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gazdajack



Joined: Apr 20, 2014

Post   Posted: Apr 24, 2014 - 14:34 Reply with quote Back to top

Good afternoon fellow Bloodbowlers.

https://fumbbl.com/p/team?team_id=770323

As a new Chaos player, I was wondering, what skill routes or mutations do you find work best with Beastmen who you want to designate as ball-handlers or scorers?

It's easy to skill for a bashy brood but actually putting the ball in the endzone is something different.
DrPoods



Joined: Nov 14, 2013

Post   Posted: Apr 24, 2014 - 14:45 Reply with quote Back to top

For me, I would probably take block or sure hands first. Block because any stat freak can take on ball carrying duties which means you can change his role and still have a good general skill. Sure hands because of the in built reroll. Two heads is great if you need to make a dodge too.

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truckerpunk



Joined: Dec 04, 2007

Post   Posted: Apr 24, 2014 - 14:49 Reply with quote Back to top

I'm no expert Chaos coach (far from it), but things like: Sure hands, extra arms, block, (dodge), two heads, would be the kinda route I'd go for myself. Not necessarily in that order... That depends on your playstyle.

I'm sure you'll get more adequate answers from brilliant chaos coaches (things like: "Why have a ballcarrier? Go CPOMB on all menz!" and things of that nature:D)
Cloggy



Joined: Sep 23, 2004

Post   Posted: Apr 24, 2014 - 14:51 Reply with quote Back to top

Given the fact that chaos have only 2 player types you will always need to build specialists.

I would get blockers first, with tackle and hitting skills when you get some 2nd skillers.

If in the mean time you get a guy to roll an Ag or Ma increase as a first or second skill, HE becomes you ball handler and gets all the nice carrying skills.

Sure hands is a must, but I really like 2 heads and Extra arms on a carrier type as well. Barring further stat increases or a double for dodge, you might even consider Foul Appearance.

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gazdajack



Joined: Apr 20, 2014

Post   Posted: Apr 24, 2014 - 15:02 Reply with quote Back to top

I did manage to get dodge on one of them but then he got smacked with -AG!

https://fumbbl.com/p/player?op=view&player_id=10007008

Such is Nuffle...
JimmyFantastic



Joined: Feb 06, 2007

Post   Posted: Apr 24, 2014 - 15:08 Reply with quote Back to top

+ stat is the most important for a beastman ballcarrier.
I would advise giving everyone Block first skill and when you get +MA or +AG on someone make him the carrier.
8348 Block Dodge Surehands is pretty much the dream.
+ST is good and Tackle & Two heads are decent.

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the_Sage



Joined: Jan 13, 2011

Post   Posted: Apr 24, 2014 - 15:25 Reply with quote Back to top

JimmyFantastic wrote:
+ stat is the most important for a beastman ballcarrier.
I would advise giving everyone Block first skill and when you get +MA or +AG on someone make him the carrier.
8348 Block Dodge Surehands is pretty much the dream.
+ST is good and Tackle & Two heads are decent.


Jimmy is (not always, just now!) right.
DukeTyrion



Joined: Feb 18, 2004

Post   Posted: Apr 24, 2014 - 16:00 Reply with quote Back to top

Normal Rolls, Block, Sure Hands, Two Heads.

Double Rolls, Dodge

Stat rolls should be taken.
Frankenstein



Joined: Aug 02, 2003

Post   Posted: Apr 24, 2014 - 16:07 Reply with quote Back to top

the_Sage wrote:
JimmyFantastic wrote:
+ stat is the most important for a beastman ballcarrier.
I would advise giving everyone Block first skill and when you get +MA or +AG on someone make him the carrier.
8348 Block Dodge Surehands is pretty much the dream.
+ST is good and Tackle & Two heads are decent.


Jimmy is (not always, just now!) right.

Well, hasn't exactly been rocket science to be perfectly honest Smile
JimmyFantastic



Joined: Feb 06, 2007

Post   Posted: Apr 24, 2014 - 16:45 Reply with quote Back to top

Well, to be perfectly honest there isn't exactly a lot of rocket science involved in a Bloodbowl forum.

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Throweck



Joined: Feb 23, 2013

Post   Posted: Apr 24, 2014 - 17:01 Reply with quote Back to top

“Rocket science” is synonymous with intellectual complexity, but new research shows that rocketry owes its existence to baffled Chinese alchemists and a party trick that went horribly wrong.


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Frankenstein



Joined: Aug 02, 2003

Post   Posted: Apr 24, 2014 - 17:03 Reply with quote Back to top

JimmyFantastic wrote:
Well, to be perfectly honest there isn't exactly a lot of rocket science involved in a Bloodbowl forum.

While that is certainly true, the rocket-science percentage for saying that ST, AG, MA, Blodge and Sure Hands are good on ball-carriers is particularly low, even for BB forum standards Wink

I'm totally with you though as far as taking Block is concerned. I'm also waiting until a special opportunity for building a dedicated ball carrier presents itself.
zakatan



Joined: May 17, 2008

Post   Posted: Apr 24, 2014 - 17:28 Reply with quote Back to top

Just score with Chaos Warriors Wink

For the beastmen, just go vanilla block and then tackle/mighty blow/guard according to your team needs and your play style.

The lucky +stats beastman will immediately become your carrier. For that one get sure hands and dodge on doubles. Two heads is a good option for dedicated blitzers and carriers, specially AG3 ones.

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Rat_Salat



Joined: Apr 22, 2011

Post   Posted: Apr 24, 2014 - 18:06 Reply with quote Back to top

JimmyFantastic wrote:
+ stat is the most important for a beastman ballcarrier.
I would advise giving everyone Block first skill and when you get +MA or +AG on someone make him the carrier.
8348 Block Dodge Surehands is pretty much the dream.
+ST is good and Tackle & Two heads are decent.


This is the correct advice. I like to carry the ball with a chaos warrior until this player emerges, but that's not a consensus.
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