Those delf and gobbo builds complement each other really well but gobbos don't have enough MA to work in that role, and they can't pass the ball out of TZs (-1 to pass from stunty..). Plus gobbos die long before three skills. That said, Two Heads is an excellent first skill for the gobbo, so it'll probably work fine.
Make your first and, I dunno, fifth Marauders into passers. You need a fair bit of Block to protect your delf and gobbo, and you can't farm the SPPs with your Marauders like you would be able to with lineelves, so get Block before your second finesse-oriented Marauder.
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I dunno if I'd take block on the DE. You have the role right, but leap/VLL/horns/strip/juggernaut or wrestle are the skills to take. The 2+ leap is why they're so good.
With the goblin, you're developing a one turn player. I'd only start with one as a 12th player. Give them 2 heads for sure, and on doubles, I'd consider guard for cage breaking help.
With the goblin, you're developing a one turn player. I'd only start with one as a 12th player. Give them 2 heads for sure, and on doubles, I'd consider guard for cage breaking help.
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Getting the ball out of the cage is pretty hard though. Even if he starts his turn perfectly placed right beside the cage, and noone knocked him over the previous turn (both highly unlikely), there's two dodges in and two dodges out, so he can hand off only to people within two or so squares of the cage. If he's forced to pass, he needs at least one MA after leaving the cage in order to find a square with no TZs, and even then it's a 4+ for an accurate quick pass. You'd almost be safer leaving him with the ball and forcing the oppoenent to blitz him.
IMO Block is a fine choice on the elf. Wrestle suits the role better but he's the biggest foul target on the team. Juggernaut takes too long to get. Block is useful from the get-go, and once you get BT on one of the big guys, the elf can take his time developing as a cage breaker. And of course, Block helps him score (by keeping him upright), which helps him get those other skills.
IMO Block is a fine choice on the elf. Wrestle suits the role better but he's the biggest foul target on the team. Juggernaut takes too long to get. Block is useful from the get-go, and once you get BT on one of the big guys, the elf can take his time developing as a cage breaker. And of course, Block helps him score (by keeping him upright), which helps him get those other skills.
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A gobbo will obviously get two heads first... that makes him a great asset and worth having in the first place. Next skill would probably be extra arms so you have the option to use him as a ball retriver or someone who scores in emergency situations.
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Should you roll a double early on, how about making the Elf a leaping guarder? Same thoughts as for giving him Strip Ball or Big Hand, except he supports whoever else does the blitzing.
On the one hand Pact have easy access to Guard, so it's not so critical. But getting a Marauder inside a cage is a different matter. Then your two-heads, horny goblin can blitz with two dice on the ball carrier. With two TZs on the outer cagers they're not too likely to catch a bouncing ball, which will probably lead to the ball on the outside of the cage, where a ball handling Marauder can snatch it.
On the one hand Pact have easy access to Guard, so it's not so critical. But getting a Marauder inside a cage is a different matter. Then your two-heads, horny goblin can blitz with two dice on the ball carrier. With two TZs on the outer cagers they're not too likely to catch a bouncing ball, which will probably lead to the ball on the outside of the cage, where a ball handling Marauder can snatch it.
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