Skilling the Renegades on the CP-team.
- JaM
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Skilling the Renegades on the CP-team.
Since there are so many possibilities for skilling the renegades AND the marauders on the Chaos Pact team, maybe they deserve multiple threads.
The main question is, IMHO, how to create some kind of syndergy between the marauders (linemen) and the renegades (Dark Elf, Skaven and Goblin) on the chaos pact team.
Assuming that you use the Big Guys as roadblocks or some kind of crowbar to open up defensive formations (i.e. block, stand firm, guard, claws and tentacles).
If you use the Delf as a reciever/retriever, how would you develop (more or less) the other renegades ?
If not, what other roles should the renegades get, if you use marauders for that role (recievers/passers) ?
It would be nice to see how people are developing their team. There are so many variables available for them, some kind of consensus would be good to see.
If not, that would ALSO be valuable. Because it seems that this team can be so... complete, I am just curious what skills are making the most sense overall. And the most fun.
The main question is, IMHO, how to create some kind of syndergy between the marauders (linemen) and the renegades (Dark Elf, Skaven and Goblin) on the chaos pact team.
Assuming that you use the Big Guys as roadblocks or some kind of crowbar to open up defensive formations (i.e. block, stand firm, guard, claws and tentacles).
If you use the Delf as a reciever/retriever, how would you develop (more or less) the other renegades ?
If not, what other roles should the renegades get, if you use marauders for that role (recievers/passers) ?
It would be nice to see how people are developing their team. There are so many variables available for them, some kind of consensus would be good to see.
If not, that would ALSO be valuable. Because it seems that this team can be so... complete, I am just curious what skills are making the most sense overall. And the most fun.
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- JaM
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Re: Skilling the Renegades on the CP-team.
I'll have a go:
I've skilled my first marauder with guard. To make sure he will be supporting the team and getting those 2d blocks easier. My regular opponent is (at the moment) woodelfs, so most of his linemen were unskilled also.
I've thought about MB and Block, but he will be going for wrestle a lot. MB will certainly help with a lot of blocks, but 1 player with MB is harder to position right, than 1 player with guard.
I'll probably go for some more guard, after that block and perhaps tackle will see use. MB will be there too, of course.
I am thinking of useing the skaven as a blitzer to take out players who slipped through. Probably wrestle, horns, tackle, block... stuff like that.
the Dark elf will also be used as a marker. He doesnt have the movement like the skaven, but having dodge will get him places, hopefully with tackle or some sort of skill to "glue" the potential reciever.
Maybe he can try and intercept, too. Who knows.
the goblin will probably be the "libero" of the team. marking players, providing assists, trying the occasional 1ttd... I'll go 2 heads, after that perhaps sidestep and sprint. Development really depends on his lifespan and doubles or statupgrades. but 1st skill will be 2 heads, unless I pick up +1 AG. +1 str would be good, too.
I am thinking of developing 1-2 marauders as pick-uppers/passers, and 1-2 others as recievers.
Extra arms, sure hands, kor, pass. Probably sure hands first, then kor and extra arms. Not sure, I probably need some input here.
Others will be blockers/sweepers. block, MB, guard, standfirm. Perhaps 1-2 frenzy players too, maybe some with grab...
I hope other CP-players out there will contribute some ideas here, maybe we can expand the tactics available a bit, and add some more stuff to the playbook.
Best regards,
JaM
I've skilled my first marauder with guard. To make sure he will be supporting the team and getting those 2d blocks easier. My regular opponent is (at the moment) woodelfs, so most of his linemen were unskilled also.
I've thought about MB and Block, but he will be going for wrestle a lot. MB will certainly help with a lot of blocks, but 1 player with MB is harder to position right, than 1 player with guard.
I'll probably go for some more guard, after that block and perhaps tackle will see use. MB will be there too, of course.
I am thinking of useing the skaven as a blitzer to take out players who slipped through. Probably wrestle, horns, tackle, block... stuff like that.
the Dark elf will also be used as a marker. He doesnt have the movement like the skaven, but having dodge will get him places, hopefully with tackle or some sort of skill to "glue" the potential reciever.
Maybe he can try and intercept, too. Who knows.
the goblin will probably be the "libero" of the team. marking players, providing assists, trying the occasional 1ttd... I'll go 2 heads, after that perhaps sidestep and sprint. Development really depends on his lifespan and doubles or statupgrades. but 1st skill will be 2 heads, unless I pick up +1 AG. +1 str would be good, too.
I am thinking of developing 1-2 marauders as pick-uppers/passers, and 1-2 others as recievers.
Extra arms, sure hands, kor, pass. Probably sure hands first, then kor and extra arms. Not sure, I probably need some input here.
Others will be blockers/sweepers. block, MB, guard, standfirm. Perhaps 1-2 frenzy players too, maybe some with grab...
I hope other CP-players out there will contribute some ideas here, maybe we can expand the tactics available a bit, and add some more stuff to the playbook.
Best regards,
JaM
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Re: Skilling the Renegades on the CP-team.
If you like the skaven, I suggest Wrestle/Horns/Strip ball/X-arms approach. I havent hired one for my team.
I'm running a minmax'd fumbbl B pact team currently, and I really think it's best to go for Blodge on the elf first, then depending on his stats either Two-heads/Big hand or Tackle/SS. Mine took +ST twice, so he is going tackle/SS, probably
.
Basic strat with pact teams are pretty simple. Blitz with a mb claw guy, take 2die blocks, carry with the AG4 guy. I dont think you want to develop a passing play. The marauders are more valuable as killers. If you deliberately want a passer though, cant go wrong with Block/+AG/Accurate +Safe throw or Strong arm I think. I made the mistake of making a Block/AG/Surehands/Big hand marauder & its really bad, because they are too slow to get into places for the pickup mostly.
Block/AG/Surehands is not bad per say, but its pretty expensive in our closed B league, in an open environment I would have kept the marauder though and found a use for him.
Oh - teamlink here:
http://fumbbl.com/FUMBBL.php?page=team& ... _id=643691
I also think its a mistake to hire *all* the pact positions, but having one big guy (troll) + gobbo might be nice for TTMs. For that you want Two-heads/X-arms/Sure feet/Sprint, but it gets expensive again. Ultimately you want +AG/+MA/+MA but you cant really dictate that you get it
.
I think a balanced pact team has maybe just the DE + the gobbo + the troll & 10 marauders.
I'm running a minmax'd fumbbl B pact team currently, and I really think it's best to go for Blodge on the elf first, then depending on his stats either Two-heads/Big hand or Tackle/SS. Mine took +ST twice, so he is going tackle/SS, probably

Basic strat with pact teams are pretty simple. Blitz with a mb claw guy, take 2die blocks, carry with the AG4 guy. I dont think you want to develop a passing play. The marauders are more valuable as killers. If you deliberately want a passer though, cant go wrong with Block/+AG/Accurate +Safe throw or Strong arm I think. I made the mistake of making a Block/AG/Surehands/Big hand marauder & its really bad, because they are too slow to get into places for the pickup mostly.
Block/AG/Surehands is not bad per say, but its pretty expensive in our closed B league, in an open environment I would have kept the marauder though and found a use for him.
Oh - teamlink here:
http://fumbbl.com/FUMBBL.php?page=team& ... _id=643691
I also think its a mistake to hire *all* the pact positions, but having one big guy (troll) + gobbo might be nice for TTMs. For that you want Two-heads/X-arms/Sure feet/Sprint, but it gets expensive again. Ultimately you want +AG/+MA/+MA but you cant really dictate that you get it

I think a balanced pact team has maybe just the DE + the gobbo + the troll & 10 marauders.
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- Bert
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Re: Skilling the Renegades on the CP-team.
Few things first. Keep in mind that this is considered a lower tier team. Its handicap being that there isnt any synergy and one has to develope it. The attraction to this team is the random builds and the variety. Personally I really dislike attempts to min/max this team. I feel it takes away from the teams strength and goes against the "fun factor" that pact offers. You can try to play this team efficient and cautious but I think your doing yourself a disservice. You could play this team banking on the ogre/goblin TTM tactic. Ogre/Troll with Strong Arm and OMG Pro instead of Block would be a hoot. Rest of your team built for defense. So many different things to do with this team and the reason im playing it.
My team as of the moment has had some disasters and fortune. Three players died in first four games (2 marauders and dark elf). But the skill rolls have been pretty nice to me. +AG marauder being used as a thrower. Got the darkelf back and first game gets +MA. Doubles on the goblin gave me block (horns next for a TTM blitz tactic). Thinking about sprint on the DE which gives me the chance (with a BG using Grab) to do a one turn.
So Ive been using a passing game with the renegades serving as recievers. Minotaur takes a side and breaks open a lane. Then protects/frees up renegades to score. Tactics I use for the moment, all depends on opponent.
My team as of the moment has had some disasters and fortune. Three players died in first four games (2 marauders and dark elf). But the skill rolls have been pretty nice to me. +AG marauder being used as a thrower. Got the darkelf back and first game gets +MA. Doubles on the goblin gave me block (horns next for a TTM blitz tactic). Thinking about sprint on the DE which gives me the chance (with a BG using Grab) to do a one turn.
So Ive been using a passing game with the renegades serving as recievers. Minotaur takes a side and breaks open a lane. Then protects/frees up renegades to score. Tactics I use for the moment, all depends on opponent.
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Re: Skilling the Renegades on the CP-team.
I have 3 pact teams already
, one with everything but the rat which is suffering from some serious bloating issues at the moment it has an AG5 elf and 2 AG4 marauders which is fun but I just lack basic skills.
Then I'm doing a min/max elf+marauders killer squad and a dodging pact were all will get 2 heads/break tackle with all renegades and the ogre.
Lotsa options.

Then I'm doing a min/max elf+marauders killer squad and a dodging pact were all will get 2 heads/break tackle with all renegades and the ogre.
Lotsa options.

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- JaM
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Re: Skilling the Renegades on the CP-team.
I'm not looking for min-maxing the 'Pact. I just want to see some valuable builds, some ideas-concepts here.
I like the skaven, he brings some movement in the team. So I am indeed looking to change him in a blitzer-type.
I think that you can "occasionally" pass the ball on a CP team. It just takes some skills, and should be done (I think) from marauder to either DE (If he is in a position to catch) or another marauder, or the skaven. But since I think the skaven is valuable as a mobile blitzer/back up, I dont see that happening a lot.
Maybe you cant play finesse, but moving the ball 3/4 over the field in 1 turn is quite easy. 1 short pass and a hand-off is all it takes. Dont play this team as purely bash, they can be molded to lots of different things.
Those different things are what I'd like to see in this thread, valuable/workable buils (just like that very, very nice Nurgle thread in this section
).
I like the skaven, he brings some movement in the team. So I am indeed looking to change him in a blitzer-type.
I think that you can "occasionally" pass the ball on a CP team. It just takes some skills, and should be done (I think) from marauder to either DE (If he is in a position to catch) or another marauder, or the skaven. But since I think the skaven is valuable as a mobile blitzer/back up, I dont see that happening a lot.
Maybe you cant play finesse, but moving the ball 3/4 over the field in 1 turn is quite easy. 1 short pass and a hand-off is all it takes. Dont play this team as purely bash, they can be molded to lots of different things.
Those different things are what I'd like to see in this thread, valuable/workable buils (just like that very, very nice Nurgle thread in this section

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Re: Skilling the Renegades on the CP-team.
I played the Pact for a few seasons and I think the team is designed so that there isn't a ton of "synergy" between the different races. I think the Dark Elf, Skaven and Goblin sort of do their own things and while they help the marauders or each other in some circumstances, I almost never played where I had to count on everyone working together.JaM wrote:The main question is, IMHO, how to create some kind of syndergy between the marauders (linemen) and the renegades (Dark Elf, Skaven and Goblin) on the chaos pact team.
The Dark Elf was the cage breaker (Wrestle, Leap, Horns, Strip Ball)
The Skaven tried to maximize his move advantage by being a safety or, sometimes, a downfield receiver threat (though it was mainly as the backfield safety as the Skaven could easily outrun his coverage and be alone downfield)
The Goblin was the One Turn score piece and rarely saw the field otherwise. You could also go the ball retreiver route, but getting him more than 1 skill is difficult and he has a hard time getting the ball to anyone else)
So, for me at least, the renegades did their thing and I tried to count on the marauders to benefit from the actions of the others. It's synergy in a way, but it wasn't a cohesive machine. This team was fun to play, but horribly frustrating much of the time.
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- Bert
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Re: Skilling the Renegades on the CP-team.
I guess I can say Im going into it running a gimmicks concept. In that Ill have a number of tricks I can use depending on the team Im against. One turn scores with the goblin and with the DE's ma7(skillup
) Im looking at chain pushing OTS with him (sprint).
The Darkelf is looked at as a utility player. I think a coach should look at all the renegades that way. Assigning a role to them is good until they get taken out. Im steering to using the scaven alot like the mino but defensively. Ill cage break with the mino but use the scaven against faster teams that might break through. The scaven/DE offensively can play a reciever role. Extra Arms on the scaven would really increase his value to a team.
Being flexible and adaptable is a strength this team can develope. This team is the one team a coach can take and build around what the rest of the league is using. So really you have 2 ways of developing a Pact team. Three I suppose if you want to include the safe/passive build.

The Darkelf is looked at as a utility player. I think a coach should look at all the renegades that way. Assigning a role to them is good until they get taken out. Im steering to using the scaven alot like the mino but defensively. Ill cage break with the mino but use the scaven against faster teams that might break through. The scaven/DE offensively can play a reciever role. Extra Arms on the scaven would really increase his value to a team.
Being flexible and adaptable is a strength this team can develope. This team is the one team a coach can take and build around what the rest of the league is using. So really you have 2 ways of developing a Pact team. Three I suppose if you want to include the safe/passive build.
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Re: Skilling the Renegades on the CP-team.
*post deleted - posted too quickly!*
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Re: Skilling the Renegades on the CP-team.
Post further up has my team stats. I got a +MA on my DE. I was stating the route Im taking with the way the teams been developing. LOL maybe I should start a team blog. PS: No im not confusing the scaven and darkelf.
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Re: Skilling the Renegades on the CP-team.
Sorry - I was lost. Will delete my post!Bert wrote:Post further up has my team stats. I got a +MA on my DE. I was stating the route Im taking with the way the teams been developing. LOL maybe I should start a team blog. PS: No im not confusing the scaven and darkelf.
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Re: Skilling the Renegades on the CP-team.
Here's my Pact team on Fumbbl: http://fumbbl.com/FUMBBL.php?page=team& ... _id=643348
7 games in and 10 skills. I started off with the all three big guys, gobbo and 3 rerolls build. 3 rerolls were invaluable and all big guys were very nice against other rookie teams. Not starting off with the elf allowed for a nice spread of spp's on the marauders. I think I'm going to fire the mino soon if not right away. He skilled last game and I was hoping he'd roll doubles after last game for the second skill but he didn't. Juggernaut is a bit of a waste as I don't want to blitz with him too much anymore. Due to some Block on the marauders and a spread of dodging skills (Dodge on the elf and Two Heads for the goblin) on the renegades the team is starting to be quite reliable apart from the big guys. And plans often start to fall apart when two big guys, especially the troll and ogre, fail their rolls on the same turn. But I'm going to hang on to the ogre and troll because I think those all-marauder+elf builds look so boring. The thing I'll miss about the mino is that it has Guard which has been surprisingly good. Plus Checkers has been by far the best mino I've ever had in Blood Bowl.
On the rat I have no opinion yet. A safety type Wrestle+Horns+Two Heads -build sounds ok but I'm not sure if the team can afford someone hanging back a lot and three skills is pretty expensive. Then again, last game I had difficulty against rats because my guys were just too slow against the gutter runners.
7 games in and 10 skills. I started off with the all three big guys, gobbo and 3 rerolls build. 3 rerolls were invaluable and all big guys were very nice against other rookie teams. Not starting off with the elf allowed for a nice spread of spp's on the marauders. I think I'm going to fire the mino soon if not right away. He skilled last game and I was hoping he'd roll doubles after last game for the second skill but he didn't. Juggernaut is a bit of a waste as I don't want to blitz with him too much anymore. Due to some Block on the marauders and a spread of dodging skills (Dodge on the elf and Two Heads for the goblin) on the renegades the team is starting to be quite reliable apart from the big guys. And plans often start to fall apart when two big guys, especially the troll and ogre, fail their rolls on the same turn. But I'm going to hang on to the ogre and troll because I think those all-marauder+elf builds look so boring. The thing I'll miss about the mino is that it has Guard which has been surprisingly good. Plus Checkers has been by far the best mino I've ever had in Blood Bowl.
On the rat I have no opinion yet. A safety type Wrestle+Horns+Two Heads -build sounds ok but I'm not sure if the team can afford someone hanging back a lot and three skills is pretty expensive. Then again, last game I had difficulty against rats because my guys were just too slow against the gutter runners.
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Re: Skilling the Renegades on the CP-team.
And then you fired him, shame on you!Ullis wrote:Here's my Pact team on Fumbbl: http://fumbbl.com/FUMBBL.php?page=team& ... _id=643348Plus Checkers has been by far the best mino I've ever had in Blood Bowl.

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Re: Skilling the Renegades on the CP-team.
Heh. Guilty as charged. To be honest, he cost too much with two skills (equal to 4 rookie marauders!). If it'd gotten doubles on the skill, I would've kept it.Overhamsteren wrote:And then you fired him, shame on you!Ullis wrote:Here's my Pact team on Fumbbl: http://fumbbl.com/FUMBBL.php?page=team& ... _id=643348Plus Checkers has been by far the best mino I've ever had in Blood Bowl.
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Re: Skilling the Renegades on the CP-team.
I'm very tempted to fire my pile on, jugger mino too. 

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wanting to touch my low hanging fruit