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Avoid the Mino when you create your team, you don't need him at all
Get 3 reroll and then aim for the Apothecary
Avoid to start a fight versus a bashing team, at low TV, almost any other bashing team around will destroy your Chaos team. Learn how to set up tackle zone, take distance, use a loose cage and, if is possible, have your Chaos Warrior score a TD to level up them quickly
Then read here
http://forum.bloodbowl-game.com/viewtopic.php?f=6&t=46
and here
http://bbtactics.com/chaos-teams/
Are these links still up to date with Blood Bowl 2? I see both of those links being posted several years ago and can't see any mentions of them being updated anytime recently.
Aside from at most a half-dozen minor tweaks that Cynanide have made in BB2 (e.g. 10k adjustments to the prices of Orc Blitzers/Ogres on Human teams), the rules of Blood Bowl the tabletop game have not changed in those years and the rules were the same when those articles were posted.
The rules of the game are more or less the same, BB2 is really just a nicer packaging with minor new features and small changes.
Go for 2-1 wins as usual, stalling play when necessary.
Make the absolute most of your horns by only blitzing with your beastmen to create your 5th ST4 player every turn (and then using that same blitzer to assist another block).
Plan your 'safe' moves that don't need dice before risking turnovers and try to conserve RRs for when you need them most (is it gonna be that terrible if your beastman fails his block and ends up on the floor?).
Remember that even a 2 dice block will cause a turnover 4/36 (= 1/9 = 11%) of the time without block/wrestle, 1 die block will turnover 2/6 (= 1/3 = 33%) of the time!
You will still turnover now and then, because a lot of 11% turnover chances will eventually fail, but you have to live with that. Try to be stingy with using rerolls. Many Chaos teams will start with only 2. If you are in a position where you can let a Chaos Warrior score, that can really help level them. They are AG3 so they are just as good (or bad) as the Beastmen at handling the ball, even if they move slower.
Once you level a few players up and get their first skill (which is Block), the blocking game becomes much less risky.
Chaos do start kind of weak in relation to many other teams, but they get better with time.
Goats: all block until one get's AG, then he get's block and sure hands. the rest guard spam. depending on my league, I'll make one or two a block tackle goat
Warriors: Mighty blow, block, claw, piling on on 2, MB block guard claw on one or two, and if one gets st, he gets tents.
I skip all doubles until every player has block mighty blow, or block AG on a goat.
But, skilling Chaos is really easy. Kinda like what Darth outlined. You basically just take block on all your players. You sprinkle in mighty blow on 2-5 depending on how high a TV you can get to. You shouldn't ignore guard either, and can spread it around liberally.
After that you want to add tackle on one or two (more eventually depending on the meta), you want to take sure hands on one, ideally one with dodge and or +AG. You always take +ST, you take +MA on beastmen, but best as a later skill. You don't take any multaions other than Claw. Seriously, that's the only mutation you should ever take, and you should only take it on guys who already have mighty blow.
As cool as M teams are, the fact is that the S skills are so much more valuable that most M teams only use it for claw (with a few exceptions, mostly horns, but you already have horns on the beastmen). You can take 2 heads on your ball carrier if they don't get doubles or stats eventually, but things like extra arms or tentacles are pretty crap frankly.