Revised Chaos Pact Roster
Posted: Sun Apr 26, 2015 6:27 pm
So I enjoy the pact roster, but I really don't think it plays as intended. Mutations are very uneven, and as is, aside from 1-2 specialist players, access to mutations tends to be played as access to claw (which combined with strength access). Further, with a totally unskilled team, there's too many 'core' skills competing with mutations, which often aren't better than the general option.
The renegades also bloat the roster with a bunch of 0-1's and prevent any positionals from being added. I get the goal of remaking the chaos all-stars, but I think the renegades are more an effect of the old ability to take allied players rather than being the heart of the roster itself. More important than that I think is the idea of having a 'human' mutant team with 3 big guys.
I saw two ideas for getting more use out of different mutations:
1.) Rostered mutations
2.) Random mutations
#2 will never leave anybody happy, so I went with #1. With that decided, I thought of how best to do it. I decided that the chaos coaches would train players with mutations to fit the appropriate roles, turning them into quasi-positionals. I also tried to avoid the mutations that were at the core of other teams schticks (foul appearance/disturbing presence, leap/VLL, horns)
0-12 Linemen 6338 No skills 50k GM/SAP
0-2 Blockers 5339 Block, Tentacles 80k GSM/AP
0-2 Throwers 6338 Extra Arms, Pass 70k GPM/SA
0-2 Runners 7337 Two heads 60k GAM/SP
0-2 Blitzers 6338 Claw 80k GSM AP
0-1 Chaos Troll As current but Non-loner S/GMAP
0-1 Chaos Ogre As current but Non-loner S/GMAP
0-1 Minotaur As current but Non-loner S/GMAP
Some decisions:
-Linemen lose excess access. They no longer have to fill every role on the team. There's plenty of mutations and general skills to keep them useful.
-Blockers (modeled off of dwarf blitzers) have tentacles on S3. It's a decent skill and will actually be very valuable against some teams. Once I gave it block (so the team wasn't totally block free), I wanted to avoid a player that you would always give mighty blow/claw to, so tentacles being at cross-purpose was a helpful idea (if you go for claw, you waste tentacles....also a good guard spot since you have a lack of strength access compared to the previous roster).
-Throwers (modeled of of human throwers) give you a player that can do things on a 2+, replacing to an extent the niche the dark elf had. Nice option for both picking up and receiving, helping other players gain SPP.
-Runners (essentially midpoint between wood elf and skaven linemen) - can stand in as a quasi-rostered skaven lineman, but gives a little speed at the expense of armour.
-Blitzers are rostered claw players, so I charged a slight premium compared to human and orc blitzers (particularly being a normal skill away from claw/MB).
-The big guys are as on the list, without loner to make the overall roster a little more reliable (even with mutations, with the overall lack of core skills and 70k rerolls, this team lacks significant reliability even with non-loner big guys).
Overall....the list falls somewhere between humans and orcs in terms of speed, and has bashiness close to orcs (same strength, but concentrated on big guys, less armour, but claw). It has mutations giving slightly better ball handling than humans and orcs statwise, but less reliable as rookies.
Star players are what I'm using to put the renegade feel back into the list:
Glart Smashrip Jr, Hubris Rakarth, Lewdgrip Whiparm, Max Spleenripper, Scrappa Sorehead, Morg ānā Thorg
Any thoughts?
The renegades also bloat the roster with a bunch of 0-1's and prevent any positionals from being added. I get the goal of remaking the chaos all-stars, but I think the renegades are more an effect of the old ability to take allied players rather than being the heart of the roster itself. More important than that I think is the idea of having a 'human' mutant team with 3 big guys.
I saw two ideas for getting more use out of different mutations:
1.) Rostered mutations
2.) Random mutations
#2 will never leave anybody happy, so I went with #1. With that decided, I thought of how best to do it. I decided that the chaos coaches would train players with mutations to fit the appropriate roles, turning them into quasi-positionals. I also tried to avoid the mutations that were at the core of other teams schticks (foul appearance/disturbing presence, leap/VLL, horns)
0-12 Linemen 6338 No skills 50k GM/SAP
0-2 Blockers 5339 Block, Tentacles 80k GSM/AP
0-2 Throwers 6338 Extra Arms, Pass 70k GPM/SA
0-2 Runners 7337 Two heads 60k GAM/SP
0-2 Blitzers 6338 Claw 80k GSM AP
0-1 Chaos Troll As current but Non-loner S/GMAP
0-1 Chaos Ogre As current but Non-loner S/GMAP
0-1 Minotaur As current but Non-loner S/GMAP
Some decisions:
-Linemen lose excess access. They no longer have to fill every role on the team. There's plenty of mutations and general skills to keep them useful.
-Blockers (modeled off of dwarf blitzers) have tentacles on S3. It's a decent skill and will actually be very valuable against some teams. Once I gave it block (so the team wasn't totally block free), I wanted to avoid a player that you would always give mighty blow/claw to, so tentacles being at cross-purpose was a helpful idea (if you go for claw, you waste tentacles....also a good guard spot since you have a lack of strength access compared to the previous roster).
-Throwers (modeled of of human throwers) give you a player that can do things on a 2+, replacing to an extent the niche the dark elf had. Nice option for both picking up and receiving, helping other players gain SPP.
-Runners (essentially midpoint between wood elf and skaven linemen) - can stand in as a quasi-rostered skaven lineman, but gives a little speed at the expense of armour.
-Blitzers are rostered claw players, so I charged a slight premium compared to human and orc blitzers (particularly being a normal skill away from claw/MB).
-The big guys are as on the list, without loner to make the overall roster a little more reliable (even with mutations, with the overall lack of core skills and 70k rerolls, this team lacks significant reliability even with non-loner big guys).
Overall....the list falls somewhere between humans and orcs in terms of speed, and has bashiness close to orcs (same strength, but concentrated on big guys, less armour, but claw). It has mutations giving slightly better ball handling than humans and orcs statwise, but less reliable as rookies.
Star players are what I'm using to put the renegade feel back into the list:
Glart Smashrip Jr, Hubris Rakarth, Lewdgrip Whiparm, Max Spleenripper, Scrappa Sorehead, Morg ānā Thorg
Any thoughts?