Chaos Pact lineup built for the long haul?

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prisma
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Post by prisma »

Decker_cky wrote: Actually....the funny part is that the negatraits make you less likely to turnover. If you simply take 1-(8/9)^3, you have about 30% turnover rate. But you need to calculate the chance of passing their negatrait and failing the block (9.26% per block). So the chance of blocking with all three and getting a turnover is 1-(100%-9.26%)^3 = 25.3%

Following that logic you should never place any player beneath your troll so he only gets 4+ on really stupid - 'cause then he's more reliable (less turnovers)... ??? :o Sorry, can't help but I think differently...

All in all, chaos pact is one of the less reliable teams - because the player's most likely to get 2d-blocks are so unreliable...

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Post by Decker_cky »

Oh, I'm not saying they're reliable per say...just that they'll give less turnovers than the previous numbers showed.

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Post by Warpstone »

Thanks for the advice guys.

Just an update: went with the conservative roster with 4 rerolls and the troll, ogre, gobbo and Dark Elf and I can't complain. I won both games I've played with the team and the Dark Elf rolled a +AG!

The big guys are turnover machines if you don't get them 3d blocks, so I appreciate the advice that kept me from plunging in with 3 of them to start. Further, while I might sometimes end a half without using all 4 rerolls, I found that I usually spent them pretty fast to make plays that would keep the game from getting away from me.

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Post by Warboss Richard »

Ive recently started the pact in our league, and my next game is against an experianced dwarf team... it gives away 610k in inducements!!

I was thinking morg, ulgroth the chainsaw guy and a reroll?

Or is it better to drop morg and take a few special cards?

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Post by Duke Jan »

Or Morg and Lewdgrip

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prisma
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Post by prisma »

against dwarf go the high-st-route..... Morg... if you already field all three bigguys. If not, take them as mercenaries with guard...

the bomber is also (a littel unreliabale, but maybe) useful against dwarfs.

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Post by Warboss Richard »

I went with morg, chainsaw and a reroll in the end, and got a 1-1 draw!

It was a joy to brutalise the dwarfs, i killed 1, -AG another, -AV another, SI another and badly hurt 1.

Ive taken his TV down to 152 and he has to hire a journey man for his next game!!!!

:lol: Go Pact :lol:

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Post by JaM »

Good work !

If I'd start with Chaos Pact, I'd go with 3 BGs as well... just because it's fun. So what if it's unreliable ? If I want reliable, I play Dwarfs :D.

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Post by MeatLoafX »

Please forgive the thread necro, but I thought I'd piggy-back on this thread for a little advice.

Absolutely loving the Chaos Pact so far - my favorite team to this point. I started: Ogre, Troll, Dark Elf, Goblin, 7 Marauders, 4 RRs, 1 FF

After 4 games, I have the following:
Ogre (niggling injury)
Troll
Dark Elf (+MA)
Goblin
Marauder (guard)
Marauder (guard)
Marauder (+AG)
Marauder (block)
Marauder
Marauder (rolled doubles)
Apoth, 4 RRs, 4 FF, $140K

I'm down one Marauder but have decided to hold off replacing him. He was killed in my second game, before I could buy an Apoth.

Our league runs a skill cap of 4, so I'm saving my last two guard positions for the big guys.

On the Marauder with doubles, I've considered Dodge, Diving Catch, or just taking block. Which would you take? I've found that I don't throw blocks sometimes because of my lack of block. I'd like to make a couple into block/mighty blow/claw pieces - but having two possible receivers may be nice (diving catch).

Would you buy the Mino next or buy a Skaven or replace the Marauder?

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Post by cyagen »

I found that I playing Pact is pretty fun.

It is an exercise in managing chaos.

I started
3 BG
Gobo
Skaven
7 Marauders
3RR
and I found that it was not a bad roster...

I pretty much figured out the skills for BG and Marauders.

BG : Guard, Stand Firm (Block on double)
Mauraders: 2 ball handlers : Extra-Arms, Two Heads (dodge on d)
2 Can openers : Block, Claw
2 Cornerbacks : Wrestle, Tackle (Diving T on d)
2 Supporters : Block, Guard

I figured out the Skaven he is to be a safety : Wrestle, Tackle

but not the Gobo. I think going the Horns, 2 heads way, but I'm tempted by Jump up.

As for the D.Elf, I'm going to buy him next game but I has thinking going the borring blodger option but if there a more efficent way of using him?

Thanks for the suggestion

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Post by MeatLoafX »

I've found the Dark Elf has a tendency to hog SPPs as he tends to be a good receiver. However, I'm tempted to go with a leaping cage-breaker insted of focusing on receiver skills. (Mine got a +MA so I took that - he probably won't live to be an efficient cage breaker on my team)

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Post by Fist of Gales »

It seems like there are so many good options for the DE that it ends up being difficult to decide on a skill path.

Block/Dodge are probably best, but as the only mutating elf I'd have a hard time not trying out some cool mutations on him. A leaping 4agi horns guy would be alot of fun!

TL

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Post by cyagen »

That is my point, blodger is a no brainer, but since the renagades are there to be impact player I was thinking that a horn Leaping elf would be more helpful than a blodger.

anyone with pact experience with Delves?

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Post by zephard »

Gobbo should be two heads, big hand ball retriever after your Horned Leaping DE strips the ball from the cage.

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Post by dr. evil »

I went with blodge on my Delf and it was a mistake. A cage breaker would have been the better way to go. Block, leap,and strip ball are the way to go. Dodge and tackle after that to round him out. I am playing a high elf team at the moment and one of my blitzers has all the skills above except tackle and that will be next. Best player on the team on offence and defence.

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