Chaos Pact Playbook - draft
- Jimmy Fantastic
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Re: Chaos Pact Playbook - draft
You should spam enough Guard for dauntless to not be required.
Your Killer should be MB, PO, Claw, Bock, Tackle and then one of the following, Frenzy, Juggernaut or Jump Up.
Your Killer should be MB, PO, Claw, Bock, Tackle and then one of the following, Frenzy, Juggernaut or Jump Up.
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Re: Chaos Pact Playbook - draft
MB, PO, Claw, Bock is a strong combo. but I get the impression that people overestimate its importance. I see more and more pact, nurgle or chaos teams that revolve entirely around that skillset. I would get two players on the team with that combo but not more. Sure it is highly effective against bashy teams with high av, but against fast agility teams not so much. They'll just dodge away from your hitters and you have nothing to stop that, the claw is useless against low av teams, your pilling on opens up big holes in your line to exploit and a prone player with four skills is always a juicy target for a foul.
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- Tourach
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Re: Chaos Pact Playbook - draft
MB, PO, Claw can't be overestimated really...Evilo wrote:MB, PO, Claw, Bock is a strong combo. but I get the impression that people overestimate its importance. I see more and more pact, nurgle or chaos teams that revolve entirely around that skillset. I would get two players on the team with that combo but not more. Sure it is highly effective against bashy teams with high av, but against fast agility teams not so much. They'll just dodge away from your hitters and you have nothing to stop that, the claw is useless against low av teams, your pilling on opens up big holes in your line to exploit and a prone player with four skills is always a juicy target for a foul.
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A.k.a MissSweden
A.k.a MissSweden
- Bert
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Re: Chaos Pact Playbook - draft
Ill back evilo up on this one. Yes its an effective combo, but it is so one dimensional. Do none of your opponents just avoid you the whole game? Elves should easily take the lead and just run away for the rest of the match. Its boring and kinda sad that the game has evolved to spamming MB,PO,Claw on whatever team can do it. Pact has more to offer than that. Just having a goblin to throw is one. Invest some skills into doing it and TTM plays become reliable. Whether its one turn scores or a goblin with horns getting thrown to blitz a thrower when defending.
Pact has a tough time skilling up as is. Just getting 3 skills on a marauder will take some time. That also depends on him surviving long enough.
Back to what reactivated this thread. Pauli, great to see a starting roster with some planning. See how your team starts out. Somebody dying can set you back and someone getting a stat boost can change everything. My pact team has movement boosts on the scaven and darkelf as their first rolls. This alone has me deciding to develop the DE as a defensive player. With access to sidestep and diving tackle he will let me defend against speed teams, a weakness of pact. On offence the two of them become better recievers. Go with what you have planned and any advice that you like.
My advice would be dont plan for Big Guys getting more than two skills and Marauders having more than three. Long term youll get a few up there but how you play the team and what your up against will decide that. Thankfully we have MVP's to get this team rolling.
Pact has a tough time skilling up as is. Just getting 3 skills on a marauder will take some time. That also depends on him surviving long enough.
Back to what reactivated this thread. Pauli, great to see a starting roster with some planning. See how your team starts out. Somebody dying can set you back and someone getting a stat boost can change everything. My pact team has movement boosts on the scaven and darkelf as their first rolls. This alone has me deciding to develop the DE as a defensive player. With access to sidestep and diving tackle he will let me defend against speed teams, a weakness of pact. On offence the two of them become better recievers. Go with what you have planned and any advice that you like.
My advice would be dont plan for Big Guys getting more than two skills and Marauders having more than three. Long term youll get a few up there but how you play the team and what your up against will decide that. Thankfully we have MVP's to get this team rolling.
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Makin' gravy without the lumps, Yeah Baby!
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Re: Chaos Pact Playbook - draft
Thanks Bert!
So my final more realistic team blueprint is:
- Minotaur: Stand Firm, Guard | [Block, Claw] -> "LoS"
- Chaos Orge: Guard, Stand Firm | [Block, Claw] -> "LoS"
- Chaos Troll: Guard, Stand Firm | [Block, Claw] -> "LoS"
- Dark Elf Renegade: Wrestle, Leap, Horns or ST+1 -> "Cage Leaper"
- Skaven Renegade: Wrestle, Tackle, Horns or ST+1 -> "Deep Field Def. Blitzer"
- Goblin Renegade: Two Heads, Sneaky Git -> "1-Turner/Fouler"
- Marauder: Block, Claw, MB -> "AV9 Killer"
- Marauder: Block, Claw, MB -> "AV9 Killer"
- Marauder: Block, Guard, Tackle -> "Blocker"
- Marauder: Block, Guard, Tackle -> "Blocker"
- Marauder: Block, Stand Firm, Frenzy -> "Wing Pusher"
- Marauder: Block, Stand Firm, Frenzy -> "Wing Pusher"
- Marauder: Block, Pass, Accurate or AG+1 -> Thrower
- Marauder: Block, Sure Hands, Extra Arms or AG+1 -> "Retriever"
Starting Roster : Minotaur, Ogre, Troll, Dark Elf, Skaven, Goblin, 5x Marauder, 2x Re-rolls, Apothecary
Inducements: 2. Apothecary and Rerolls
So my final more realistic team blueprint is:
- Minotaur: Stand Firm, Guard | [Block, Claw] -> "LoS"
- Chaos Orge: Guard, Stand Firm | [Block, Claw] -> "LoS"
- Chaos Troll: Guard, Stand Firm | [Block, Claw] -> "LoS"
- Dark Elf Renegade: Wrestle, Leap, Horns or ST+1 -> "Cage Leaper"
- Skaven Renegade: Wrestle, Tackle, Horns or ST+1 -> "Deep Field Def. Blitzer"
- Goblin Renegade: Two Heads, Sneaky Git -> "1-Turner/Fouler"
- Marauder: Block, Claw, MB -> "AV9 Killer"
- Marauder: Block, Claw, MB -> "AV9 Killer"
- Marauder: Block, Guard, Tackle -> "Blocker"
- Marauder: Block, Guard, Tackle -> "Blocker"
- Marauder: Block, Stand Firm, Frenzy -> "Wing Pusher"
- Marauder: Block, Stand Firm, Frenzy -> "Wing Pusher"
- Marauder: Block, Pass, Accurate or AG+1 -> Thrower
- Marauder: Block, Sure Hands, Extra Arms or AG+1 -> "Retriever"
Starting Roster : Minotaur, Ogre, Troll, Dark Elf, Skaven, Goblin, 5x Marauder, 2x Re-rolls, Apothecary
Inducements: 2. Apothecary and Rerolls
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Re: Chaos Pact Playbook - draft
I like this! But take MB first for the "killers" unless all the teams you're going to face are AV9. And two "wing pushers" might to too much. Replace with Guard or killer skills. And only one ball handler might be enough. Last, I'd start with the 3 big guy, gobbo, 3 reroll build.pauli42 wrote:Thanks Bert!
So my final more realistic team blueprint is:
- Minotaur: Stand Firm, Guard | [Block, Claw] -> "LoS"
- Chaos Orge: Guard, Stand Firm | [Block, Claw] -> "LoS"
- Chaos Troll: Guard, Stand Firm | [Block, Claw] -> "LoS"
- Dark Elf Renegade: Wrestle, Leap, Horns or ST+1 -> "Cage Leaper"
- Skaven Renegade: Wrestle, Tackle, Horns or ST+1 -> "Deep Field Def. Blitzer"
- Goblin Renegade: Two Heads, Sneaky Git -> "1-Turner/Fouler"
- Marauder: Block, Claw, MB -> "AV9 Killer"
- Marauder: Block, Claw, MB -> "AV9 Killer"
- Marauder: Block, Guard, Tackle -> "Blocker"
- Marauder: Block, Guard, Tackle -> "Blocker"
- Marauder: Block, Stand Firm, Frenzy -> "Wing Pusher"
- Marauder: Block, Stand Firm, Frenzy -> "Wing Pusher"
- Marauder: Block, Pass, Accurate or AG+1 -> Thrower
- Marauder: Block, Sure Hands, Extra Arms or AG+1 -> "Retriever"
Starting Cockerel: Minotaur, Ogre, Troll, Dark Elf, Skaven, Goblin, 5x Marauder, 2x Re-rolls, Apothecary
Inducements: 2. Apothecary and Rerolls
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Re: Chaos Pact Playbook - draft
I play nearly the normal ziggurat defense, therefore i need a blocker + winger on every side.
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Re: Chaos Pact Playbook - draft
Does anyone have an advise for a def formation without the 3 big guys on the LoS?
Like maybe...
Like maybe...
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- sann0638
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Re: Chaos Pact Playbook - draft
Not good on tactics, but good on spelling - for the final playbook make sure it is Roster not Cockerel 

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