Chaos pact: what mutations on the linos ?

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JaM
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Chaos pact: what mutations on the linos ?

Post by JaM »

hi all,

I want to build a chaospact team, but I have difficulty deciding wich mutations to take... And I mean on the linemen (marauders ? cant remember).

My lineup will look like this:
3 BGs,
DE, Skaven, Gobbo.
This ^^ means 6 players, so I have room for 10 more. Not all of them will get a mutation (although it would be fun), but I am thinking 5 or something with all kinds of weird stuff...

1 with extra arms (ball handler)
1 with claw (fouler/blocker)
... ??

Maybe even more of the above, but I am wondering; wich mutations are a "must have", and are therefore safe to model on the players ? I will use the 3rd edition human team for players, I should have plenty of those (metal ones, not plastic).

I see the gobbo as a two-header/fouler/general annoying player, the skaven as a stripballer kinda player, and the Delf as a catcher/assister.
They are different enough anyway, I dont really need to model them that much.

I however do intend to make the most of "just" the linemen, they are quite allright for a lot of things. And since they are the bulk of the team, they should do the most anyway.

Hope you guys understand my question, it starts to look like a ramble :).

Best regards,

JaM

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Post by the beanbag »

We've had Chaos Pact teams (as well as Underworld), a couple of times in recent leagues here and all the ball handling is done by the marauder linemen to avoid animosity screwing up your plans.

The gobbo often gets wrestle and horns as a cage-invader, the skaven I've seen with two heads to keep him mobile (maybe extra arm to grab a loose ball) and the dark elf do whatever you want with him - horns again? Horns is good... :-?

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Post by JaM »

[quote="the beanbag"]We've had Chaos Pact teams (as well as Underworld), a couple of times in recent leagues here and all the ball handling is done by the marauder linemen to avoid animosity screwing up your plans.[quote]

Yup... that's the idea.

Horns... hmmm. I do want to start a team witht he 3 BGs however (yes, they WILL screw up, I know ;)) and I intend to blitz with the mino or the ogre. However, 1-2 with horns should work quite allright. Never gave them much thought.

JaM

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Post by Tripleskull »

Two heads and big hand is good for the gobbo.

Horns, leap for the DE if you dont want him to be the ball handler.

As for the linos:

Ball handlers: Ekstra arms is a must have for ball handling.

Bashers: Claw combined with mighty blow piling on (claw does not work on fouls though)

Horns and heads could combo with wrackle, frenzy for a sacker.

Tail and tentackles could combine with blodge, stand firm.

Think you should get a git, dirty player lino for thge fouling. The goblin has other stuff to do, like OTS and getting scattering balls (big hand)

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Post by the beanbag »

Yep I agree with TS about the DE actually - horns when teamed withleap is another cage bothering player.

Sorry if I didn't make sense, I made the animosity reference to highlight the choice of mutations on the skaven/gob/DE - that extra arms, big hand might not be as advantageous on them as on the linemen if you're looking at preemptive conversions, to save you time and money.

I would seriously reconsider assigning the blitzing rolls to those two big guys, you don't need to use them for blitzing so much as just getting in the way and auxillary blocks. But this is about mutations...

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Post by JaM »

Thanks for all the advise so far. I forgot indeed that claw doesnt work with fouling (well, not anymore anyway).

Please keep them coming, and I promise that I'll post some of the mutations when they are ready.

JaM

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Post by Warpstone »

Depending on how much passing you have in your league: Disturbing Presence can come in useful. Especially if you're combining it with side-step/standfirm to foul up attempts to hand the ball off into a cage or make a quick pass around the LOS.

Claw is nice, but you still should build in the order of Block->MB->Claw for best effect (unless you just want to intimidate people and take claw as the first skill :wink: )

Certainly at least two extra armed linemen seem very useful to give you instant catchers/runners on offence. My only issue is that it seems like my Pact team needs so many other bread and butter skills (sure hands, block, guard) that it may take a while before I finally get to make some of the mutation builds that excite me about this team.

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Post by JaM »

Well, my idea with this team is to ignore the "normal" skills, and go for the mutations ASAP.
Should be fun ! :D

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Post by Duke Jan »

In that case, get two of each mutation at least ;) First one to roll double gets leap, long legs next. Then Horns. That's a nightmare for any opponent. Ball handlers with foul appearance can be a pain for your opponents. That strip ball war dancer will have to roll another dice to get the ball loose. +MA combines well with tails/shadowing/tackle. Disturbing presence players should get pass block too.

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Post by JaM »

Well, I've tried a Nurgle team, and that disturbing presence / foul appearance thing doenst really work for me, on that team. :-?

We dont have a Woodie player in the league,... yet. So no stripping balling warprancers to worry about :D ... yet.

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Post by Cramy »

Definitely Big Hand on the Gobbo. Dodge on 3+ into tackle zones, pick-up on a 3+, dodge away on a 3+. Doesn't get much better than that.

Develop one or two players as ball sackers. I really like the DE with Leap and Horns and then ball sacking skills like Wrestle, Strip Ball, Tackle, Frenzy ... Then the Gobbo should shine.

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