"Kill-Kill-Khorne Karnage" 
Creating a successful Chaos team
Owning the biggest OLBBL team in history is no fun sometimes. You 
hardly ever get games, you become a target for extry team with 5 DP's 
and a willingness to use it.. but thereare its upsides too. You become 
a kind of "Game Ettiquette" enforcer.  People will say "if You 
continue to do that, I see a game against the Goats in the future", 
which usually provides the impetus for change in people's behavior. 
But I digress. You want to try to get your Chaos team to the level 
that I have. Well, first off, Good luck. It took 4+ seasons for the 
Goats to get where they are today, and a lot of luck. But here's some 
hints. 
1) Starting Squad: 
This is where a Chaos team can do well against most other teams 
(except teams with all-block, such as Dwarf, and Norse), due to the 
fact they can have ST 4 most of the time (CW's start with it, and 
Beastmen Blitz ST 3+Horns) 
If I was forced to start a new Chaos Team... this is how I'd do it. 
(Using Vanilla Rules, No Big Guys/Allies) 
2 Chaos Warriors-200k 
10 Beastmen-600k 
2 RR-140K 
FF6-60k
Here's why. I always prefer 12 players to start. Chaos is a team that 
needs to take advantage of it's numerical superiority vs Elves and the 
like. This will allow you to keep as many players on the possible 
after the first couple of drives. A possibility is to go down to 1 RR, 
bump the FF up to 9, and convert one beastman into a 3rd Chaos 
Warrior. I don't agree with that, because you need RR's as much as 
possible, because your team starts with no skills (except for the 
Beastman's Horns). You should be able to buy a Apothecary after the first 
game or two, and it's not absolutely critical you start with him, as 
you have a solid AV (8 on the Beastmen, 9 on the Chaos Warriors) 
Here's an Alternate Chaos Team, using Big Guys/Allies 
2 Chaos Warriors-200k 
8 beastmen-480k 
1 minotaur-110k 
2 RR-140k 
7 FF-70k
The Minotaur provides a smasher for you (MB+5ST), the Chaos Warriors 
are your anchormen, and the Beastmen will try to fill in whenever 
necessary. This is a good set up, but risky... as you have no 
apocathery to save your expensive players (it has to be your first 
purchase under this setup), and 3 players with a cost of 100,000 or 
more. 2 RR, are just about adequate, but make sure you leave your WA 
in the middle of the pack, or you'll be in trouble when he pops your 
own player. 
Here's a third Chaos team, using Allies, proposed to me by a fellow 
OLBBL Chaos Player 
3 Chaos Warrior=300k 
7 Beastman=420k 
1 DE lineman=70k 
2 RR=140k 
7 FF=70k
Nice set up, and this helps fix one of your problems early on dealing 
with ball handling as dodging, as your team is just average in that 
category, and the Dark Elf will become your thrower quickly. I'm not 
convinced though, as Chaos should be barely adequate at ball handling 
and dodging, it's hitting that this team excels at. It feels kinda 
traitorous, you know? 
Early Games: Setting up a team. 
People look at the sheer number of goodies available to Chaos, and lick 
their lips, figuring that they're going to roll over everybody right 
away. Those teams tend to get caught up in the middle of the pack, as 
they take on tough teams and maybe win, but take a beating. 
Instead, what I feel a young Chaos team should do, is take a few games 
against much higher teams. Now I'm not referring to high ranked 
bruiser teams, which would be team suicide, I'm talking about that 
200ish Wood Elf Team with no Treemen that win every game, but take a 
beating. Timing is everything. Try to hit them when they need a 
recovery game. After all, you're not that big a threat, are you? 
Getting +3/+3 every game is going to build your team FAST, They'll be 
happy, as they'll probably be able to get fully healed for their 
tougher games. Try for RE and MI to start. You want cards like Special 
Offer, That Boy's Got Talent, Inspiration and the ever popular money 
cards to build your team fast. 
During game play, you want to be aware of who's got MVP's and who 
doesn't. If you see someone with 5 SPP from a MVP.. try for  a foul to 
get over the hump and get a skill. If that's not possible, try to get 
everyone at least one SPP somehow, so a MVP will push them over. 
Remember, that second skill is just a MVP away from the first. Your 
results will vary, depending on your rolls, but here's some of the 
categories you want to set up for your players. 
The Bruiser: These are probably your Big Guys, or your Chaos Warriors 
or Beastmen who get doubles. They of course, need Block to take down 
their opponents, and this is where doubles rolling comes in. You need 
to be able to inflict Casualties as much as possible with these 
players. The four skills you can take on normal rolls that I would 
take with these players are: Block, Pro, Tackle,Frenzy,Guard, Stand 
Firm and Mighty Blow. On Doubles, this is where you get the fun stuff. 
If you already have Mighty Blow, take Razor Sharp Fangs, otherwise 
take Claws, as this will allow you to break armor more, but I find if 
you already have +1, trying to make it +2 will just force MB into an 
empty skill. Once you get the Block/(MB/Claw)/RZF/Pro combo set up, go 
for tentacles on doubles, to make sure they're NOT getting away. If 
you have a poor rolling streak with one of your bruisers, and feel he 
can take the foul that you know will come in return, take Piling On. + 
ST Bruisers are a blessing from the Chaos Gods.. use them to their 
fullest extent. 
The Ball Handler: AG+ Beastmen fall in this category, as well as Dark 
Elf Linemen (if you're using allies) and even a regular AG3 Beastman 
can do nicely here. Since once you get a couple of Bruisers, you can 
use a Doubles roll to create a ball Handler. On Normal Rolls, the 
preferred skills are: Pro, Sure Hands, Block (Chaos should always be 
able to hit no matter what <G>). On Doubles skills, take Big Hand (2+ 
Pick Ups all the time is FUN), Stunty dodge, and Passing skills. 
The KABONGERS: Or the players your opponent will hate the most, as 
these players will never take on players in a fair fight, instead 
preferring to dash forward and lay in the boots to an already fallen 
player. I call them "Player Removal Specialists" Dirty Player and Pro 
should be the FIRST Two Skills taken for these players, in that order. 
Once you get that set up, SPP, should flow rather nicely (especially 
if you start playing teams your own size). Here's some other regular 
skills I'd take for a Kabonger: Block (to survive your opponent's 
retaliation. Leader (Free RR that he can use in his own defense) Kick 
(since you won't have him on the LOS ANYWAY) On Doubles, take Regen or 
Foul Appearance (to let him live longer), once you've got one of em, 
Spikes would be nice. 
The Scorers: This is the category where I put Skaven Gutter Runners, 
Beastmen who get +MA, and maybe even a Dark Elf Lineman. These are the 
guys who can put the ball in the endzone. For the AG4 players, 
Leap/Pro/Dodge could be a useful three skills. (Leap allows you to 
pick your dodges, which in an ever increasing era of Diving Tackle, 
proves VERY useful.) Gutter Runners can be converted into one turners 
fairly easy (one doubles skill roll or a 10 to provide the MA+, and 
Sprint) and works even better as a distraction then a scorerm since 
your opponent might put all his guys back to stop the one turner, and 
leave you free to slaughter the three fools on the line.! For your two 
Mutateable players (GR and Beastmen), I'd get Stunty on Doubles. 
Another nice skill is Catch as it allows you to evoke the rarely seen 
Chaos Aerial game. Another "weird" skill is Dauntless, as 
Dauntless/Horns works nicely to take down those Big Guys that are set 
up off the line. 
The Odd Balls: This is where I would go to fill out my team. Diving 
Tackle is always nice for Cageing up to prevent people from 
surrounding the cage.. If you don't have a Leader/Kick guy already in 
your Kabongers, try to get one here. I also like Guard/Stand Firm 
here, as it will provide the Bruisers the means to hit with 2db all 
the time. 
Filling out your team: 
Since you have only 4 ally slots in leagues that allow them, I'd try 
to get the best ones for my team concept. I'd  try to get my quota of 
Big Guys before anything else except for an apocathery, and I like 
Minotaurs here, as their negative skill is easily routed around, and 
can easily set up a later foul or blitz. A Gutter Runner is also good 
here, as you can start one turning, or use him as a Defensive Back. 
That leaves your 4th ally spot as a Dark Elf Lineman or an Orc Black 
Orc Blocker or Blitzer, and this is up to personal preference, Orc 
Blitzer might be nice early, as they start with Block. Once you have 
filled up your team, try to fill up your team with RR's, buying any 
replacement players that you need, and if your league has a FA market, 
try to snag any doubles folks you need. Good luck!