Chaos Pact

Want to know how to beat your opponents, then get advice, or give advice here.

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Warpstone
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Re: Starting Chaos Pact

Post by Warpstone »

Guard is indeed a great pickup, especially on the Troll. He suddenly becomes useful as the centerpiece of your line. In fact, the only thing I hate about losing one of my skilled big guys now is the loss of a 3 ST5 x guard wall. :cry:

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stashman
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Re: Starting Chaos Pact

Post by stashman »

Second game vs. Elf and lost 0-2

I diddn't manage to get the AV7 players off the field :cry:

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mrmojoz
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Re: Starting Chaos Pact

Post by mrmojoz »

stashman wrote:I diddn't manage to get the AV7 players off the field :cry:
Thats going to beat you on an un-skilled Pact team, I had to get up in numbers to secure wins early on.

On a lighter note, I got Block for my Ogre on his first skill up (yay!). He promptly died the very next game.

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Re: Starting Chaos Pact

Post by stashman »

4 games = 2 win/2 loss

Ogre with Guard
Troll with Guard
2 Marauders with Block
Dark Elf with Dodge

11 players, 4 rerolls, 3 FF = 117 TV

220K in cash and apo.

I'm thinking of getting a Minotaur or 2 Marauders.

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Warpstone
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Re: Starting Chaos Pact

Post by Warpstone »

Get the minotaur. Do you have a gobbo? They're pretty handy against teams that don't have tackle and the ogre+gob combo are the best TTM combo outside of 'flings. Remember, the goblin can be flung at cages too. :)

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Re: Starting Chaos Pact

Post by stashman »

6 games 3win/3 loss

3 marauders with block
dark elf with dodge
troll with guard
ogre with guard
minotaur
skaven (5 spp, hope for +MA)
3 marauders (all will get 6 spp with MVP)
goblin with -MA (going to get a new)

One game left before semi-finals and that is against another chaos pact. I think I will have a bit advantage with 3 big guys vs. the other teams 2.

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stashman
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Re: Starting Chaos Pact

Post by stashman »

Heres some updates.

I got to semifinals where I defeated a necromantic team and in the final I was up against the other chaos pact team and I won 2-1 in a bloody 4-4 casualty game :lol:

It's a challenge to play a "rookie" pact team. 3 wins, 3 loss and 1 draw in the division before semifinals.

And the team is looking great, except for my ogre that got his collar bones smashed :cry:
He is now only ST4 but I have 15 spp and Guard, so I wait for next skill-up! If I roll double, I will take Block and still use him as a "weak" guarder, not hitting to much with him. I got cash to buy a new ogre, but he is only a cas from a skill-up.

My troll also have 15 spp and Guard.

Minotaur has only played 3 games and has no spp.

Best player is my marauder with Block and AG4.

Marauder with Accurate
-"- w. Block
-"- w. MA7
-"- w. Block and Horns. This guy is my "safe" blitzer.

Dark Elf have Block and Dodge.

Goblin got his legs almost cut off in a game so he is only MA5, but I used him in the semi-final as a rock and my ogre/troll as a stone-thrower :D He will be fired before next season, got 5 games for training and I'll try out some tricks on how to use him ?!?

I'll miss skills like Wrestle and Tackle. probably have it on my MA7 and Skaven player, but I will also try to use them as "catchers" becuse of the "great" MA (for this team, that is).

14 players in total, 4 Rerolls, 6 FF and 330K of pure gold :lol:

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JaM
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Re: Starting Chaos Pact

Post by JaM »

Nice.

Recently played my first game with the Pact against woodies. Quite a lot of fun actually, my opponent is usually a "fun" player (i.e. fun teams, or sub-par ones) and he was really amazed at what woodies could do. He understood the frustration of the oppoent now when you are facing 5-6 elves and STILL get outscored !! :)

Anyway, got 1 marauder with a skill. Was thinking of guard to give the rest of the team a boost but I might as well go bock. Still undecided.

Started with the Ogre and the Mino, and dont reggretted it. A mino is a good fear-factor, more so than a Troll. It works/worked for me anyway.


I will probably go to the Dutch Open with a Pact team, IF I can get the goboo, skaven and Dark Elf decently painted before then. Will be fun !! :D

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stashman
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Re: Starting Chaos Pact: Help in skill choice!!!

Post by stashman »

Just played a game with my beloved chaos pact. Ogre and a block marauder missing game and up against a chaos team around same TV.

We played a draw 1-1 and I got skill-ups!!!

My skaven rolled +AG as first skill and I will take that.

Then I rolled a normal skill for a marauder and I was thinking of Extra Arms for better ball controll, but now I have "loads" of ballcontrollers: Dark Elf (Block, Dodge), Marauder (+AG, Block), Skaven (+AG). I "only" have 4 players with Block (those above and two marauders (one also have Horns).

So whats the skill choice?

1. Block
2. Extra Arms
3. something diffrent!!!

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Blammaham
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Re: Chaos Pact: Help in skill choice!!!

Post by Blammaham »

Boring boring ol' reliable block I'd say, you said it your self TONS of ball handlers.S.

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stashman
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Re: Chaos Pact: Help in skill choice!!!

Post by stashman »

I took Extra Arms :lol:

Have to try diffrent gamingstyles, ol' boring block is killing me!!!

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Blammaham
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Re: Chaos Pact: Help in skill choice!!!

Post by Blammaham »

Good for you I say!S.

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stashman
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Re: Chaos Pact

Post by stashman »

... and a game later he is dead! Tried the apo but still dead!

Conclusion: didn't matter either extra arms or block, he died in the game, not blocking or having a chance to take the ball.

Buying another marauder to fill the gap.

My accurate marauder (thrower) got mvp + comp so he ias @ 12 spp and I'll think of following skills:

Sure Hands
Pass
Strong Arm
Boring Block (to make him more usefull for the team)

I don't really know if there is a great use with a "pure thrower" on a chaos pact team. I have only done 7 passes (some just for an spp hog) in 11 games so I'll stick to the running game.

All help welcome

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Re: Chaos Pact

Post by mattgslater »

Strong Arm or Extra Arms. Accurate + Extra Arms = elf-like Ace.

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What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
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Re: Chaos Pact

Post by Coachbalrog »

stashman wrote:... and a game later he is dead! Tried the apo but still dead!

Conclusion: didn't matter either extra arms or block, he died in the game, not blocking or having a chance to take the ball.

Buying another marauder to fill the gap.

My accurate marauder (thrower) got mvp + comp so he ias @ 12 spp and I'll think of following skills:

Sure Hands
Pass
Strong Arm
Boring Block (to make him more usefull for the team)

I don't really know if there is a great use with a "pure thrower" on a chaos pact team. I have only done 7 passes (some just for an spp hog) in 11 games so I'll stick to the running game.

All help welcome
I'd go with Sure Hands then, protects against those pesky strip ballers and gives a free reroll on pick-ups which is always useful.

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