Chaos Pact - Trollblanc asks for advice
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Re: Chaos Pact - Trollblanc asks for advice
It depends what job you allocate to your Skaven, really. For specific roles:
I tend to use mine as a speedy defensive player/safety in the back of the field, so a combination of Horns/Wrestle/Tackle/Strip Ball is where I'm going with him, to make sure that he can take down or otherwise get the ball off whoever is running towards my goal line. You, of course, have your DElf and Mino for this sort of thing.
You could, instead, be using his speed to retrieve the ball after the Kick-Off, in which case Kick Off Return, Sure Hands and Extra Arms work nicely. As your DElf is away hitting things, this seems like the more likely way to go. On regular Chaos teams, by way of an example, my first Beastman to skill up always gets Extra Arms to retrieve that ball, and he either becomes my passer (with a double/AG boost) or my distributor to someone who can.
His relative speed should make him a great catcher, but lack of Agility access hampers him a little. You can overcome this somewhat with mutations, so Extra Arms, Foul Appearance, Two Heads come in to play, as well as the likes of Fend and Block. Feels a little like a round peg in a square hole, though, for my liking.
If in doubt, Block followed by Sure Hands wouldn't be a bad idea. This is both the beauty and the real annoyance of the Pact team - how the hell do I skill each one of these guys up?!
I tend to use mine as a speedy defensive player/safety in the back of the field, so a combination of Horns/Wrestle/Tackle/Strip Ball is where I'm going with him, to make sure that he can take down or otherwise get the ball off whoever is running towards my goal line. You, of course, have your DElf and Mino for this sort of thing.
You could, instead, be using his speed to retrieve the ball after the Kick-Off, in which case Kick Off Return, Sure Hands and Extra Arms work nicely. As your DElf is away hitting things, this seems like the more likely way to go. On regular Chaos teams, by way of an example, my first Beastman to skill up always gets Extra Arms to retrieve that ball, and he either becomes my passer (with a double/AG boost) or my distributor to someone who can.
His relative speed should make him a great catcher, but lack of Agility access hampers him a little. You can overcome this somewhat with mutations, so Extra Arms, Foul Appearance, Two Heads come in to play, as well as the likes of Fend and Block. Feels a little like a round peg in a square hole, though, for my liking.
If in doubt, Block followed by Sure Hands wouldn't be a bad idea. This is both the beauty and the real annoyance of the Pact team - how the hell do I skill each one of these guys up?!
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Teams: Dead and Gooners (Undead) • The Hart Perversion (Chaos Pact)
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Re: Chaos Pact - Trollblanc asks for advice
I'm going to make my skaven on my Fumbbl team a safety role (Wrestle, Tackle, Horns etc.) He's fragile and is faster than anyone else. The Pact team is slow and can certainly use a safety type player. Using him as a fast receiver seems a waste at least early because there's no reliable way of getting the ball to him from afar.
Otherwise, Block on the marauders (three so far) and Guard (on mino and troll so far) on the big guys seems to work great. Both skills add reliability that the team sorely needs. I started with the all three big guys, goblin and three rerolls roster which was nice because it gave the marauders a start on skilling up since there was no elf to hog all td's.
Otherwise, Block on the marauders (three so far) and Guard (on mino and troll so far) on the big guys seems to work great. Both skills add reliability that the team sorely needs. I started with the all three big guys, goblin and three rerolls roster which was nice because it gave the marauders a start on skilling up since there was no elf to hog all td's.
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Re: Chaos Pact - Trollblanc asks for advice
Ironically the Skaven is the "ball hog" on my team. The 7 Movement does really seem to make a difference for me.
Well what I really would like to do is to develop one of the marauders into a thrower, but I can see how it will be hard to get the Skaven to become a catcher hmm
Well what I really would like to do is to develop one of the marauders into a thrower, but I can see how it will be hard to get the Skaven to become a catcher hmm
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Re: Chaos Pact - Trollblanc asks for advice
Unless you're planning to use the DElf as the precision strike force (in a similar manner to a Wardancer, say), then you're probably wasting the AG4 just using him to hit things. He's the one with the AG access (lovely catch, dodge, etc for your passing game).
With Extra Arms, your Skaven needs (in a perfect world) two doubles for Catch and maybe something like Nerves of Steel for a 2+ all the time, or Dodge (or both with three doubles). The DElf, with his AG4 and Agility access, makes that much easier.
Don't be disheartened, though, as a ball carrying Skaven with Block, Extra Arms and Sure Hands is a fine start, with Dodge on doubles later on, giving you a fine all-round ball carrying guy.
A Marauder thrower is the easy part, hehe, if you can get the SPPs (Pass, Strong Arm, Accurate, etc all on normal rolls).
With Extra Arms, your Skaven needs (in a perfect world) two doubles for Catch and maybe something like Nerves of Steel for a 2+ all the time, or Dodge (or both with three doubles). The DElf, with his AG4 and Agility access, makes that much easier.
Don't be disheartened, though, as a ball carrying Skaven with Block, Extra Arms and Sure Hands is a fine start, with Dodge on doubles later on, giving you a fine all-round ball carrying guy.
A Marauder thrower is the easy part, hehe, if you can get the SPPs (Pass, Strong Arm, Accurate, etc all on normal rolls).
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@sibrady on Twitter. Everywhere else I'm Starblayde.
Commish of the PWCBBL in Burton, UK. Also visit my Blog, for all things geeky, including Blood Bowl.
Teams: Dead and Gooners (Undead) • The Hart Perversion (Chaos Pact)
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Re: Chaos Pact - Trollblanc asks for advice
Well if the DE is the catcher, it's hard to get someone to break the cage.
the DE with dodge/wrestle/leap/strip ball sounded nice enough, if I have a skaven safety it's also ok but then again.. who will CATCH the ball on offense
the DE with dodge/wrestle/leap/strip ball sounded nice enough, if I have a skaven safety it's also ok but then again.. who will CATCH the ball on offense

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Re: Chaos Pact - Trollblanc asks for advice
Ogre or Mino with Break Tackle may be your best bet thereTrollblanc wrote:Well if the DE is the catcher, it's hard to get someone to break the cage.

A Marauder with Extra Arms and Nerves of Steel - both normal rolls for a 2+ to catch all the time - can make a decent catcher, too.
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Commish of the PWCBBL in Burton, UK. Also visit my Blog, for all things geeky, including Blood Bowl.
Teams: Dead and Gooners (Undead) • The Hart Perversion (Chaos Pact)
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Re: Chaos Pact - Trollblanc asks for advice
Well a BT Ogre still dodges into a cage with 5+ doesn't he? 2+ for the BT -3 Tackle Zones 
True - with the marauder I'm still afraid that I'll lack the speed I'd need. I can't help but I'm such a big fan of the 7 speed skaven

True - with the marauder I'm still afraid that I'll lack the speed I'd need. I can't help but I'm such a big fan of the 7 speed skaven

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Re: Chaos Pact - Trollblanc asks for advice
It's 4+ I thought. AG 4 dodges on a 3, whereas AG5 (or ST5 break tackle) dodges on a 2.Trollblanc wrote:Well a BT Ogre still dodges into a cage with 5+ doesn't he? 2+ for the BT -3 Tackle Zones
True - with the marauder I'm still afraid that I'll lack the speed I'd need. I can't help but I'm such a big fan of the 7 speed skaven
I.e. with AG5 you succeed on a 2, so to dodge into 3 tackle zones you add 1 for dodging and subtract 3 for TZs gives you a total modifier of -2. So 4 minus 2 equals the 2 you need to make your agility roll.
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Re: Chaos Pact - Trollblanc asks for advice
Ah yes I forgot the +1, thx Gerard - well 50/50 it is then, with the loner a bit risky though 

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Re: Chaos Pact - Trollblanc asks for advice
Ya the loner on them makes that not a sound tactic. Im still running on 2 rerolls and they get saved for the passing plays I attempt. You really need to be sitting on a reroll to give passing a chance. Also allows you to throw to any of the renegade players (lucky I have agi 4 marauder, reroll is for the catch). Im planning on a catcher build for the scaven starting with extra arms. The scaven fits for either catching or the safety roll so it really is what you prefer. Only thing being that catching exposes AV 7 to hits. So as long as you protect him (insert mino who made an openning for him to run through) your good. Run the scaven up, throw the gobbo over, and dodge/leap the elf in and you have 3 passing targets for your opponent to defend against. My thoughts on how to do it anyways. Best part about this team is that its a blank slate and can be built so many different ways 

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Re: Chaos Pact - Trollblanc asks for advice
What's peoples thoughts on a 3rd skill to give to my Dark Elf? He currently has Block & Dodge & is my primary ball carrier so i'm thinking probably sure hands is the best idea? I'm kinda kean to use his access to agility skills though so maybe side step would be good?
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Re: Chaos Pact - Trollblanc asks for advice
If your using his to pick up the ball and run with him then fend or sidestep would be good choices. Might also consider sure feet to help with the MA 6. If strip ball is common with the teams you play against then I would take it. Otherwise you can do without it.
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Re: Chaos Pact - Trollblanc asks for advice
Seeing that he runs along sidelines a lot though I think side step would be better than fend, plus he's got dodge so not too much problems if he he's followed up. Hmmm so seems it's between side step & sure feet...
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Re: Chaos Pact - Trollblanc asks for advice
Seeing that he runs along sidelines a lot though I think side step would be better than fend, plus he's got dodge so not too much problems if he he's followed up. Hmmm so seems it's between side step & sure feet...
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Re: Chaos Pact - Trollblanc asks for advice
Well between those 2 side-step is probably better. Your next 2 skillups could have a stat up in there and sidestep would work better with them. Pending no statup/doubles then sidestep&surefeet would suit the role.
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