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So i used to play bloodbowl probably 8 or 9 years ago. I played with a chaos team, that had a bunch of beastmen (7 or three chaso warriors and a two daemonettes (from the bloodbowl compendium) Used to be a great combination of brute force (from the chaos warriors) and agility (from the daemonettes). Then i would save up some cash and buy an ogre later on. He would really hold my line and boost my strength.
But i haven't played in a long time, i figure there are probably a whole bunch of differences. What can you guys suggest for a good loadout for a chaos team.
Well, first of all, go to Fanatic Games and download the Living Rulebook version 5, the latest one.
I do not know rules for Daemonettes, but in its current incarnation, Chaos is awful. I used to play it, and the lack of diversity combined with the utter inability to do anything with the ball with sucking up re-rolls, combined with the facts that horns is terrible when 8 players have it, meant that I dropped chaos.
Norse are actually a lot more fun to play now, using relatively similar tactics but with better ball control and more brutality (although they're also more fragile).
Hope it helps!
As of now, I play dwarves, Wood Elves, and Ogres.
"Politics is the womb in which war develops"
I've found that chaos is a slow-start team that can easily dominate if you play a league that lasts longer than 8 games or so. I started a chaos team because I've played chaos in just about every other GW system, and at first AKM is absolutely right - your ball handling is rough and you burn a lot of rerolls. I'd have to disagree on horns though, since having it on 8 players means 8 potential blitzers, instead of hoping one of your guys with horns is in the right spot.
In my last long league, my chaos team had a 6-game string of losses at the beginning of the league, but then went on to win our end-of-league tournament. severely beating teams that were much higher rated than it was. Get a few ball handling skills on some beastment and some beat-down skills on the chaos warriors, and it can be a very competitive team.
Maybe it's just me, but I played Chaos for 15-20 games before dropping them, and they were never good.
i now favor teams with more specialists, nad try to use tactical skill to place them in the right spot. Dwarves are a perfect example. Wood elves...well, even their generalists are as good as other teams' specialists, so the point is a bit moot here.
As for Beastmen, having 3 players with horns would be enough, IMHO. 8 of them is overkill. For the price of 5 horns, you could get an extra player instead.
If you insist on playing chaos, I advise the following:
- have your chaos warriors score whenever possible to boost their SPPs
- specialize a few beastmen as early as possible
- give Mighty blow to Chaos warriors before giving them block: statistically, they'll inflict more casualties, and will therefore gain SPPs faster.
- take the max number of chaos warriors, and reach a total of 13 players. Anything else, buy re-rolls with it, you'll need at least 5 to play effectively.
"Politics is the womb in which war develops"
I am sure you ahve read the living rulebook by now, so you knoe that there are no more daemonettes. You get a minotaur on your list, though. They are a bit of a mixed blessing because of their "wild animal" and "loner" rules. They can sometimes work amazinly well and totally run rampage, but sometimes they might toatlly kill your turn
(you will also find that the illegal procedure calls have changed).
The Chaos team starts very slowly but gets better the longer the season lasts. In the beginning the fact that your team is almost unable to just pick up a ball will drive you to tears, but once the star player rolls come in they will be very very good.
So as said before - get all your 4 CHaos Warriors in the beginning.
If you get an AG increase - take it, you need someone to handle the ball.
If you roll a double - consider taking Agility skills instead of mutations. again - you need someone to handle the ball.
Shut up and play.
Chaos is tough but with their strength, the bashy aspects can help against most teams.
Our current league is wrapping up shortly and it looks like the Chaos player is going to run away with it. Granted, he got lucky and got the agility bump on two warriors but he was able to inflict casualties to the point where he could score at leisure.
It can be a slow team on the field but their strength is definitely their strength. ;-)
Chaos with the reroll costs decreased to 60k is better to be played, and access for mutations on normal experience roll is good. Mutations got nerfed but they increase player's cost by only 20k. Mutations like Extra Arms, Two Heads and Big Hand are quite good for TD scorers. Claw is incredible too.
One nasty trick and easy to make is a middle-field player with Very long legs and Pass block. Can be a nightmare in an elf-heavy league.
Yes agility is very important you can't rely on crushing your opponent everytime, you need to be able to pick up the ball and hold on to it.
Yes dwarfs tends to perform exellent in the long run - when the get ability boosts
There are some home rules for one race chaos teams, i.e all beastman, all chaos warrior, or all demon available in one of the Blood Bowl gazettes, that might interest you. I THINK I still have the pertinant issue if you are interested in them.