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Chaos Pact Advance Advice Needed

Posted: Mon Jan 04, 2010 1:50 am
by Digger Goreman
For those that don't read my team blog:

The questions to the gallery come in how to make the most out of the two skill ups that've come my way? With his niggling injury, would Darren do better with Block/Wrestle/Kick (or something else?).... Nothing has been normal for Jester, achieving +St first then doubles for Block... now 6+4.... While armor is key to keeping him alive-r... and speed kills... it's a looong way to 51pts and the opportunity to gain two-heads on him.... I certainly wouldn't mind a little coaching on best picks....

Grave Issues
WTL 4-0-3
140k Treasury
3 FF/2 RR 0AC/0CL
Apothecary
TV 1,030,000 +
TD (10) difference: +3; Casualty (15) difference: +5

Awesome Andrew/Marauder/6338/3spp
Brash Biff/Marauder/6338/Leader/11spp
Crash Crippler/Marauder/6338/0spp
Daring Darren/Marauder/6338/(reg skill)/7spp Niggling
Extraordinary Effin Earl/Marauder/6338/2spp
Freak Mi Fanny/Marauder/6338/0spp
Getta Grip/Marauder/6338/0spp
Jester/Goblin Renegade/6337/Animosity, Dodge, Right Stuff, Stunty, +ST, Block, (6+4)/32spp
Warpstone Warlock/Skaven Renegade/7337/Animosity/0spp
Flash/Dark Elf Renegade/6348/Animosity, Big Hand, Two Heads/22spp
Dennis/Chaos Ogre/5529/Loner, Bone Head, Mighty Blow, Thick Skull, Throw Team-mate, Break Tackle/8spp

Re: Chaos Pact Advance Advice Needed

Posted: Tue Jan 05, 2010 6:00 pm
by Funksultan
Ugh, tough spot. The team only has 1 big guy, and 11 players, so there's not a lotta room to be picky.

With a niggling, and being a vanilla lineman, Darren doesn't have a whole lotta long term value. In the big scheme of things, I might have replaced him with a journeyman but now he's skilled, and you'll have to make the best of it. Dirty Player / Tackle come to mind to give him a little use, that isn't crucial to your team. Definitely don't give him anything important like kick, return, etc.

Completely opposite, Jester is going to be a huge, shining star for his life. A str 3 blodging stunty who you can throw? Wow. Tough call. He's begging for +AV, but honestly, I think I'd go for the +MA. He's a scorer, now and forever, and with the potential TTM, that one square just opens up a whole world of goodness for him. If a hunter really comes after him, they are likely to have claw/MB in a developed league, and armor isn't gonna save him as much.

My Chaos Pact team takes the field next week, and for better or worse (probably worse) I've decided to start with 3 big guys, gobbo, 7 marauders, and 3 rerolls. :P Saving for that DElf asap.

D

Re: Chaos Pact Advance Advice Needed

Posted: Tue Jan 05, 2010 11:57 pm
by Blammaham
I've never played CP but everytime I see a roster the Darkelf has done all the scoring/spp farming. I think when I start one I'll forego the DE and bite the bullet early in hopes of skilling up some Marauders. +1 Take the move on the gobbo.S.

Re: Chaos Pact Advance Advice Needed

Posted: Wed Jan 06, 2010 12:11 am
by Digger Goreman
I hear ya' on the Ma.... It always seems to be my bad luck on the landing... cost me my Minotaur last time! He's actually scored once on being thrown... survived one crash landing and died... necessitating use of the Apothecary... and not having a save for Red Bull the mino.... Still thinking 'bout it....

What's the reject of two-heads? More often I've double-failed (1/2, 1/2) dodges with him (he's lucky on survival) and could see him going nearly any-damn-where....

Hmmmm....

Re: Chaos Pact Advance Advice Needed

Posted: Wed Jan 06, 2010 6:15 am
by cyagen
Get +1 MV. Two Head is nice but do not refuse a 7337 gobo!

Re: Chaos Pact Advance Advice Needed

Posted: Wed Jan 06, 2010 10:05 am
by Carnis
Get horns! Two-heads/AV/MA is nice but 6437 blodge gobbo how could you refuse that?

+AV sounds nice, but you can probably protect him with your marauders and he already has blodge.
+MA sounds nice too, but then you'll be one advance further from getting horns/twoheads.
Two-heads, well you could go two heads for a 2+ dodge into a cage, but with horns you got a 3+ dodge with a 2die blitz.. Tons better imho.

Re: Chaos Pact Advance Advice Needed

Posted: Wed Jan 06, 2010 10:24 am
by mubo
Carnis wrote:Get horns! Two-heads/AV/MA is nice but 6437 blodge gobbo how could you refuse that?

+AV sounds nice, but you can probably protect him with your marauders and he already has blodge.
+MA sounds nice too, but then you'll be one advance further from getting horns/twoheads.
Two-heads, well you could go two heads for a 2+ dodge into a cage, but with horns you got a 3+ dodge with a 2die blitz.. Tons better imho.
True, but a horns/leap/wrestle Dark elf does it better, which is how I've seen a few pact teams do it.

Horns is my favourite choice though, especially as your D.Elf is already built for retrieval.

Re: Chaos Pact Advance Advice Needed

Posted: Wed Jan 06, 2010 8:26 pm
by Funksultan
+MA opens the hole for sprint, which officially makes you have a 1TTD threat. Not saying you'll always do it, but the threat of it is NICE. Skilled players may have to commit resources to shutting it down, which opens things up for you in other places.

Definitely not horns. Sure, he's a +str gobbo, but if you are using your blitz on the gobbo on a pact team, something is dreadfully wrong. :P (sooooo many block/mighty blow/claw candidates).

D

Re: Chaos Pact Advance Advice Needed

Posted: Thu Jan 07, 2010 7:22 pm
by Smeborg
+1MA is extremely useful on a Gobbo. Such a Gobbo was my best player in an Orc "concept" team last season (no Troll, no Black Orcs).

Re: Chaos Pact Advance Advice Needed

Posted: Fri Jan 08, 2010 1:23 pm
by Craigtw
Smeborg wrote:+1MA is extremely useful on a Gobbo.
Agree. I got +1 MA on my Pact gobbo in the league last year, and it was great. No regrets.

Re: Chaos Pact Advance Advice Needed

Posted: Tue Jan 12, 2010 1:05 am
by Digger Goreman
Thanks for all the good advice... it was a back-n-forth decision, but I went with two heads.... It really made a difference as Jester dodged gleefully past multiple opponents (except for Nuffle... who always wins!)....