By David Kay
Originally presented in Citadel Journal #29 and Blood Bowl Compendium #2
Copyright Games Workshop Ltd. 1999
As the Marauders in the team have come from many different tribes, they could have any number of different skills, depending on their training. To represent this, after you have purchased a new Marauder, roll a D6 on the following table, to see which skill he has:
Chaos Marauders can choose from General skills only. However, any Marauder who starts with Dodge or Catch may also choose from Agility skills. One that starts with Pass may also choose from Passing skills.
So, What About Daemons?
Well, if you want to form a daemonic team, good luck! The rules for the daemons are contained in Andrew Hall’s excellent ‘He Plays Like A Daemon!’ article. Just remember you can only have daemons from one Chaos God on each team. To give yourself a choice, you might like to add Chaos Spawn to the list:
Roll a D6 each time you want to move a Chaos Spawn to see how many squares it may move this turn. Chaos Spawn can never ‘Go For It’ and cannot take the Sprint skill. Happy now? Good!
How do you represent these new team members? Well, simply plunder the existing Warhammer range of miniatures for the ones you are looking for. Snip any weapons off, and they’ll be fine for the Blood Bowl field! The existing Chaos team boxed sets have a good selection of miniatures for both the Chaos Warriors and the Beastmen; so don’t forget to use these! The more different types of miniatures you have in your team, the more ‘chaotic’ it will look.
Using the new Chaos Teams
The teams were tried out against each other and also against Humans, Orcs, Undead, Wood Elf, and Dark Elf teams. Overall, the new Chaos teams fared well and my opposing players never felt that an inherently superior team was overpowering them. The Beastmen proved to be very efficient at getting the ball, but without any Ungor were absolutely useless at getting it anywhere. Most people considered the Minotaurs more a liability than a strength! Bestigor blitzers backed up by Gors and especially the Ungors made a winning combination.
Dice rolls being what they were (especially mine!) Chaos Warrior team tactics often had to depend upon the spread of skills that were possessed by the Marauders. If there were plenty of Block skills rolled, it became a hard hitting team, whilst a combination of Catch and Pass altered the team’s strengths dramatically and therefore changed the entire feel of play. My mates particularly enjoyed the random, chaotic feel of this team. No one played any less than three Chaos Warriors in their teams just to safeguard against the effectiveness of their Marauders slipping should all the Chaos Warriors be killed or injured. With the variety of skills provided by the Marauders and after just a few games by the Chaos Warriors, no one bothered fielding any Ogres although the option is always there.
Here are a couple of sample teams that I used during my playtesting:
2 Bestigor 220,000
7 Gors 420,000
1 Ungor 60,000
1 Minotaur 110,000
2 Rerolls 120,000
1 Apothecary 50,000
2 Fan Factor 20,000
Chaos Warrior Team
4 Chaos Warriors 400,000
7 Marauders 420,000
(3 with Catch, 2 with Sure Hands, 1 with Block, and 1 with Pass)
2 Rerolls 140,000
4 Fan Factor 40,000