Chaos Pact Progression

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juggler434
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Chaos Pact Progression

Post by juggler434 »

I just started up a league for the guys in my gaming group and decided that I wanted to give the Chaos Pact team a try. The team I'm looking at running is:
5 maruaders
1 Dark Elf Renegade
1 Skaven Renegade
1 Goblin Renegade
1 Chaos Troll
1 Minotaur
1 Chaos Ogre
2 RR
1 FF, 2 AC, 2 CL (Only having 2 rerolls I thought I would need the boost to the kick off table)

My big question is skill progression, there seems a lot of fun options with this team. The league is mostly bashy (Khemri, Nurgle, Orc, Dwarf, Ogre, and High Elf). Have at it.

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Post by GalakStarscraper »

First off ... don't listen to the guys telling you to drop the Minotaur or the Skaven ... have fun with the team you've picked out. That's my best advice.

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Post by Marlow »

My view (other than drop the Skaven) is that you turn the Goblin and Elf into Catchers - Dodge, Catch, Extra Arms & maybe Two Heads.

Give all the big guys Guard and hope for a double on one of them for Block. My other Suggestion is to start with two of the Big Guys and more Rerolls and buy the third one once you have some cash.

Build a couple of Marauders into Blizers - Block, Claws, Guard, Tackle, etc
Build Two of them into Ball Carriers, Block, Sure Hands, Pass.
Make one a Ball Freeer - Wrestle, Strip Ball

I also think this is a team where PRO skill is very worthwhile since everyone is a Jack of All Trades and without AG access most of the players have limited access to Reroll Skills.

As for other Mutations take your pick from Tails, Disturbing Presence or what ever you like. Main problem with any Chaos team is they are very slow to develop! :D

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Post by stashman »

Skip the Dark Elf and get another reroll. Then buy the Dark Elf!

Dark Elf costs 70K

a reroll is 140K after the first game!

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Post by Warpstone »

Get 3 RR first. This team has awesome potential and yet very little up front ability. Your biggest priority is get up to 4 RR ASAP.

I understand Galak's reasoning about the Mino, but I would wait atleast 4-6 games before getting him. By this time, your supporting cast will have developed basic skills to support your playing style and the mino will be less of a turnover hog since he can be a bonus basher rather than a key blitzer.

I started playing somwhat bashy with my team, but then an AG+ to a Marauder suddenly opened up a surprisingly good passing attack. That's when I really started to like this team, because an odd double here and a stat increase there can suddenly give you an idea for a really neat combo.

Here's what I'm experimenting with:

Passive Maruders: Block+ Guard, with MB if they live that long. These are the players you allow to get stuck in against slow, bashy sides. They're best for drawing turnovers on defence and basically gumming up your opponent's attack. On offence, they're the key to punching open a hole in the LOS. They take a pounding and don't live long, but they free up the rest of your specialists to play the ball.

Catcher DELF: Dodge+Catch. Kind of a no-brainer really. You might be tempted to not give him catch, but remember that you will probably use a team RR during your pickup or pass and that the DELF might be man-marked. Granted, my second DELF got a MA+ andI couldn't turn that down.

Chaos Troll: Guard, Stand Firm. He gets pummeled and holds the line. Ideally, you'll never be forced to use him for anything crucial and he should generally be the last big guy you try to activate during your turn.

Ogre: Guard, Break Tackle. I'm somewhat tempted to take Strong Arm next, but will probably take Grab.

Minotaur: Juggernaut, Break Tackle. Another no-brainer for when you really want to hammer a cage or crowd push something big. Just don't rely on him too much, because once he hits the ground, he'll cost you a Blitz action to stand back up in time to be useful. If you're using the experimental rules, you might want to try Grab as a way to easily setup a second block for a crowdpush.

Gobbo: Two heads! Stunty dodging on a 2+! If he lives longer, give him sprint or sure feet for a TTM combo with the ogre.

Skaven Safety: Shadowing or Sidestep/Diving Tackle on doubles. The whole point of this guy is to passively force turnovers from your opponents key ball handlers.

Since your league is so bashy, you're probably going to want to load up on mostly dull but useful blocking skills. But if you get an early doubles roll on a marauder give him pass or accurate (if you have 4 RR by now). If you get an AG+ boost on a Marauder, go for Leap. A leaping AG4 Maruader really amps up the defensive pressure on your opponent as he can't dally with the ball and yet must still get through your 3 Big Guys.

Regardless of how well you do, you should have alot of fun playing with this team (especially once you get up to 4 RR).

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Post by juggler434 »

if you get an early doubles roll on a marauder give him pass or accurate
According to the rules I found on the Specialist Games forum maruaders have access to passing skills, has the list changed since then? I think I will wait on the mino and get that third reroll, but I'm keeping the skaven for flavor, I see the advantage of dropping him but this is my secondary team (each coach is running two teams in the league) that I'm just playing for fun. Please keep the advice coming though, and I'll post as the team progresses.

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Post by GalakStarscraper »

juggler434 wrote:According to the rules I found on the Specialist Games forum maruaders have access to passing skills, has the list changed since then?
Nope ... Maruaders have GPSM access normally ... only doubles rolls for them are AG skills.

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Post by PubBowler »

I always thought (no experience) that the Skaven would be a good blitzer.

Block, Frenzy (or Tackle), Horns.

Make best use of his speed and hides his AV7 to a certain extent.

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Post by dendron »

I'm interessted in this progression as well.

I started with:
6 Marauders
1 Skaven
1 Goblin
1 Dark Elf
1 Ogre
1 Mino

I was thinking about different types of marauders:
1) ball handling: extra arms, Sure hands, block
2) Supporters: Guard, Block, Stand firm (to give the big ones 3 dices)
3) Catcher hunters: Block, tackle, Mighty blow

I'm sure there are some more but I don't have any idea about them.

Goblin would be a good catcher:
like it was said: Two heads, extra arms, (Horns and dauntless could be fun to extract the abll from a cage)

Skaven: I have no idea

For the dark elf I'm not sure either. I was thinking leap, horns and Strip Ball to get the ball from teh cage. BUt I'm not sure.

I hope to get a few idea's here how to develop this team.

It is fun for sure...

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Post by Storch »

dendron,
I'm working up a beastman on my chaos team who currently has Leap and Block, with Very Long Legs and Strip Ball slated for his next skills (barring a fortuitous AG or ST bump). I will keep you updated as to how he works out, but I will admit that I have been holding the Leap as my ace in the hole for later in the season so it hasnb't seen much play as of yet.

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Post by juggler434 »

I was also thinking of developing my delf as a cage buster, block, leap with very long legs on and ag4 player is very tempting, and would help him out as a runner as well.

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Casualty table result: 68-Dead
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Post by tenwit »

If you're building a cage-busting dark elf, you'll do at least as well by building him in partnership with the skaven. Put wrestle/strip ball/leap/vll (and dodge if you roll doubles) on the skaven, and have him get the ball loose. Put dodge, big hand, leap, vll on the elf to get the now-loose ball out of the cage. Use the elf for retrieving the ball, as he's the one who has to both leap and dodge (the skaven only has to leap in), and pick up the ball: that extra point AG helps with all those tasks.

And as any slann coach will tell you, a couple of vll leapers are very useful in all sorts of situaitons, not just cage busting.

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Post by Marlow »

I would have though the Goblin with Big Hand was better at getting the ball since with Stunty he can ignore the TZ modifers for dodging in/out.

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Post by Warpstone »

Marlow wrote:I would have though the Goblin with Big Hand was better at getting the ball since with Stunty he can ignore the TZ modifers for dodging in/out.
An interesting suggestion. Mutating gobbos are amazing fun. :wink: Though the big handed Gobbo becomes less useful once the other teams earn enough SPP to get tackle. There's no real counter to leap besides positioning a series of wedges between the ball carrier and leaper. At the very least, Leap should intimidate your opponent a little more.

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Post by Warpstone »

GalakStarscraper wrote:
juggler434 wrote:According to the rules I found on the Specialist Games forum maruaders have access to passing skills, has the list changed since then?
Nope ... Maruaders have GPSM access normally ... only doubles rolls for them are AG skills.

Galak
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