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Chaos Pact ... strategies please
Posted: Wed Dec 19, 2007 2:49 pm
by poochée
After losing the team that I actually wanted to use for our next season in a bad personal breakup und also breking my leg in a car accident a few friends of mine threw a bit of cash and old models together and gave me a chaos pact team as a gift. Of course I want to use this team (its all made up of 1st and 2nd edition models, they look great!!), the only problem is... I just cant figure out how it works... I got a little bit of advice on the specialit games forum but it was limited to "dont take the mino"... if anyone of you got some advice for me please do let me know...
Posted: Thu Dec 20, 2007 1:31 am
by datalorex
Are you talking about how to build your team for a league?
I'd go with....
4 Chaos
7 Beastmen
3 RR
Simple. Save up for an apoth and then go for the Mino. Then go for a 4th RR.
Posted: Thu Dec 20, 2007 1:34 am
by stashman
datalorex wrote:Are you talking about how to build your team for a league?
I'd go with....
4 Chaos
7 Beastmen
3 RR
Simple. Save up for an apoth and then go for the Mino. Then go for a 4th RR.
Chaos Pact ... strategies please
Posted: Thu Dec 20, 2007 8:24 am
by Joemanji
Don't pick the lino - WA is a bitch. Start with Ogre, Troll and plenty of re-rolls. Get Guard on the big guys asap and use them passively to support your linemen. Take Block on a few guys first to make the team more reliable, then get an Extra Arms guy to throw cheap comps to. Spread your SPPs around so you have a lot of 1 skill players.
Bash with a passing option. Build a thrower for this.
Build a killer. Build some fun guys to confuse your opponent (Extra Arms + NoS).
Posted: Thu Dec 20, 2007 8:51 am
by poochée
hmm thank you for the advice joemanji... another question I have is: what to do with the goblin skaven and delf?? I mean I cant really make anyoone of them a thrower, so should I go for delf and skaven as catchertypes and use the gobbo for 1 turners???
Posted: Thu Dec 20, 2007 7:36 pm
by tenwit
Don't "build" TTM one-turners: TTM is a desperation action. At least you've got an ogre that you can throw with: don't throw with the troll.
The Delf makes a good passer, AG4 helps, but you'll want Diving Catch on whoever he passes to, to avoid Animosity. But Marauders already make better passers, they have P access and no Animosity. The skaven is a runner, get block, sure feet and sprint in whatever order works for you.
I'd say build the goblin one of two ways:
1) as a catcher who gets the ball when there's a line in front of you (as opposed to a melee defense). Catch, Diving Catch (if you plan on using the delf to pass with), Extra Arms, Sure feet.
2) as disposable interference: disturbing presence, sneaky git, diving tackle, and pass block on doubles. Put him whereever put TZs on ballcarriers and DP on throwers, and work him for turnovers. Expect him to die and don't worry about it.
Posted: Thu Dec 20, 2007 10:00 pm
by DamianTheLost
[quote="tenwit"]Don't "build" TTM one-turners: TTM is a desperation action. At least you've got an ogre that you can throw with: don't throw with the troll.
The Delf makes a good passer, AG4 helps, but you'll want Diving Catch on whoever he passes to, to avoid Animosity. But Marauders already make better passers, they have P access and no Animosity. The skaven is a runner, get block, sure feet and sprint in whatever order works for you.
I'd say build the goblin one of two ways:
1) as a catcher who gets the ball when there's a line in front of you (as opposed to a melee defense). Catch, Diving Catch (if you plan on using the delf to pass with), Extra Arms, Sure feet.
2) as disposable interference: disturbing presence, sneaky git, diving tackle, and pass block on doubles. Put him whereever put TZs on ballcarriers and DP on throwers, and work him for turnovers. Expect him to die and don't worry about it.[/quote]
I was wondering what that d-elf was good for too? He could run the ball and dodge out pretty solidly. He could be a rather slow blitzer. He could be a passer but animosity and agility access makes that kind of a waste. What about a passblocker or running back?
Posted: Thu Dec 20, 2007 10:32 pm
by tenwit
Yea, defensive pass-blocker works. With GAM access, he can get Pass Block, Catch, Very Long Legs, and Nerves Of Steel on doubles. Play him only on defense. However, this player has less synergy with the team than some of the others, so I don't think that you need him in your starting line-up. Really AG4 is the only thing he has going for him.
BTW you should uncheck the "Disable BBCode in this post" box. You keep attempt to quote other posts, and it never works.
Posted: Thu Dec 20, 2007 11:33 pm
by ClayInfinity
Can someone explain what the Animosity game mechanic does / is?
Posted: Thu Dec 20, 2007 11:50 pm
by Solarhaphaeriom
When a player with animosity tries to pass or handoff, you need to roll 2+ or he'll only give the ball to a player of the same race (which there are none of in this team)
I've recently started a Pact team myself, so I'm not quite sure what to do with them. One thing I've found is that you shouldn't expect to win a lot in the beginning. No skills at all makes it hard to play... I started with a goblin, a troll and 10 marauders (and apo), with ogre ASAP. This seemed to work well.
One thing about the team is that they are very flexible, and thus unpredictable. You have a lot of guys that can do anything (poorly), and you have TTM.
My plan is to develop a thrower from the first marauder to get +AG, a DP/sneaky fouler, a kicker/leader, some bashies with block and guard, a can opener with claw and MB, some defensive tackles with tackle, tails, DP, diving tackle if I can get it.
Big guys get guard, troll and ogre prob pro or maybe block (pro works on TTM). Once I get the mino I might give him juggernaut and claw on a double, use him to blitz other big guys. Also tempted to give tentacles to one of them (on double), and then break tackle.
Gobbo gets more heads and arms, maybe catch, maybe big hand. Zap through when he crowds me. The DE gets blodge, then maybe sidestep, all round blitzer type. Skaven gets wrestle and strip ball, for obvious reasons.
Posted: Thu Dec 20, 2007 11:51 pm
by GalakStarscraper
ClayInfinity wrote:Can someone explain what the Animosity game mechanic does / is?
When you declare a pass or hand-off action you can move first but you when get ready to release the ball to another player if he is not of your race (everyone on the Chaos Pact team) / (Goblins/Troll on Underworld) you have to roll a D6. On a 1, you cannot give the ball to the player of a different race ... you need to pick someone from your own race to throw/hand-off to ... or keep the ball and lose the action for the turn.
Galak
Posted: Fri Dec 21, 2007 12:33 am
by DamianTheLost
tenwit wrote:Yea, defensive pass-blocker works. With GAM access, he can get Pass Block, Catch, Very Long Legs, and Nerves Of Steel on doubles. Play him only on defense. However, this player has less synergy with the team than some of the others, so I don't think that you need him in your starting line-up. Really AG4 is the only thing he has going for him.
BTW you should uncheck the "Disable BBCode in this post" box. You keep attempt to quote other posts, and it never works.
Like this? I've been trying to figure what's wrong.
Posted: Fri Dec 21, 2007 12:35 am
by DamianTheLost
Solarhaphaeriom wrote:When a player with animosity tries to pass or handoff, you need to roll 2+ or he'll only give the ball to a player of the same race (which there are none of in this team)
I've recently started a Pact team myself, so I'm not quite sure what to do with them. One thing I've found is that you shouldn't expect to win a lot in the beginning. No skills at all makes it hard to play... I started with a goblin, a troll and 10 marauders (and apo), with ogre ASAP. This seemed to work well.
One thing about the team is that they are very flexible, and thus unpredictable. You have a lot of guys that can do anything (poorly), and you have TTM.
My plan is to develop a thrower from the first marauder to get +AG, a DP/sneaky fouler, a kicker/leader, some bashies with block and guard, a can opener with claw and MB, some defensive tackles with tackle, tails, DP, diving tackle if I can get it.
Big guys get guard, troll and ogre prob pro or maybe block (pro works on TTM). Once I get the mino I might give him juggernaut and claw on a double, use him to blitz other big guys. Also tempted to give tentacles to one of them (on double), and then break tackle.
Gobbo gets more heads and arms, maybe catch, maybe big hand. Zap through when he crowds me. The DE gets blodge, then maybe sidestep, all round blitzer type. Skaven gets wrestle and strip ball, for obvious reasons.
Good stuff I think. That could get the team going
Posted: Fri Dec 21, 2007 12:48 am
by tenwit
Kick + leader isn't a great combination. Leader should be on the pitch as much as possible: kick is a defense-only skill. Groom your kicker to be a defensive player, make your leader into something that doesn't require too many skill-ups but is always useful. Similarly, Kick-off Return and Leader aren't a great combination, as KOR is an offense-only skill.
Posted: Fri Dec 21, 2007 2:30 pm
by Solarhaphaeriom
tenwit wrote:Kick + leader isn't a great combination. Leader should be on the pitch as much as possible: kick is a defense-only skill. Groom your kicker to be a defensive player, make your leader into something that doesn't require too many skill-ups but is always useful. Similarly, Kick-off Return and Leader aren't a great combination, as KOR is an offense-only skill.
True, but what else to give the leader? I figured I would just use the leader reroll first in each half, when I kick off (which I usually do both halves). Open to suggestions though, my team aren't doing very well.
One problem that was emphasized by todays 1-6 cas, 0-3 TD loss is that Pact aren't very good in a pure bashy league. The active players in my league are Norse and Chaos Dwarves, and then there's less active Dwarves, Chaos and High Elves. Looking at my development of marauders, both the 'cornerbacks' (of which I've only developed one so far) are effectively useless, since there's no receivers. The big guys aren't reliable enough do win games for me, since they're likely to fall down even on 2d blocks against guys with Block. Meanwhile my bashy marauders are AV8 and missing Block, Mighty Blow or both compared to their opponents, so they get beaten up pretty fast. Then I'm outnumbered and lose.