Chaos Pact Ideas

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Basement Dweller
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Chaos Pact Ideas

Post by Basement Dweller »

Hello,

I am a long time lurker, first time poster.

It seems that I have finally excepted that I will not be playing face to face BB in a league for the forseable future. That whole real life thing (job, wife, daughter, hockey) seems to make it hard to find time for BB...at least regular enough to be in a league. So with that I have decided that I will try BB by email. I have played games by email in the past (warzone mostly) and think that BB will be fun to.

I was thinking the Chaos Pact team would be fun and am looking for advice/ideas. Any ideas for team make up and tactics would be greatly appreciated.

My ideas so far...the Dark Elf would be the ball carrier...my egotistical QB who sometimes will hang on to the ball to long when he doesn't feel like passing to a lowly goblin or skaven. The skaven and goblin would be the catchers...if they can stay alive. The big guys would be the hammer up the middle to hold the line and the marauders filling gaps as needed. To shake things up I would likely let the goblin handle the ball once in a while so I toss him in the air when I get bored...or if he is getting lippy.

I have all the models so I think I will paint up a team as well...makes the email thing seem a little more real. Here is my first draft for my initial line up...12 players and one everything...the royal sampler if you will...

Chaos Pact
maruaders 6
skaven 1
d.elf 1
goblin 1
troll 1
ogre 1
minotaur 1
rerolls 2

Thanks in advance for any help/advice!

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stashman
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Post by stashman »

This is my choice.

Rerolls: 4 (you will need them, and its expensive to get it later!)

Goblin (good for sneaking around and TTM)

Skaven (develop him into a MA7 Blitzer)

Ogre (best big guy)

Troll (good Linefodder)

Dark Elf (AG4 is always gold worth)

6 Marauders (develop a thrower (pass, sure hands) and a leader (leader, block), then just get skills you need!)

Fan Factor 1 (... or save the gold coins)

First get an apothecary, then save for the minotaur!

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Post by Aliboon »

I like stashmans list, although i don't think I'd bother trying to get the Mino cos I don't tend to have much luck with Wild Animals.

Otherwise, whilst I haven't tested this (yet) I want to try a really bashy Pact team with most of the Mauraders getting Block, Guard and MB, porbably in that order, then Claw and Piling On.

One can get become a cage breaking menace, first to roll a double for leap, then horns, vll, strip ball and wrestle (if he ever lives to get 5 skills), another can be an extractor -big hand, NOS, pass etc.

Personally I don't really see the team as a passing team and would rather run them and bash with my big guys and developed humans, with the elf, rat and gobbo providing for some agility, speed and flavour. Your elf is a good ball carrier-can easily get blodge and sure hands.

Have fun whatever you do, I think the Pact team can be varied to fit in with your play style.

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Basement Dweller
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Post by Basement Dweller »

Thanks guys.

I will pass...maybe not a whole bunch but I will try. Can't help it.

I took the minotaur because I could...I see the charm in the rerolls so maybe I will wait...

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Post by Marlow »

My view on Chaos Pact is...

Elf and Goblin are the Catchers.
Agility access gives them Dodge, Leap, Catch, Sure Feet and Mutations like Extra Arms & Two Heads to help get them into postion. Big Hands on the Goblin combined with Stunty can make him great for getting a loose ball.

The Marauders are Throwers & Blitzers.
My view is that Pact teams should develop a throwing game; otherwise they might just as well be a Chaos team and have the extra Str.

The Big Guy are Blockers.
A bit unreliable but good for holding down the enemy. Shame they can only get Tentacles on a double.

Personally I would not use the Skaven, but turn him into a Blitzer if you want to use him!

If you are playing in an online Leage buy as many Rerolls up front as you can and get the extra players later.

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Basement Dweller
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Post by Basement Dweller »

Thanks Marlow,

I do want the option of passing...if I can develop into a better than average passing team then all the better. I was all gung-ho for the elf to be the passer but I can see the value in usung a marauder...at least I can be sure he will pass...even if it doesn't go where it is supposed to.

Is 4RRs a good number? I realise the value but when I used to play in the past we sorta had an unwritten rule that you started with 2 max...unless playing with any of the stunty teams.

Thanks again for the help.

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Post by tenwit »

AG3 marauder + Pass + Accurate + Strong Arm + Safe Throw.. when developed, they'll be better than human throwers, because of the S access. There aren't any passing-related mutations, are there? Catching and intercepting, sure, but no passing ones?

Yes, get 4RR if you can. You can dump one or two later, but to start, you have a grand total of one(1) reroll skill on the roster, and not everyone picks the goblin to start. You need many TRRs.

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Post by DDogwood »

Basement Dweller wrote:Is 4RRs a good number? I realise the value but when I used to play in the past we sorta had an unwritten rule that you started with 2 max...unless playing with any of the stunty teams.
That was probably a league-specific thing; I've never heard anyone mention it before.

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Post by Marlow »

Basement Dweller wrote:I used to play in the past we sorta had an unwritten rule that you started with 2 max...unless playing with any of the stunty teams.
Limiting rerolls really hurts teams like Chaos/Undead who start with very few skills.

This is how I would start the team for a League
280 Reroll x4
350 Marauder/Skaven x7
70 Elf
40 Goblin
110 Troll
140 Ogre
10 Cheerleader/whatever

Save up and buy the Healer and Minotaur as the Twelth player, hope for some Doubles on the Big Guys.

Personally I do not like the Skaven. So I would turn two Maruaders into Throwers and Five into Blitzers. The main issue is they are slow to develop.

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Post by IronAge_Man »

tenwit wrote:AG3 marauder + Pass + Accurate + Strong Arm + Safe Throw.. when developed, they'll be better than human throwers, because of the S access. There aren't any passing-related mutations, are there? Catching and intercepting, sure, but no passing ones?
That's a lot of skills to get on one player to throw a Short Pass on a 2+. My suggestion would be to develop the first Marauder who rolls +Ag as his first skill as a thrower. It opens up his options as far as movement, picking up the ball, receiving hand-offs and, down the line, rolling successful Safe Throw rolls.

Catch on the Goblin and Dark Elf (the Skaven can take Extra Arms for a 2+ catch - Ma 7 makes a big difference for receivers) would mean you could forgo the Pass skill, and simply use a reroll to protect against failure (remember that the Marauders can take Leader as a basic skill, and it doesn't have to be the thrower).

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Post by Basement Dweller »

280 Reroll x4
350 Marauder/Skaven x7
70 Elf
40 Goblin
110 Troll
140 Ogre
10 Cheerleader/whatever

I'm on board for this list. I will take the skaven because I can...not for any particular advantage. My first planned purchase would be the apothecary, then probably a Marauder for the poor guy who loses his head, then a minotaur because I can.

The Elf and the goblin are the receivers. A maruader who manages to skill up appropriately will be my QB. The big guys will clog up the middle and cause destruction on both sides of the ball. I haven't decided for the skaven. He is a safety/blitzer on defence due to his speed...see if he lives long enough to be useful.

Should be fun and chaotic...that being the point of a chaos team I guess.

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Post by tenwit »

IronAge_Man wrote:
tenwit wrote:AG3 marauder + Pass + Accurate + Strong Arm + Safe Throw.. when developed, they'll be better than human throwers, because of the S access. There aren't any passing-related mutations, are there? Catching and intercepting, sure, but no passing ones?
That's a lot of skills to get on one player to throw a Short Pass on a 2+.
Well I wouldn't suggest building a thrower off the bat. I was pointing out that it can be done: if I had a CP team I'd do it, probably on a third marauder (with kick/wrestle on one, kick-off return/sure hands on another, then pass/accurate on a third; leader could wait for a while, seeing as I'd start with 4TRR). Also, I wouldn't put all those skills on a thrower, because skills like Block, KOR, Sure Hands, NoS and Sprint would all vie for position on a midfield ball carrier, and marauders with a range of those skills are going to be headaches for the opposition.

I suppose I'd probably build two thrower-types: one for offensive drives (KOR, Sure Hands, Pass, Block, DC on doubles) and one for general ball-carrying duties (Block, Pass, Safe Throw, Nerves of Steel, Dodge on doubles). But the long bomb specialist would also be a reasonable build, especially if you've a pair of catchers (elf w Catch/Extra Arms and Marauder with NoS/Extra Arms).

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Post by cpatrol »

I've gotten my three Renegades to be mobile players (under, around, over) who can function as catchers especially since animosity make them less reliable throwers. Not just for a passing game, as even with a running game, it may be necessary to handoff to an open teammate to run clear/into the EZ if cage is still somewhere in the midfield.

With this team is that you cannot rely absolutely on your main blockers (big guy). When they're not rolling ones for negative skills, they are great fun. But every now and then they'll spring a surprise on you and the rest of the team needs to be adaptable on the pitch, or at least hold off for one turn while the big guy gets a grip on himself (and then the opponent).

With that in mind I feel that no player should be pigeonholed, at least not when the team is still in it's early stages.

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Post by Marlow »

cpatrol wrote:With that in mind I feel that no player should be pigeonholed, at least not when the team is still in it's early stages.
I agree but a team with 6-8 Marauder GSPM skill access gives you a lot of options.
  • Thrower - Block, Pass, Sure Hands, Accurate, Strong Arm or a lucky +AG gives you a great Ball Carrier
    Catcher - Block, NOS, Extra Arms & Double for Dodge
    Blitzer - Block, Mighty Blow, Guard, Claws, Tackle

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Post by falconeyed »

I've been having great fun with this team so far. I love the build variety possible with the marauders, although my SPPs are coming slowly with them.

So far, my rat has blodge, my DE has catch and dodge, my goblin has two heads and block and my ogre and troll both have guard. I don't have the $$ for the minotaur yet. I've skilled up with two marauders (one with sure hands and one with horns).

I'm starting to really think about Extra Arms on the elf and rat, particularly on the rat. As for the goblin, if I'm really luckly he'll keep on living and I'll give him Big Hand at 31. I'm salivating at the thought of a blodging, two headed, big handed goblin. Salivating.

As for the marauders, I'm looking to have one with sure hands / KOR, a couple with horns / block / claw, one with kick / guard, one with wrestle / strip ball / tackle and a couple of guys to hold the defensive line with block and foul appearance.

Shockingly, it seems like Block isn't a no-brainer first choice with this team. I took it on the rat and the goblin in the hopes that they will live a bit longer, but as for the marauders, I don't really think it's all that necessary on anyone but the blitzers and the line guys, and the line guys are going to develop / specialize that way only after the blitzer / fumble causer / support guys are developed. Of course, if doubles show on a big guy, it has to be Block, but other than that it seems pretty wide open.

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