Chaos Pact Ideas

Want to know how to beat your opponents, then get advice, or give advice here.

Moderators: Valen, TFF Mods

PubBowler
Legend
Legend
Posts: 2073
Joined: Wed Nov 15, 2006 2:41 pm
Location: Glasgow

Post by PubBowler »

whitetiger wrote: And you think one of those marauders could go block-claws-tackle-mighty blow?
whitetiger wrote: I'm talking about clearing the field of big guys. Once the opposition big guys are cleared, your big guys will dominate the field.
And yet no Dauntless on your ST3 big guy hunter?

Not to mention your choice of Tackle when few big guys have Dodge.

Reason: ''
Team Scotland Record:
EuroBowl 2009: 3-2-1

Gimmicks>Shennanigans>Everything Else
whitetiger
Star Player
Star Player
Posts: 558
Joined: Sat Jan 26, 2008 10:48 pm
Location: Ohio, USA

Post by whitetiger »

You could substitute dauntless for tackle. I was thinking along the lines of a player that could clear the field of any other player. With an emphasis on taking out big guys or ST 4 guys. Build 2 then, one specifically for the big guys, the other for elf blitzers and such.

Block-claws-dauntless-mighty blow

block-mighty blow-tackle-claws

Reason: ''
It's a Dark Elf world, we just let you live in it to provide fresh victims. - and I still want an Executioner to kill sauruses with.
Andromidius
Star Player
Star Player
Posts: 588
Joined: Thu Feb 28, 2008 11:10 pm

Post by Andromidius »

Not sure why you'd need Claws to take on Elves. In that case it'll be better to have Stand Firm to stop them pushing you away from the marked player.

~Andromidius

Reason: ''
whitetiger
Star Player
Star Player
Posts: 558
Joined: Sat Jan 26, 2008 10:48 pm
Location: Ohio, USA

Post by whitetiger »

I'm thinking with the possibilities, after all, you have to have at least 5 Marauders on the field, you could build several different ones for various special assignments. Make one a passer, another to take on big guys, another as a catcher killer, the variations are endless.

Reason: ''
It's a Dark Elf world, we just let you live in it to provide fresh victims. - and I still want an Executioner to kill sauruses with.
User avatar
falconeyed
Star Player
Star Player
Posts: 698
Joined: Mon Mar 01, 2004 4:06 pm
Location: Danville, CA

Post by falconeyed »

whitetiger wrote:I'm thinking with the possibilities, after all, you have to have at least 5 Marauders on the field, you could build several different ones for various special assignments. Make one a passer, another to take on big guys, another as a catcher killer, the variations are endless.
This is one of the main reasons I am enjoying this team. So far, I can think of ...

1 - Passer - Pass / SH / Accurate / Strong Arm / Extra Arms
2 - Blitzer - Horns / Block / Mighty Blow / Claw
3 - Fumble Causer - Wrestle / Tackle / Strip Ball / Frenzy
4 - Big Guy Attacker - Block / Dauntless / Claw
5 - Ball Carrier - Sure Hands / Big Hand
6 - Defensive Linemen - Block / Fend / Foul Appearance

The one skill I'm having trouble with, at least on the marauders, is Guard. Who gets guard? Do you go Guard / Very Long Legs / Leap? Or Just Block / Guard?

Some of the other builds, such as a ball retrieval guy or a catcher killer, I think are better suited to the marauders (the goblin and the skaven, respectively).

Reason: ''
No one should be honored for doing what is expected.
tenwit
Star Player
Star Player
Posts: 680
Joined: Wed Sep 26, 2007 12:54 am
Location: In your endzone, killin' your dudez

Post by tenwit »

falconeyed wrote:The one skill I'm having trouble with, at least on the marauders, is Guard. Who gets guard? Do you go Guard / Very Long Legs / Leap? Or Just Block / Guard?
Your "defensive lineman" can be various builds, some of which will include Guard (the first one to skill up, for example). You're going to want a few of these guys anyway, by the time your team has 20 or 30 games under their belt.

The leaping guarder is a flavoursome feature of the team, but don't bank on building one early. Plain old Block/Guard will be more useful in your early games. With well-placed big guys, your blitzer won't need help from marauder-guards. And sometimes you're just going to have to blitz with the mino.

Reason: ''
Jural
Legend
Legend
Posts: 2112
Joined: Thu Apr 21, 2005 2:49 am

Post by Jural »

Honestly, Guard Sidestep is an awesome combo, so you might just save guard for your Marauders who roll doubles.

But if you start with guard, Stand Firm, Prehensile tail, tentacles, and tackle are all good choices for a sticky player (and remember... tentacles makes you "Sticky" more than the other skills, even at STR 3.)

But perhaps the best choice is guard/Foul Appearance/Block. Your guard players will be targeted, how sweet will it be if the opponent rolls that 1? Or uses a re-roll on it?

The other option is guard as a third skill on any non ball handler. guard is crazy useful for marauders I think... anything which adds three die blocks to the big man is helpful.

Reason: ''
Aliboon
Super Star
Super Star
Posts: 870
Joined: Tue Jan 17, 2006 6:55 pm

Post by Aliboon »

I've a rookie pact team at the mo' and I think they have great potential to be a good running team, so I'll get a ball carrier/possible passer as one marauder (hopefully one will AG up first off), but then I think most of the rest of them will go for block, guard, MB-I see them as more a strength team with more options I think.

The delf will probably be the cage breaker-leap, horns, strip ball, wrestle/block, VLL.

The skaven the blitzer for catchers etc-tackle, block/wrestle, horns.

The gobbo just annoying-two heads for sure, maybe horns, maybe big hand, then we'll see.

Whilst I can see why a big guy hunter would be useful, you've already got a possibility of 3 of your own big guys to do it anyway! At least if one rolls a double or two (i'm not sure if i'll use the mino though).

Reason: ''
whitetiger
Star Player
Star Player
Posts: 558
Joined: Sat Jan 26, 2008 10:48 pm
Location: Ohio, USA

Post by whitetiger »

The more I look at this team and the combos you could come up with, the more I think in the not too distant future, Chaos Pact is going to go straight to the top of Tier 1 teams. Thankfully, they have animosity among their ballhandlers and they aren't really fast.

But, those marauders, wow, what potential. Get a few random stat increases, a few doubles for agility, make them anything.

Reason: ''
It's a Dark Elf world, we just let you live in it to provide fresh victims. - and I still want an Executioner to kill sauruses with.
Aliboon
Super Star
Super Star
Posts: 870
Joined: Tue Jan 17, 2006 6:55 pm

Post by Aliboon »

.......Chaos Pact is going to go straight to the top of Tier 1 teams
I can see that, after a lot of development, they start off slow, prob tier 2 (virtually no skills) but they could become awesome at high TV, just like Nurgle and to a lesser extent, Chaos.

Reason: ''
whitetiger
Star Player
Star Player
Posts: 558
Joined: Sat Jan 26, 2008 10:48 pm
Location: Ohio, USA

Post by whitetiger »

Aliboon wrote:
.......Chaos Pact is going to go straight to the top of Tier 1 teams
I can see that, after a lot of development, they start off slow, prob tier 2 (virtually no skills) but they could become awesome at high TV, just like Nurgle and to a lesser extent, Chaos.
Yeah, it'll take them 5 or 6 games to get into stride, but once they start getting some marauders some skills, look out. Kinda like Dark Elves. If they get a good start, they'll be a terror. If they get bashed in the first few games, they'll suck and never catch back up.

Reason: ''
It's a Dark Elf world, we just let you live in it to provide fresh victims. - and I still want an Executioner to kill sauruses with.
Post Reply