1-2 of your Beastmen should get the sure hands skill to make ball handling easier. You are never going to score a lot of touchdowns, I average 1-2 a game, but you can do a good job of stopping the other team from scoring pretty easily(assuming luck doesn’t screw you over). You can pound most teams into the ground even early on. ![]() Use numbers to get you two dice on blocks, and always blitz every single turn, otherwise you are wasting the horns skill. Block a ton, but don’t just throw random blocks, plan it out. I put my Chaos Warriors on the front line and use my Beastmen as roamers. Start with 4 Chaos Warriors and 8 Beastmen(screw the big guy Chaos doesn’t need it), dump the rest into RR(3 I think), don’t worry about FF unless you have a bit left over as it goes up on dice rolls. ReplyĬhaos is great to play even early on. All the skills (especially at the start), high armor and thick skull makes it extremely hard to knock them out and get a numbers advantage.(And they seem to have a nasty habit of always making their rolls and causing injuries). Now the team I struggle most against and make me want to pull my hair out is dwarfs. Since the fast teams are weaker put as many of your players on the front line for kick offs to make it that much harder for them to advance. Also you can always keep a beastman back as a saftey just in case. Start by targeting Catchers and save your blitzes for open players who are looking to break away or for the ball carrier. If they can’t break away from you they can’t get ipen or run into the end zone and you free to pound on them. (They had four players left on the pitch.) Because Chaos has easy access to mutations, tentacles and prehensile tails can be extremely valuable in dealing with fast players with dodge. I recently beat a Wood elf team into the ground using this basic strategy. Stay on top of them is at all possible and don’t let them up. ![]() The Key to dealing with the fast teams is to not let them get away from you. Chaos Chosen Team Strengths:Ĭategories Blood Bowl 2020 Teams & Races Tags chaos If you can last through this period though they are one of the best in the game once developed. Expensive rerolls and no skills is very unforgiving and makes them really hard starting out. The whole team also has access to strength skills, so once you start to develop the team they can be built into one of the best in the game.įor beginners they really aren’t a good starting team. These mutations allow you to convert the players into a specific roll easily. Chaos do not have that luxury, though they do have easy access to mutations on their players. The other teams that have average agility across the board tend to start with ball handling skills to compensate. Early on a chaos team can be very hard to deal with as a result of all these factors. The trouble with chaos is that their players aren’t that cheap, their rerolls are very expensive and they don’t start with any skills. ![]() The fact there are a lot of them on the pitch means you can’t avoid them either. The beastmen benefit with horns and can blitz with good strength. Their chaos warriors have high strength yet can still dodge and ball handle as well as the average player. Loner (4+), Frenzy, Horns, Mighty Blow (+1), Thick Skull, Unchannelled Furyįavourd Of… (choose either): Undivided, Khorne, Nurgle, Slaanesh, TzeentchĬhaos teams have the benefit of being the most agile of the bashing teams. QTYĪlways Hungry, Loner (4+), Mighty Blow (+1), Projectile Vomit, Really Stupid, Regeneration, Throw Team Mateīone Head, Loner (4+), Mighty Blow (+1), Thick Skull, Throw Team Mate ![]() They rarely, if ever, worry about such minor considerations like picking up the ball and scoring touchdowns – not while there are any players left alive on the opposing team, anyway. A simple drive up the centre of the pitch, maiming and injuring as many opposing players as possible, is about the limit of their game plan. Chaos teams are not noted for the subtlety or originality of their game play.
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