Startin a Chaos Pact Team
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Startin a Chaos Pact Team
So: I'd started a Chaos Pact team.
I decided that I would ned a lot of rerolls, since CP starts with basically no skills. So: 4RR
I like the diversity of the team, and because of it, I wanted as many races as possible from the start, so:
6 Marauders, a Skaven, Dark Elf, a Goblin, A troll and an Ogre.
No FF, saved 10K
I played a Norse team, also brand new with 1 RR, and the first turn felt like I was fighting water.
The Norse just rolled over me, and I couldn't compete with their Blocks.
Admittedly, I didn't roll that hot either(used all 4 RR, and failed the second every time, ran out in turn 4!), but really it was the difference in skills that tipped the scale.
However, at the end of the first half, I managed to knock out 2 of the Norse, and second half started without any of them entering the field, so they started with just 9 players, and me 0-2 in touchdowns.
But in the second half, my rolls got a lot better, and my opponent rolled really bad on the K_O rolls, so with me constsntly being 2-4 players up, I managed to even the score to 2-2, and won the CAS with 2-0
No skills for me or my opponent, but 5 players with SPP , so maybe I'll get a skill after the next game.
I'm really looking forward to the plethora of skillchoices on the Marauders,
and the possible combinations that I can create.
Do you have any particular combos that you've seen, created or dreamed of with these guys?
I decided that I would ned a lot of rerolls, since CP starts with basically no skills. So: 4RR
I like the diversity of the team, and because of it, I wanted as many races as possible from the start, so:
6 Marauders, a Skaven, Dark Elf, a Goblin, A troll and an Ogre.
No FF, saved 10K
I played a Norse team, also brand new with 1 RR, and the first turn felt like I was fighting water.
The Norse just rolled over me, and I couldn't compete with their Blocks.
Admittedly, I didn't roll that hot either(used all 4 RR, and failed the second every time, ran out in turn 4!), but really it was the difference in skills that tipped the scale.
However, at the end of the first half, I managed to knock out 2 of the Norse, and second half started without any of them entering the field, so they started with just 9 players, and me 0-2 in touchdowns.
But in the second half, my rolls got a lot better, and my opponent rolled really bad on the K_O rolls, so with me constsntly being 2-4 players up, I managed to even the score to 2-2, and won the CAS with 2-0
No skills for me or my opponent, but 5 players with SPP , so maybe I'll get a skill after the next game.
I'm really looking forward to the plethora of skillchoices on the Marauders,
and the possible combinations that I can create.
Do you have any particular combos that you've seen, created or dreamed of with these guys?
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- GalakStarscraper
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First Marauder to get AG 4 ... designate him as your Thrower and develop him as such.
If you want a passing game before that pick one to be the Thrower and work on him. Pass, Strong Arm and Accurate are both normal skill rolls for a Marauder making him a very good passer very quickly even without an AG upgrade.
Don't use the Renegades as Throwers ... maybe catchers ... but not Throwers.
Consider Horns, Two Heads for the Goblin ... makes him a nasty 1 dice blitzer (two dice on ST 2 Catcher types).
Galak
If you want a passing game before that pick one to be the Thrower and work on him. Pass, Strong Arm and Accurate are both normal skill rolls for a Marauder making him a very good passer very quickly even without an AG upgrade.
Don't use the Renegades as Throwers ... maybe catchers ... but not Throwers.
Consider Horns, Two Heads for the Goblin ... makes him a nasty 1 dice blitzer (two dice on ST 2 Catcher types).
Galak
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I'd likely not make a thrower unless I got a +AG player early. Take a few extra arms spread across your marauders, combined with your skaven and dark elf and you have options for running plays. A thrower is good, particularly after a few skills, but it'll take a long time to get one up and running. Having a marauder picking up the ball on 2's and handing off to other players on 2's or 3's will be quite dependable, and if you can get a good spread of block/guard marauders, you should be able to muscle your way against most teams.
edit: And just for clarification, if you want a thrower, marauders can do it very well, but you're looking at around 3 skills before he can be dependable. With +AG, they're almost dependable right off the bat.
edit: And just for clarification, if you want a thrower, marauders can do it very well, but you're looking at around 3 skills before he can be dependable. With +AG, they're almost dependable right off the bat.
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Have to disagree with the first two responses.
Having played Chaos pact for the last two seasons of my league, I designated the first marauder to get a skill as my ball handler by giving him extra arms to begin with. This means that he can pick up the ball on a 2+ and can get rid of it without having to roll for Animosity, should the need arise (which it almost always does).
He is now my most skilled player on my team! If you are making quick passes to the Dark Elf it is a 3+, 2+ roll which isn't too bad. A few of those and you are getting your second skill. As Galak pointed out you can get Accurate and Strong Arm equally easily so I went for Accurate first with my eyes on Strong Arm (but he got a +MA which I opted for instead). When he gets that he can pass long bombs on a 4+, not too shabby!
Any other marauder, or the skaven can also get Extra Arms as one of their first skills and then you have some options for receivers who can catch on a 2+.
My dream is coming true with my mino as he got Block as his first skill, got Stand Firm for his second (great for preventing being crowd pushed when he does it to someone else!) now as he is close to his third skill I am praying for a second doubles and get Tentacles! To have a Stand Firm player with block and 5 MA who cannot lose his tackle zones would be sweet!
But like you, I am facing a monster norse team in my league and so a lot of my first skills for other players are going to be block, with maybe a couple of Wrestlers and Dirty Players.
Having played Chaos pact for the last two seasons of my league, I designated the first marauder to get a skill as my ball handler by giving him extra arms to begin with. This means that he can pick up the ball on a 2+ and can get rid of it without having to roll for Animosity, should the need arise (which it almost always does).
He is now my most skilled player on my team! If you are making quick passes to the Dark Elf it is a 3+, 2+ roll which isn't too bad. A few of those and you are getting your second skill. As Galak pointed out you can get Accurate and Strong Arm equally easily so I went for Accurate first with my eyes on Strong Arm (but he got a +MA which I opted for instead). When he gets that he can pass long bombs on a 4+, not too shabby!
Any other marauder, or the skaven can also get Extra Arms as one of their first skills and then you have some options for receivers who can catch on a 2+.
My dream is coming true with my mino as he got Block as his first skill, got Stand Firm for his second (great for preventing being crowd pushed when he does it to someone else!) now as he is close to his third skill I am praying for a second doubles and get Tentacles! To have a Stand Firm player with block and 5 MA who cannot lose his tackle zones would be sweet!
But like you, I am facing a monster norse team in my league and so a lot of my first skills for other players are going to be block, with maybe a couple of Wrestlers and Dirty Players.
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The coolest thing to play Chaos pact is that you can have what ever sort of team. I have a team based on 2nd ED minis and I only have "mutations" that the mini have on them. Okey, then it's not so good, but it's cool.
Lewdgrip as a thrower
Dorjak with claw
Duke Luthor as the captain (leader skill)
Hammerslah with tail
Slarga with extra arms and foul apperance
My ST4 marauder is Bilerot Vomitflesh
Withergrasps two heads on chaos player 2 - with two heads
It's the absolute coolest team ever!
Lewdgrip as a thrower
Dorjak with claw
Duke Luthor as the captain (leader skill)
Hammerslah with tail
Slarga with extra arms and foul apperance
My ST4 marauder is Bilerot Vomitflesh
Withergrasps two heads on chaos player 2 - with two heads

It's the absolute coolest team ever!
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I am in love with the team as well but haven't had a chance to try it. So in lieu of making a new thread I'll ask here.
I'm just wondering what people are planning to do with a renegade skaven in terms of normal skills and whether the extra 1 movement at the cost of 1 armour, animosity and lack of S + P access is really worth it over another marauder?
I'm just wondering what people are planning to do with a renegade skaven in terms of normal skills and whether the extra 1 movement at the cost of 1 armour, animosity and lack of S + P access is really worth it over another marauder?
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First off...it's worth it if you need the speed. I think it makes for a worthwhile 'catcher' on an overall slow team. Animosity is avoided by being the receiver rather than being in charge of distributing the ball, and the armour, while not amazing, can be dealt with since you have a fairly 'hard' team overall. With physical and general skills, I don't think you miss strength access on a player like the skaven lineman. Agility access is the skillset you'd really want on a player like this, but there's plenty in general and physical.
So, our fragile speedy player needs to develop to take advantage of being speedy and fragile. Here's some skills worth considering: Block, Extra Arms, Two Heads, and Fend are all accessible on normal rolls, and dodge, sidestep and catch are available on doubles.
So, our fragile speedy player needs to develop to take advantage of being speedy and fragile. Here's some skills worth considering: Block, Extra Arms, Two Heads, and Fend are all accessible on normal rolls, and dodge, sidestep and catch are available on doubles.
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Is the Skaven worth it?
Valid question, and I feel that fluffwise, for me, he's a must.
I also believe that the rat will carry it's weight in my starting team.
If(when
)my rat dies, I'll look over the team and see if I need the speed or desire the fluff, if I don't, I believe that a Marauder has more development potential.
Valid question, and I feel that fluffwise, for me, he's a must.
I also believe that the rat will carry it's weight in my starting team.
If(when
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