Chaos Pact Ideas

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whitetiger
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Post by whitetiger »

That team sounds like a blast to run. Love the idea that they can get almost anything all across the board. Especially the marauders. You might think about putting frenzy on one of them. You could have a really hard hitting passing team.

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Post by Jural »

Extra Arms + Hail Mary Pass would be one of the Marauders I would develop. Tentacles + Pass block (or diving tackle) would be another. Strong Arm + Accurate + Extra Arms.

The two skill, incredibly useful specialty player is great for Chaos Pact. Not to mention you won't suffer with an utter lack of guard, mighty blow, or block.

But... where do all the marauder doubles rolls go? Not a bad problem to have.

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Post by PubBowler »

Jural wrote:
Tentacles + Pass block (or diving tackle) would be another.
Tentacles on a ST3 player doesn't give you good odds of keeping hold of the guy (even stunties).

DT would be better I think.

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whitetiger
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Post by whitetiger »

Load up on AG skills on doubles. Dodge, obviously, but Jump Up, Side Step and Sure Feet are great skills, too.

And you think one of those marauders could go block-claws-tackle-mighty blow?

How about that Dark Elf with Extra Arms and Two Heads.

Oh, the possibilities.

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Post by PubBowler »

whitetiger wrote: And you think one of those marauders could go block-claws-tackle-mighty blow?
Chnage the order (Claws last unless everyone else has a Dwarf or Orc teams) and you have a good suggestion.

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Post by Craigtw »

PubBowler wrote:
Jural wrote:
Tentacles + Pass block (or diving tackle) would be another.
Tentacles on a ST3 player doesn't give you good odds of keeping hold of the guy (even stunties).

DT would be better I think.
Agreed. Prehensile tail would be the better mutation for an anti-dodger S3 player.

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Post by Andromidius »

The Dark Elf Renegade can be turned into a real monster scorer in the Chaos Pact team.

There are some mutations that can really benefit an Elf (Extra Long Legs, for example, combined with Leap makes him insanely difficult to pin down, and he can intercept the ball very easily!).

The fact they may refuse to pass the ball is irrelivent for the most part - your Marauders should be handing it off to him anyway. Though he will quickly become a huge SPP sinkhole if you're not careful.

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Post by falconeyed »

Andromidius wrote:The Dark Elf Renegade can be turned into a real monster scorer in the Chaos Pact team.

There are some mutations that can really benefit an Elf (Extra Long Legs, for example, combined with Leap makes him insanely difficult to pin down, and he can intercept the ball very easily!).

The fact they may refuse to pass the ball is irrelivent for the most part - your Marauders should be handing it off to him anyway. Though he will quickly become a huge SPP sinkhole if you're not careful.

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Post by Jural »

DT is a doubles skill.

And are you guys all sure about the math?

Strength 3 vs Strength 3, a player with tentacles traps the other player 10/36 times, and the dodge fails 1/6 times. I'm assuming Ag 4 here. This means that the dodging player gets away only ~60% of the time.

If the player has Dodge and I don't have tackle, the number jumps up to about 70%.

If the dodging player is willing to re-roll tentacles, he will escape 44% of the time, leaving the best case odds at 82.2% chance of getting away.

With Prehensile Tail, the opponent gets away 67% of the time, or 89% if he uses a re-roll or Dodge. And the player is knocked over for a turnover- meaning you can't hit him next turn.

So PT is better for turnovers, but not keeping players next to you.

personally, I'd go tentacles for the line and scrums, and I'd use my doubles rolls to get Diving Tackle, which would go on my deep players.

By the way... Don't forget tentacles even messes with leap players.
PubBowler wrote:
Jural wrote:
Tentacles + Pass block (or diving tackle) would be another.
Tentacles on a ST3 player doesn't give you good odds of keeping hold of the guy (even stunties).

DT would be better I think.

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Post by Gogore »

I wouldn't start with the Dark Elf. He's only at 70.000 and can easily be bought later on in the league. With AG4 he will get his share of Spp really fast. My starting line-up would be like

All Big Guys 400
Goblin, Skaven 90
6 Marauders 300
3 Rerolls 210

Both the Big Guys and the Rerolls are the expensive part of your team. So better buy at the beginning. 3 RR seems to be a good start, you need the rest of your money for the Marauders, the Skaven and the Goblin.
OK, only 11 Players, but if you're lucky in your first games, you just have to spend another 120.000 for the Apoth and the Elf.
I don't know how to develop them though, way too many options. Depends on the first skillrolls

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Post by falconeyed »

Gogore wrote:I wouldn't start with the Dark Elf. He's only at 70.000 and can easily be bought later on in the league. With AG4 he will get his share of Spp really fast. My starting line-up would be like

All Big Guys 400
Goblin, Skaven 90
6 Marauders 300
3 Rerolls 210

Both the Big Guys and the Rerolls are the expensive part of your team. So better buy at the beginning. 3 RR seems to be a good start, you need the rest of your money for the Marauders, the Skaven and the Goblin.
OK, only 11 Players, but if you're lucky in your first games, you just have to spend another 120.000 for the Apoth and the Elf.
I don't know how to develop them though, way too many options. Depends on the first skillrolls
I disagree with not starting with the dark elf. He makes it all the easier for your marauders to steal easy SPPs with quick passes. I even gave my DE catch as his first skill to help with this. I've been quick passing all over creation as well.

I also chose to start with 4 RRs instead of the minotaur and I've needed all those rerolls.

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Post by Jural »

falconeyed wrote: I disagree with not starting with the dark elf...

I also chose to start with 4 RRs instead of the minotaur and I've needed all those rerolls.
Personally, I would have developed my Dark Elf as Very Long Legs and Leap. That's a nasty combo. Strip Ball and Horns later and you can get a 2+ Leap into the back field and a 2 die block on most ball carriers with a shallow kick. NASTY!!! But it's 4 skills off, and would it be too easy to neutralize only one such player?

(Of course the first Marauder with an AG increase can do the identical thing.)

But your method makes sense. Fen always advocates taking Extra Arms on the first beastman to skill up on a Chaos team for the exact reason you mention choosing the Dark Elf. It makes sense to me. ALthough I am not sure if it would be better to have one Extra Arm Marauder or just use the Dark Elf this way. Either way, it seems to be a smart move,

I definitely like the 4th re-roll in place of the minotaur, three big men is difficult to deal with, and re-rolls are very in demand. When you factor in that their price is identical and the re-roll can never be removed from the team, I'm sold.

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Post by whitetiger »

PubBowler wrote:
whitetiger wrote: And you think one of those marauders could go block-claws-tackle-mighty blow?
Chnage the order (Claws last unless everyone else has a Dwarf or Orc teams) and you have a good suggestion.
I think I'd still get Claws early. Break armour on anything on a 8 or better. That's real good against orcs, mummies and other big nasties.

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Post by SillySod »

Firstly I think that mighty blow still caused more casualties than claw even in LRB4 when claw was better.... I'm not gonna work it out right now but I'm sure I've seen a stat somewhere which says that.

Secondly mighty blow is clearly better than claw for anything thats av 8 or below, most of the time your normal players arent going to be mummy hunting. Really you want to be lineman hunting and unless everyone has orcs or dwarfs then mighty blow is a clear winner over claw for that.

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whitetiger
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Post by whitetiger »

I'm talking about clearing the field of big guys. Once the opposition big guys are cleared, your big guys will dominate the field.

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