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Starting Chaos Pact - one game down

Posted: Mon Nov 08, 2010 6:30 am
by Krulfang
So, I started a Chaos Pact team and just finished my first game versus a starting Slann team (we wanted to try some of the add-on teams). I ended up beating him 2-0 (almost 3-0, but I got greedy for more casualties...) So, here is the team as it stands now:

Minotaur - 7SPP
Chaos Ogre - 2SPP
Chaos Troll - 4SPP
Dark Elf Renegade - 6SPP
Skaven Renegade
Goblin Renegade
Marauder - 2SPP
Marauder
Marauder
Marauder
Marauder
Marauder
2 rerolls
6 FF (we're trying out the free FF, so we all start with 5 and it doesn't affect Team Value)

So, I have two level ups (the Minotaur and the Dark Elf). Both rolled standard skill ups. I'm thinking of Juggernaut or Break Tackle on the Minotaur, which would help him Blitz, which is what I feel Minotaurs should be used for. The Dark Elf, I'm thinking Extra Arms, so I can skill him up as a running back/catcher. Once I get a passing marauder, the extra arm will be nice, but Big hand or sure hands would also help him in a ball carrier position.

What do you guys suggest for the Minotaur and the Dark Elf? As is, I'm taking Juggernaut and Extra Arms. Any help developing this team would be of great help.

Re: Starting Chaos Pact - one game down

Posted: Mon Nov 08, 2010 6:32 am
by Greyhound
definitely jug on the mino (IMHO) and I'd put sure hands on the elf.

Extra Arm will only by useful when he's in a tackle zone which and it isn't as good as a reroll.
If you plan to pick up the ball with someone else, that means that your elf will be receiving and right now he'll need block and dodge a lot more that the extra +1 when he's in a tackle zone.

Also before your marauder starts passing efficiently he will need Sure Hands (AG3 costs a lot of RR on pick up and you don't want to fail that roll), and then pass (AG3 costs a lot... you get my point). Then comes accurate and safe throw but by then he's already a high level player without block so I don't know how he will survive that long. He's no elf, and once in tackle zone he's kind of stuck.

I think you are better off picking up the ball with your elf for the moment while levelling up the marauder on the side. But it's your team, go as you feel.

Re: Starting Chaos Pact - one game down

Posted: Mon Nov 08, 2010 6:52 am
by Krulfang
Hmm... Considering the elf got both of my touchdowns, making sure he can pick up the ball is a definite plus. Also, preventing Strip Ball is certainly a good idea. I think I'm going to go with Sure Hands, as this will keep my team in position to score and keep a competitive edge.

Re: Starting Chaos Pact - one game down

Posted: Mon Nov 08, 2010 9:54 am
by Carnis
DODGE+BLOCK are the first 2 skills of any pact elf. Don't look elsewhere, unless you roll +AG or +ST or +MA.

I'm not convinced having a mino is a good idea, but since you already got him you can either a) take jugs now & use doubles for claw or b) wait for block-doubles & take guard or break tackle now.

Re: Starting Chaos Pact - one game down

Posted: Mon Nov 08, 2010 7:08 pm
by Krulfang
Considering my Minotaur got MVP and a casualty, I think he's sticking around. Also, IMHO a Minotaur is the best Big Guy around. He makes a killer blitzer, so I'm going to give him skills that help him blitz (i.e. Juggernaut). If I have a troll and Ogre helping on the line, I can well afford the blitzer Minotaur. Break Tackle will be his next basic skill roll.

As for the elf, while dodge and block are great skills, I need to be able to handle the ball! I think the ability to score comes before helping a guy get into position to score. His next level wil get him dodge or block, never fear. I know dodge and block are great skills, I just wonder why you think they take precedence over sure hands. I think it's needed due to my limited rerolls.

Re: Starting Chaos Pact - one game down

Posted: Mon Nov 08, 2010 9:13 pm
by cyagen
DElf: Optimized option: Dodge, Block
Fun option: Horns, Leap, VLL

Mino: Guard is a must since your Mino will never loose his tackle zone. Do not forget, the key to win with Pact is to play around the Neg traits of the BGuys.

Re: Starting Chaos Pact - one game down

Posted: Mon Nov 08, 2010 10:00 pm
by mattgslater
DElf: Dodge first, Block second. Because you have no Block, you could be forgiven for doing it in reverse order. Then you can look at Horns, Side Step. Leap is a risky vanity pick, but I see the attraction. Sure Hands makes you pick up with him, which is bad for your team management. He'll get his points, if you can keep developing his support.

Mino: Stand Firm. Don't let him get pushed away, discourage people from blocking him to make him waste actions or make you use gratuitous blitzes. I know he's ST6 when he blitzes, but I hate burning my Blitz action on a failed anti-skill, and it's easy to get him 3d on a blitz, so Juggernaut doesn't do it for me either. I don't like Guard on him until you've got a lot more stuff; at this low level of development, it just ensures he'll be neutralized.

Re: Starting Chaos Pact - one game down

Posted: Tue Nov 09, 2010 10:32 am
by Ullis
The Dark elf already does a pretty good job of handling the ball with AG4. Sure Hands makes him only marginally better at picking up balls. You can take Sure Hands on a marauder. Plus if you give the elf Sure Hands then you'll be picking up with him all the time and with Animosity he'll hog all you spp's.

Re: Starting Chaos Pact - one game down

Posted: Tue Nov 09, 2010 10:41 am
by Carnis
Because the Delf's ability to score is greatly increased by the Delf being alive and on the pitch.

Re: Starting Chaos Pact - one game down

Posted: Wed Nov 10, 2010 8:42 pm
by Warpstone
I've had three different minos on my CPact team and have learned the hard way that guard is probably your best first skill. This team begins to become more than the sum of its parts when the big guys can guard each other and support marauders. Next skills would be juggernaut and stand firm.

The dark elf needs dodge+block. As Carnis points out, he needs to stay alive to make a play.

Re: Starting Chaos Pact - one game down

Posted: Wed Nov 10, 2010 9:17 pm
by grampyseer
+1 for dodge on the dark elf.

If he's picking up he's a) in the open and can do it on a 2+ anyway.
b) doing it in a tackle zone- you can use a TRR, and the dodge will be important for your escape.

Anyone (who knows what they're doing) will target the dark elf for a Blitz,foul as often as possible. Keeping him on his feet is key.

Re: Starting Chaos Pact - one game down

Posted: Thu Nov 11, 2010 5:08 am
by Krulfang
Hmm... I'm going to go ahead and give my Delf Dodge instead of sure hands. A 2+ to pick up the ball is fine, and if I must a team reroll will work, and dodge will help him be versatile.

As for the minotaur, since I'm building him up as a blitzer, I'm not sure about Guard as a first skill. I know the values of Guard having played Orcs and Dwarfs in the past, but for a blitzing piece I feel like Juggernaut will work well with the horns the minotaur comes with. Guard is a definite on the Ogre and the Troll, but its not as much of a priority on the minotaur, which will be in more one-on-one confrontations in the wide zones rather than stuck in the middle with everyone else. I will not go without Guard, and it will certainly be added later on, but I don't see its merits for a first skill.