, tackle, shadowing, Prehensile tail, he were mean) also added a minotaur with tentacle guard to keep people in place.

    this setup lacked guard but so did the opponents so wasnt needed in this chase.


    hehe maybe more than you asked for but worked relly nice on the killing front as well as the scoring. suggest if you think the set up could need something i might have left out.

    have a nice day!
    Coach for Verminton Tailgunners & Redskin Riot!

  4. #4
    Librarian zerodemon's Avatar
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    Re: Best build for future Ultra-Violent Chaos team...?

    I agree that you should skip the Mino early on. Max out on Chaos Warriors and grab an Apoth. ASAP. Thing about Chaos teams is you have no positional players.

    Best skills to whack on your Chaos Warriors early on are Block, Mighty Blow and Stand Firm, since they'll be the boys standing on the line. Diving Tackle is a nice skill on a double for burning through enemy re-rolls, even for high AG teams like Elves. One with Grab is also fairly handy for yoinking exposed players in to especially dangerous blocking predicaments.

    Beastmen should be made in to positional players. Give your first beastman with a double Pass. There are several nice builds I use on my Beastmen.

    Frenzy and Mighty Blow gives you a weaker but much more reliable mini-minotaur, ideal for Blitzing or knocking badly placed opposition in to the crowd. Giving him Claw as well makes him a brilliant armoured positional player hunter.

    Block and Guard gives you flexibility against stronger teams on the front line. Nobody likes fighting Black Orcs. Popping this guy on the line with your Chaos Warriors makes him a priority target, but keeps your stronger Warriors standing and as long as he doesn't get stunned, KO'd or injured on the first block, can give you ST5 blocks against those pesky strong players.

    Give a beastman dirty player. If lost for what to use doubles on, Leader is a free re-roll, which always comes in handy. Once you have a Leader, Dodge is always, ALWAYS a good idea.

  5. #5
    Librarian the anti santa's Avatar
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    Re: Best build for future Ultra-Violent Chaos team...?

    Listen to Mr_Foulscumm he knows what he is talking about.

    But I would add if the league is very short then the Mino can be useful since it is easy to get 6 dice from him thanks to horns and frenzy you will just need 1 assist against ST3 when he blitzes and he comes with MB. But as soon as you get some killer skills on the beastmen they are better used to blitz with and as the Mino costs so much he will just weigh you down in longer leagues.

    If you care about winning as well as slaughter then you should also develop a ball carrier, ideally a beastman will get +ag, but sure hands is never a bad choice along with block.
    Games with Slayer in 2005
    Won/Drawn/Lost 18/6/11

    Games with Wood Elves
    Won/Lost 13/5
    There are few problems in life that can't be solved with a really big axe!
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  6. #6
    Chapter Master Red Skullz's Avatar
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    Re: Best build for future Ultra-Violent Chaos team...?

    This is the most violent chaos team I know of, check out that mino...!
    http://www.anarchy.bloodbowlleague.c...asp?p=ro&t=duf

    Check the match record by clicking the link in the bottom right corner, also you can look at each player by clicking on one of them in the roster.

    R
    My newest plog Chaos Daemons & Blood Pact Armoured Company .
    Space Wolves, the 13th Wolfwing, O&G army WAAAGH! Red Skullz, and last but not least my Blood Bowl teams.

    Team Anarchy, a norwegian gaming community.

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