Chaos Pact development

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LtCariad
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Chaos Pact development

Post by LtCariad »

Hello everyone!

I've been skulking around here for some time, but haven't really gotten involved in any discussions yet. However, I find myself in quite a nice predicament and thought I'd ask your thoughts on it.

Here it is:

Last game I got +AG on two (!) Marauders, Leap on my Dark Elf and Guard on an Ogre. The same game I got one Niggling injury on my rat with extra arms, -AV on one Marauder. My thought is to develop the Dark Elf into a cage-jumper, and use the Marauders as primary ball handlers. One with Accurate and Strong arm/NoS and the other I'm not so sure on. Would you go the same route with him? What would you suggest on my second AG4 Marauder? I'll dismiss the rat, but since I like them I'll buy another. What route would you go with him with the three AG4-players in mind? Doesn't feel like I need another ball-handler.

Cheers!

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Smeborg
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Re: Chaos Pact development

Post by Smeborg »

LtCariad - you are a lucky bunny.

I agree with your general direction for all these players. My suggestions are:

- Perhaps you could develop the AG4 Marauders into one Thrower and one Runner for maximum flexibility against all opponents?

- Perhaps the Rat is best suited for a Blitzer role (similar to the DE, but without the AG)?

Hope that helps.

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Re: Chaos Pact development

Post by LtCariad »

True, that was the luckiest I think I've ever been on skill rolls. I think I will develop the second +AG Marauder as a runner with nice exit options :) The rat should work as a back-field blitzer with maybe horns and block... Will have to think about that some more. Thanks for the input, though which skills would you focus on as a runner? Block, of course, but what then? There is so much to chose from since they got GSPM-access :)

Cheers!

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Re: Chaos Pact development

Post by Ullis »

I'd look to make a passer out of one of them (with Pass next), but I think the other one should be built for defence in a safety role (since the DE has Leap now for the cage buster role). Building both for offence would be wasteful.

Building a runner type player from marauders is harder with no access to A skills (although if you get doubles I'd look to Dodge probably).

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mrmojoz
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Re: Chaos Pact development

Post by mrmojoz »

LtCariad wrote: The rat should work as a back-field blitzer with maybe horns and block... Will have to think about that some more.
Maybe horns and wrestle so he can be sure to get the ball out of a carriers hands?

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Fist of Gales
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Re: Chaos Pact development

Post by Fist of Gales »

Block/Tackle/Tail is also a route you can take the Linerat if you are facing a lot of more agi teams. Wrestle/Horns/Tackle is certainly a good route as well.

I personally like to have sure hands on my passer before pass. Kick off Return is not a bad call for a "thrower" type maurader due to the generally low movement values on this team.

I've Always wanted a 4 agi blocking Nerves of steel maurader if you are looking to build a catcher. I like horns on my 4 agi guys on this team to give you a mobile 4 str blitzer.

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Re: Chaos Pact development

Post by GalakStarscraper »

I'd look at the Wrackle/Horns/Strip Ball route for the Skaven to make best use of this speed and best odds at freeing the ball.

Galak

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LtCariad
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Re: Chaos Pact development

Post by LtCariad »

Thanks for all your input, guys. Now I have a goal for my next rat :) If he survives long enough, that is. I've really fallen for the Chaos Pact team and all its quirks. I really had a solid plan for developing my Marauders before I rolled two AG4, but now I think I have an idea of what to do next.

Regarding Sure Hands. With AG4 I feel the need for it is not so urgent. I'd rather have the skills for making the long passes work. AG4 and Accurate and Strong arm seems so delicious :) I actually think I would take Accurate before pass, but not entirely sure about that one yet.

I still feel a bit at a loss regarding my second AG4 guy. I'd really like to have a catcher on the team, but maybe the gobbo could work better in that position.

Cheers!

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Re: Chaos Pact development

Post by Fist of Gales »

For me personally I would never take pass before sure hands. If you are purely considering them as a reroll then pass is probably slightly better as you are more likely to need a number higher than a 2 on a pass than on a pick up with an agi 4 player. The ability of sure hands to cancel out strip ball as well as providing a reroll pushes it over the top for me. Also, you'll have to pick the ball up on every drive where as you may not throw a pass on every drive.

Accurate vs sure hands is certainly a debate, depends on your play style and the teams that you will face. I personally still prefer sure hands as I like to play more of a running game and try to avoid throwing the ball if I can, but if you want to build more of a passer then 4agi accurate & strong arm is about as good as it gets :)

TL

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Re: Chaos Pact development

Post by Carnis »

LtCariad wrote:Thanks for all your input, guys. Now I have a goal for my next rat :) If he survives long enough, that is. I've really fallen for the Chaos Pact team and all its quirks. I really had a solid plan for developing my Marauders before I rolled two AG4, but now I think I have an idea of what to do next.

Regarding Sure Hands. With AG4 I feel the need for it is not so urgent. I'd rather have the skills for making the long passes work. AG4 and Accurate and Strong arm seems so delicious :) I actually think I would take Accurate before pass, but not entirely sure about that one yet.

I still feel a bit at a loss regarding my second AG4 guy. I'd really like to have a catcher on the team, but maybe the gobbo could work better in that position.

Cheers!
If you're playing a throwing game then pass is suboptimal. The +to hit from accurate & strong arm are better. The odds of failing both 2+ rolls in the same turn are marginal. Your catcher will have ag4, catch or x-arms anyway, or it's not worth passing.

Surehands is really for running plays. I'd consider taking one ag3 'rauder who takes Block/Surehands IF you want to play run-ball.

Go Blitzer-Catcher with the 2nd AG4. Take Block/Tackle and if you get the chance, dodge. Your elf + skaven can then get Wrestle/Horns.

Still, I feel the basic Block/Guard marauders are your bread and butter.. So don't go investing too heavily to ballcarrying.

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Re: Chaos Pact development

Post by LtCariad »

Again, thanks for your replies. I've played some with this team now, and found that I really don't need pass or sure hands on my passer type Marauder. As Carnis said, the receiver will usually have a 2+ roll to catch as well, so It'll be Accurate and Strong Arm for some really good long distance options. That is really what I want, since otherwise I'll play a running game instead.

Still uncertain about the other AG4 Marauder, though I'll start out with Block on next skill, unless he rolls a +ST or something :) As is, I have three main target options for my thrower (DE, +AG Marauder and Gobbo), so I won't be investing to much in a catcher type player.

Cheers!

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