Goblins with two heads go anywhere on the pitch at 2+, goblins with big hand can run into the scrum and steal a ball effortlessly. You're just don't understand the usefulness of goblins as a whole and underworld goblins are even more amazing. You should rarely end a turn with your players standing next to someone, unless you've screened off the ability to get assists. You can literally build the team specifically to deal with your league. No, I couldn't disagree more, it's an agility team with tons of utility and diversity. Chaos suffers in shorter leagues that don't give their players time to develop. Honestly, this usually tends to only happen in lengthier leagues where reaching level 5-6 is anticipated. Due to their skill up access, Chaos tends to become either a "murder team" or have "murder players" both of which refer to having skills specifically meant to cause injuries. This can lead to less than ideal situations like having your ball carrier be the player without block. The aim for a Chaos coach is to level their players as quickly as possible to give their players the skills that some teams start with. They have immediate access to St 4 players and even their St 3 players have horns, effectively making them St 4 for offense when needed. Their main handicap is a lack of starting skills such as block, dodge, or sure hands.
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