Looking for Chaos Pact advice

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gijimmy
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Looking for Chaos Pact advice

Post by gijimmy »

Just started using a Chaos Pact team and was just wondering if any other coaches out there are using them and what kind of skills they are useing as well as some tactics.
Thanks!

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cyagen
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Re: Looking for Chaos Pact advice

Post by cyagen »

Chaos Pact tactic is basically planning around the Big guys that let you down this turn. Spread the love, all these guys need SPP and the Dark Elf is a SPP hog. The gobo only gets very useful when he gets two heads and there is a debate on the role and usefulness of the Skaven.

The point of the team IMHO is to get 3 BG on the field and have fun developping the marauders in the style you want (you can make Block/claw/MB/PO killers or Two heads/extra arms/sure hands/accurate Throwers). Like chaos they can struggle early on, but when the develop they can be hard to stop.

Have fun, since your BG are going to be out of action 1 turn out of 6 and you will always have to find a way to protect your ball carrier because the Ogre went dumb for the 3rd frigging turn in a row. If you can't take a little frustration find another team.

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Kick off return was my idea :)
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Re: Looking for Chaos Pact advice

Post by mrmojoz »

Early games can be brutal against teams that start out skilled if your big guys aren't putting people on the sidelines. I've had some horrible games vs Norse recently with a rookie Pact team because I couldn't pen AV7 and they won so many fights with all the block they have.

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Re: Looking for Chaos Pact advice

Post by gijimmy »

cool, thanks for the info.

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Re: Looking for Chaos Pact advice

Post by Warpstone »

I found my Chaos Pact to be pretty decent at low TV, but it becomes harder to compete at higher levels. I'm still struggling to get basic skills like block and guard across my marauders at around TV170. Developing players can get slow at this point as tier 1 teams are just more efficient than your team (i.e. blitzers who start with block) and can shut down your offence.

Still, it only takes a few good skill rolls to develop some great players (two-headed gobbo, Block, MB, Claw, Piling On can openers) and once your big guys pick up guard, you have a decent LOS punch. Just don't plan a drive based around your big guys. Try to always get 2 assists (guard is just so handy on marauders because of this) to give them 3 die blocks and skill them with passive skills (guard and stand firm) that let them provide value without activation.

Good luck!

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Re: Looking for Chaos Pact advice

Post by Smeborg »

We have have a couple of coaches who have recently started playing C-Pact in our league.

The main element of coaching them is assessing risk relating to the 3 Big Guys and taking actions with them accurately.

Some coaches on this forum think you should start with 2 Big Guys - I and other coaches in our league think you should start with 3.

Hope that helps.

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Re: Looking for Chaos Pact advice

Post by JaM »

I'd probably start with

troll
ogre
mino
gobbo
skaven
6 marauders
3 RRs

although replacing a RR for the Dark Elf is an option. Kinda risky though.

I see pact as THE opportunity to field 3 BGs, filled out with some other fun and decent players. Apart from Ogres (who have kinda crappy line"men") no other team can do that. So get them asap. After all it's a fun team. If you want competitive you shold pick up some kind of elves or dwarves/undead/whatever. Not Pact.

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Re: Looking for Chaos Pact advice

Post by purdindas »

I'd start with 4 rerolls. You dont have any skills and turnovers can be common. Dark Elf is essential as a ball carrier/mobile blitzer. I also like the skaven. MA 7 is just so useful. He is the back up ball carrier/blitzer on my team.

4 rerolls
ogre
troll
skaven
dark elf
7 marauders

Shamelessly stolen from Warpstone.
My 1st purchase barring injuries would be the minotaur. He's a better big guy than the other 2. Should take around 5 games before you can afford him. Then probably a gobbo.

Warpstone is right when he mentioned 3 die blocks. Make sure your getting 3 dice as often as possible with the big guys in order to circumvent the nightmare 1/9 (all 2 dice blocks with skulls/both down) with loner scenario. Guard is essential on a few maruaders for this as it will help you get 3 dice.

I'm having alot of fun with my pact team at the moment. 4 games into the season and I have block on the Dark Elf, block and +St on the Skaven :o and guard on the Troll. I have an average of 1 kill per game and my record is 1 win 2 draws and 1 loss which is not bad considering that all the other teams were tier 1 teams.

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Re: Looking for Chaos Pact advice

Post by Pagan »

debate on the role and usefulness of the Skaven.
I used to be one of these, but he has won me over. Now with an Extra Arm and a Kick Off Return, he is leading the team with TDs.

Now I'm questioning the Goblin. I keep saying he can be used as artillery, but it never seems to happen.

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Re: Looking for Chaos Pact advice

Post by mattgslater »

Not a Pact coach, so I've stayed silent. But I am an Orc coach, and I can tell you that having one Stunty on a bash team with a passing element is really cool, as a mobile assist and a free safety. Plus everybody targets him, despite the fact that he's the cheapest thing on the roster. TTM is of secondary value, useful at the end of the half, especially if you have a TRR.

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Re: Looking for Chaos Pact advice

Post by purdindas »

I'm planning on using the Gobb as a fowler mainly but he's always useful as a threat for the one turn score.

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Re: Looking for Chaos Pact advice

Post by mattgslater »

I see the need for 4TRRs. But if you're starting a team full of AG3/AV8 guys who improve easily, a big guy who doesn't regen, and a pair of AV7 positionals who are kind of SPP-hoggy, wouldn't an Apoth be a better initial investment than a 12th man? Then you can save up for the Mino, and if you're a little lucky and nobody dies (after Apoth) in the first 3-4 games you've got all your positionals and your first reserve. Normally I like to take a reserve before an Apoth on teams with 50k linos, but you've got some expensive stuff you don't want to have to replace (okay, one, but you know what happens to Ogres when there's no Apoth; Nuffle and Murphy are beer-buddies).

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Re: Looking for Chaos Pact advice

Post by JaM »

Well, IF I'd play it (seriously considering them at the moment) I'd still take 3 BGs. Our league is very short at the moment, so after 5 games I've played most of my games anyway...

But since I'm really short on time the coming months I'd probably skip league play altogether anyway.

But I'd go 3 BGs, after that an apo, after that the DE. then sit back and watch them mutate :wink:

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Re: Looking for Chaos Pact advice

Post by Smeborg »

Speaking as someone who has recently started playing Underworld, I can confirm that a Gobbo with 2-Heads is extremely handy. This is as mobile a player as you can get.

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Re: Looking for Chaos Pact advice

Post by purdindas »

Actually I did take an apo after the 1st game. Forgot about that.

2 headed Gobbo's are ridiculously mobile. An underworld coach in the same league has 3 :o He uses them to 1/2 dice ball carriers alot. You'd be surprised how often that works out for him! CRAZY.

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