Chaos Pact ... strategies please

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poochée
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Post by poochée »

thats exactly my problem with the team... I know that all of my players (ok mostly the marauders) can go in many different directions and that I can establish quite an allround team, but just how do I start... I mean dark elves can in their first games rely on an elvish passing game and they do have skilled positionals, but what do I do with my chaos pacters. I have played cds and pro elves before, both teams with good skilled players that I could rely on from the beginning... ok I have 4 rerolls but that just doesnt seem to be enough...

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Post by stashman »

This makes a good start.

ogre 140
troll 110
dark elf 70
skaven 50
goblin 40
6 marauders 300
4 rerolls
10K in cash

You will need rerolls for animosity and no skills start. Later it will also cost 140K.

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Post by Joemanji »

I'm not planning on taking the Skaven at any point. With Animosity and his lower AV7 and without access to S or P skills he seems poor value in comparison with a Marauder, even if he is faster.

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Post by GalakStarscraper »

Joemanji wrote:I'm not planning on taking the Skaven at any point. With Animosity and his lower AV7 and without access to M or P skills he seems poor value in comparison with a Marauder, even if he is faster.
Huh? Skaven player has GM access. Did you mean A or P skills?

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Post by Joemanji »

GalakStarscraper wrote:Huh? Skaven player has GM access. Did you mean A or P skills?
I did indeed. :oops: Mean S or P anyway. I'll edit.

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Post by bouf »

Skaven : Shadowing, Pre-Tail, Pass Block

Goblin : Two Heads, Extra Arms, Jump Up

Darkie : Pass Block, VLL, Leap,

All three don't have long lives without Block... so if you wanted to give them Block/Wrestle sooner, so be it.

Use the Skaven to mark opponents. As they try to run about he can trip them up. (Side step on doubles) Not a clamerous Job but it fills a good roll on the team.
Use the Goblin to break up plays. Throw him a lot... assuming you don't break AV he could jump up and nab the ball. Dodging on a 2+ then picking up in a TZ on a 3+... Thats just annoying! (Block on doubles)
Use the Darkie to stall throwing plays. Pass block + Leap is awesome at ruining the other guys day! (NoS on doubles)

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Post by Joemanji »

bouf wrote:Skaven : Shadowing, Pre-Tail, Pass Block

Use the Skaven to mark opponents. As they try to run about he can trip them up. (Side step on doubles) Not a clamerous Job but it fills a good roll on the team.
Why can't a Marauder do that? What is the preference for Pass Block btw? First skill for a DE? :o I'd prefer the all-purpose Dodge.

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Post by bouf »

Joemanji wrote:
bouf wrote:Skaven : Shadowing, Pre-Tail, Pass Block

Use the Skaven to mark opponents. As they try to run about he can trip them up. (Side step on doubles) Not a clamerous Job but it fills a good roll on the team.
Why can't a Marauder do that? What is the preference for Pass Block btw? First skill for a DE? :o I'd prefer the all-purpose Dodge.
The skaven is a better Shadow... The High MA. I see the marauders all filling "Lineman/Thrower Roles" while the renegades fill "Niche Roles". Marauders have such good skill access it seems a waste to make one all General skills... A shadow was the only roll that I'd considered for the rat, and after some thought I decided that I liked it. Pass block thrid to help him mark players.

For the DE... His AG is his real boost. (Stunty for the gob, MA for the Rat, AG fro the skaven) So, with AG my first thought was "Thrower". After the animosity rule was brought in, I was thinking "What could high AG do without throwing"...

Thats when I realised just how many mutations there are to assist with intercepts! So its not just stunty, AG and MA that make the renegades good, but those skills with M access! Sure the Default Blodge would be good, (and in a long league it'd be quite tempting), but this team is simply awesome at fighting (Block/Guard/pre-tail or Block/Claw/MB/P-O access for marauders and 3 Big fellas) so I thought that you'd probably have a man advantage pretty darn quick and could get away with skipping past the basics. Don't get me wrong, Any fool would take Blodge, I just thought that you may get more value out of making a Demon Intercept Machine than you would get out of a Blodging ST3 with animosity.

DE = Pass Block, VLL, Leap, Dodge, Extra Arms. (NoS maybe or perhaps Skip doubes rolls)
Rat = Shadowing, Pre-Tail, Pass Block, Block, Two Heads (Side step doubles)
Grot = Two Heads, Extra Arms, Jump Up, Horns, Sure Feet, <If he lives that long> (Block on doubles, or Pro for landing rolls)
Joemanji wrote: What is the preference for Pass Block btw?
Lets not forget that you can move more than one Pass Block. Move the skaven to mark a catcher, AND leap in the DE to snag the pass. Heck, while your at it move the Marauder with Disturbing Presence towards the thrower!

Make passing imposible and beat up any runners!

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Post by TuernRedvenom »

If you are going the pass blocking way you need more then 1 player to do it, otherwise they'll just go the other way or blitz him down. Personally, I think think investing in pass blockers is a waste since you can beat passing teams anyway by controlling the clock and most teams will never pass which will mean you have some near useless players on the pitch...
I'd make the Dark Elf a blitzer: Block, Leap, Horns, Very Long Legs. Or go the standard man marking:Block, Dodge, Side Step.

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Post by poochée »

so... after a few games my team fared pretty well (for a beginner chaos pact team that is) one game won, one lost and two draws..... (ok doesnt look that good) and now I had some advances to make...
For my first advance I gave a marauder block.
Now there are three advances left to do:

1x Marauder (normal skill)

1X Dark elf (10 no double)

1x ogre (double)

So what are your suggestions?

I think:

pass for the marauder, +mv for the darkie (going for a catcher) and tentakles for the ogre... any suggestions??

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Post by Gotten »

Depending on how you play it may be worth to take accurate instead of pass.

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Post by stashman »

Now there are three advances left to do:

1x Marauder (normal skill): Maybe Leader to get a reroll for 20K

1X Dark elf (10 no double): +MA (MA7 is great)

1x ogre (double): BLOCK (then Multiple Block)

So what are your suggestions?

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Post by bouf »

stashman wrote:Now there are three advances left to do:

1X Dark elf (10 no double): +MA (MA7 is great)

1x ogre (double): BLOCK (then Multiple Block)
Agreed, that the above sounds good. For the Marauder, I'd take Wrestle -> Horns, Tackle, Frenzy.

For the Ogre... Block is awesome, Claws is a treat!, Tents are even better! But what about NoS... Sure it may be a little unpopular, but a GobLobber would come in handy!

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Post by stashman »

bouf wrote: For the Ogre... Block is awesome, Claws is a treat!, Tents are even better! But what about NoS... Sure it may be a little unpopular, but a GobLobber would come in handy!
I think I am a bit of the rules now, but what about Accurate or Pass? Does that help when Throwing Team Mate? Then PASS or ACCURATE are even better! After that Strong Arm :lol:

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Post by bouf »

stashman wrote: I think I am a bit of the rules now, but what about Accurate or Pass? Does that help when Throwing Team Mate? Then PASS or ACCURATE are even better! After that Strong Arm :lol:
All TTM throws are automaticly inaccurate. So NoS and Pass are only good for ignoring the fumble (modified 1). Accurate and Strong arm will negate the range penalty but as there is only one range increment to concern your self with, there is no point in taking both. (less point in accurate since you can get Strong arm without doubles) NoS is good because, you can be crowded on the LoS (giving assists with Guard) and still throw the Gob without penalty.

One turn TDs are a Gamble, and shouldn't be counted on, but using TTM to get one of your players consistantly into key positions is a fairly good strategy. Add a mega mutant Goblin to the mix and stand back!

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