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old world team

Posted: Mon Nov 03, 2003 8:12 pm
by crunked1
1 treeman
1 orge
1 human thrower
5 human lineman
1 w. elf catcher
2 longbeards
1 trollslayer

its a fun team to play lots of power on the (los). everyone has gained points. tell me what you think

Posted: Mon Nov 03, 2003 8:17 pm
by Darkson
I think Pact teams are over-powered. :smoking:

Posted: Mon Nov 03, 2003 8:22 pm
by neverdodge
Darkson wrote:I think Pact teams are over-powered. :smoking:
i agree, tough i didn t played a lot with, neither against them, so i will not make a judgement, that s just my first tought about them . I especially think the chaos pact feel way too strong

As for the roster you posted, i think i would take 2 elf line instead of the catcher, and use tehm as catchers.

Posted: Tue Nov 04, 2003 4:29 am
by crunked1
my friend uses a choas pact team they are tough but i usually beat him, due in part that i have more experience playing the game. his roster is this.

6 choas marauders
1 skaven thrower
1 norse catcher
1 black orc
1 choas warrior
1 ogre
2 beastman

Posted: Tue Nov 04, 2003 8:21 pm
by Asmodan
Not so sure every pact team is, i have played against and with Lustria Pact and IMO they seem to be balanced with the rest.
However i am not so sure nif the 2 others is as balanced.

Posted: Tue Nov 04, 2003 9:49 pm
by swilhelm73
Asmodan wrote:Not so sure every pact team is, i have played against and with Lustria Pact and IMO they seem to be balanced with the rest.
However i am not so sure nif the 2 others is as balanced.
That might be because the Amazon linewomen and the other bashy players are kind of at odds as to how to use.

A good Zon coach gives you little too hit on your turn. A Lustrian Pact team will have to though, IMO. Blodge is great in general but an all blodge team is exceptional.

Posted: Tue Nov 04, 2003 11:07 pm
by Dave
I only know about the CP team and it sucks.

I guess a good solution could be to remove Block from the lino's. It takes them longer to become usefull, right now it's a team full of blitzers. :pissed:

Posted: Tue Nov 04, 2003 11:54 pm
by ScottyBoneman
Dave wrote:I only know about the CP team and it sucks.

I guess a good solution could be to remove Block from the lino's. It takes them longer to become usefull, right now it's a team full of blitzers. :pissed:
Best solution for a balanced CHaos Pact Roster:


0-12 Chaos Zombies 30,000 4 3 2 8 None Regenerate [G]
0-12 Chaos Skeleton 30,000 5 3 2 7 None Regenerate [G]
0-4 Chaos Ghoul 70,000 7 3 3 7 Dodge None [G, A]
0-4 Chaos Wight 90,000 6 3 3 8 Block Regenerate [G]
0-2 Chaos Mummy 100,000 3 5 1 9 Mighty Blow Regenerate [G, S]

Posted: Wed Nov 05, 2003 12:13 am
by Lofwyr
Best solution for a balanced CHaos Pact Roster:


0-12 Chaos Zombies 30,000 4 3 2 8 None Regenerate [G]
0-12 Chaos Skeleton 30,000 5 3 2 7 None Regenerate [G]
0-4 Chaos Ghoul 70,000 7 3 3 7 Dodge None [G, A]
0-4 Chaos Wight 90,000 6 3 3 8 Block Regenerate [G]
0-2 Chaos Mummy 100,000 3 5 1 9 Mighty Blow Regenerate [G, S]
I just sit here staring at the screen and cannot stop laughing :-)
This is the best tested Chaos pact Cockerel ever. I really think it´s balanced. :-)

Posted: Thu Nov 06, 2003 3:48 pm
by Robotorz
First of all its the Undead Pact Cockerel ;) but it isnt that balanced... the combination of hard hitting players, fast dodgy type players and cheap lineman makes this team deadly I think!

Re: old world team

Posted: Thu Nov 06, 2003 4:16 pm
by McDeth
crunked1 wrote:1 treeman
1 orge
1 human thrower
5 human lineman
1 w. elf catcher
2 longbeards
1 trollslayer

its a fun team to play lots of power on the (los). everyone has gained points. tell me what you think
personally i'd have gone the wardancer, Human catcher route.

Posted: Thu Nov 06, 2003 4:21 pm
by Cooper
Dave wrote:I only know about the CP team and it sucks.

I guess a good solution could be to remove Block from the lino's. It takes them longer to become usefull, right now it's a team full of blitzers. :pissed:
take out the gutterrunner and they are a hitting team with AV7.
Norse start out with the same "team fullo' blitzers". But they have 4 excellent blitzers to back that up.

To be honest, i haven't seen anyone in our league who played to the disadvantages/weaknesses of the CPact-team.

Don't know about other leagues ofcourse...
W

Re: old world team

Posted: Thu Nov 06, 2003 4:25 pm
by Cooper
crunked1 wrote:1 treeman
1 orge
1 human thrower
5 human lineman
1 w. elf catcher
2 longbeards
1 trollslayer

its a fun team to play lots of power on the (los). everyone has gained points. tell me what you think
Looks strong to me, help me calculating, how many RR's and FF?
I would be tempted by a Wardancer ofcourse, but i don't know it that would be very usefull, with so little people who can pick up a ball reliably
and don't halflings play in OldWorld? I would add one of those too, only to field in turn 8.

I like it though..if my league will let me i will try it out...
W

Posted: Thu Nov 06, 2003 8:23 pm
by Dave
I guess you're right and I'll admit without hesitation that you were quite lucky with any injurie roll made against you but still... any player that starts with Block is a potential blitzer in a beginning, and even an advanced, team.

The point of the team is not only making a new kind of team but crating a way for allie-lovers to have a team with lots of different players in it.

The team is meant to be a slow starting one but a win percentage of 75% is not really slow starting.

I think a good solution is removing Block (for no downgraded cost) of think of a rule that makes the key players unrelieable. (bonehead for example, to represent the comm's problems the races have between them, and for the positional players only .. just a thought)

Posted: Thu Nov 20, 2003 1:01 am
by Nightbird
I've started an Old World team with the following line-up to good success:

1 Ogre
1 Human Thrower
2 Woodelf Lino's
4 Dwarf Longbeards
3 Human Lino's
2 RR
8 FF