Chaos Team Pact team advice

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Craigtw
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Chaos Team Pact team advice

Post by Craigtw »

Need some help!

After a fairly succeddufl game I have three players who have got skills. The team looks like this:

1- Ogre
2- Troll (Grab)
4 - Goblin
5 - Dark Elf (double 4s)
6 - Marauder
7 - Marauder (roll of ten - 6+4)
8 - Journeyman
9 - Marauder
10 - Marauder
11 - Marauder
12 - Skaven (double 5's)

Would appreciate knowing what people think. My current line of thinking was to give the marauder block - (as that is what they do a lot of). I am trying to think of how the others may be more useful - a MA8 or AV8 skaven may be nice, but I was also thinking that Sneaky Git can make him a useful fouler.... I am really at loss for the dark elf.

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Post by fire olli »

Skaven = MA 8
Marauder = Pass/Sure hands
Dark elf = Catch/Guard

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Post by Grendel »

I would suggest getting the Marauder MV 7.

The Skaven is a very easy target (with his low armor), so you want to have another guy that can score.

Not sure how youar e suing the Skaven, mine was a safety, so I would suggest block/tackle.

The Dark Elf - depends on what you want to do with him. Pass might be an option (even though tricky with the animosity), otherwise give him dodge.

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Craigtw
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Post by Craigtw »

As it turns out there was a game available very shortly after I posted and I was forced to make some very quick decisions.

I figured that be so new my team was still in need of some of the basics before taking any of the sexier skills, so I went with

Dark Elf - block
Marauder - block
Skaven - extra arms

I appreciate what Grendel sais about the extra move on the marauder, but it was too late. By giving the skaven the extra arms I now have two ball carriers that can pick up and catch on a 2+. In retrospect I regret not giving the dark elf pass...

But more feedback is welcome!

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Post by Joemanji »

Craigtw wrote:I figured that be so new my team was still in need of some of the basics before taking any of the sexier skills, so I went with

Dark Elf - block
Marauder - block
Skaven - extra arms
Good decisions to ignore the stat upgrades IMO. I found MA and AV upgrades on a rookie CP team suboptimal bordering on useless. They need the basic skills straight away, though I would perhaps have chosen Dodge first on the DE. Butb EA isn't great on the Skaven since Animosity makes him the last person you want to pick up the ball.

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Post by tenwit »

Joemanji wrote:EA isn't great on the Skaven since Animosity makes him the last person you want to pick up the ball.
But he's the last person who catches the ball before he runs in to score! So the +1 to catch helps.

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Post by Andromidius »

Makes him a good interceptor as well. Next he needs Pass Block and Very Long Legs.

Also means you can keep him behind your lines and out of harm's way (usually...). Though you'll then have to get him into a cage to score, since he won't be wanting to pass it to anyone else later...

Oh, and try to make the Dark Elf a ball retreiver, I would. Dodge, Leap, Strip Ball. Though he'll be pretty costly at that stage, it'll be worth it...

And Block, Block, Block on your Marauders.

~Andromidius

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Post by Craigtw »

Andromidius wrote:since he won't be wanting to pass it to anyone else later...
Wow, I think you guys are putting WAY too much stock in the animosity! there is only a 1 in 6 chance that they will refuse so it is still a good plan to have a passer and receiver.

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Post by tenwit »

Craigtw wrote:Wow, I think you guys are putting WAY too much stock in the animosity! there is only a 1 in 6 chance that they will refuse so it is still a good plan to have a passer and receiver.
The animosity guys all make good receivers. The marauders all make good passers. Why make the elf or skaven good at passing? AG3 + Pass + Accurate is already good enough, and you have only two guys with A access, why waste that giving either of them P skills?

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Post by Craigtw »

tenwit wrote:The animosity guys all make good receivers. The marauders all make good passers. Why make the elf or skaven good at passing? AG3 + Pass + Accurate is already good enough, and you have only two guys with A access, why waste that giving either of them P skills?
A good point about the animosity players making great catchers, but that is a lot of development to get the marauders pass and accurate. It is worth noting however, that at the initial stage having the AG4 elf and the extra arm skaven picking up in a 2+ is very important. When the team develops I can go for a couple of passers.

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Post by Andromidius »

As I'm sure any Ogre or Vampire player will say, roll enough 2+ dice rolls and those 1's will come. Usually at the worst possible time.

Best to avoid rolling dice when you can automatically pass with someone else.

~Andromidius

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Post by Craigtw »

Andromidius wrote:As I'm sure any Ogre or Vampire player will say, roll enough 2+ dice rolls and those 1's will come. Usually at the worst possible time.
While this has not happened to me yet, I am sure my time will come!
Andromidius wrote:best to avoid rolling dice when you can automatically pass with someone else.
Now this is a bit of a misleading statement. It is not necessarily better because the marauders do not pick up or pass as well as the dark elf. They can get the xtra arms and accurate to be on par, but then that is two skills invested. I am sure if you do the math it is better to have the 2+ pick up and the extra +1 to pass and risk the animosity.

Anyone want to do the math? :wink:

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Post by tenwit »

Craigtw wrote:I am sure if you do the math it is better to have the 2+ pick up and the extra +1 to pass and risk the animosity.

Anyone want to do the math? :wink:
I'd say it's better to have Dodge, Side Step, Diving Tackle, Catch, Sprint and other A skills on the elf. Passing is always an optional extra that can wait until your 9th Marauder is skilling up.

It's (almost) never better to risk the animosity on this team. On Underworld it can be ok because if you fail the animosity roll, you can at least get rid of the ball to another skaven player. If the elf is about to get blitzed 'cos he's holding the ball, a failed animosity roll can spell doom for your AG4 player. Doesn't matter if it's more likely to be accurate than if it was a marauder in that place; the problem is the risk of leaving the ball in the wrong hands at the end of your turn.

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Post by Mad Jackal »

On the dark elf I would not take pass.

I would how ever have taken NOS.

That makes for a beast of a reciever later.

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Post by sirsebstar »

dump off, how does this work with animosity, do you still need to roll?

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