Skilling the Renegades on the CP-team.
- JaM
- Legend
- Posts: 2580
- Joined: Sun Oct 31, 2004 7:38 pm
- Location: The Netherlands.
Re: Skilling the Renegades on the CP-team.
Personally I've never been a fan of juggernaut on a mino. My Cyanide chaos team mino has it, but he's maxed out on skills, including a +1 str but no double after that...
Blitzing with a mino is nice, but I'd rather give him guard and stand firm. Most of the time you want to push someone in b2b with him, so he can block.
At least, thta's my tactic (and sometimes it even works...). I use his blitz now and then, but only if I really HAVE to move him. Otherwise he's good where he stands, most of the time.
If he's left on the field somewhere I can risk that 4+, if and only if I have better players to use the blitz on/with.
I'll probably use the skaven as a safety (wrestle, tackle) and the Delf as a ball-extractor (picking it up, dodging away, next turn throw/handoff to a marauder who will, hopefully, run to the TD zone).
I wont play this team without it's renegades though, or bigguys. the fun is to get them working or see them fail. It's not a tier 1 team, and it shouldnt be played like that. This team is for developing, and fun.
Blitzing with a mino is nice, but I'd rather give him guard and stand firm. Most of the time you want to push someone in b2b with him, so he can block.
At least, thta's my tactic (and sometimes it even works...). I use his blitz now and then, but only if I really HAVE to move him. Otherwise he's good where he stands, most of the time.
If he's left on the field somewhere I can risk that 4+, if and only if I have better players to use the blitz on/with.
I'll probably use the skaven as a safety (wrestle, tackle) and the Delf as a ball-extractor (picking it up, dodging away, next turn throw/handoff to a marauder who will, hopefully, run to the TD zone).
I wont play this team without it's renegades though, or bigguys. the fun is to get them working or see them fail. It's not a tier 1 team, and it shouldnt be played like that. This team is for developing, and fun.
Reason: ''
-
- Veteran
- Posts: 175
- Joined: Sat Jan 09, 2010 12:24 pm
Re: Skilling the Renegades on the CP-team.
Yeah guard mino is probably a good approach, I'm just dreaming of the slayer mino with claws 3d blocking people left and right.
Reason: ''
there is Nuffle, always in my lawn
peering through my keyhole
wanting to touch my low hanging fruit
peering through my keyhole
wanting to touch my low hanging fruit
-
- Ex-Mega Star, now just a Super Star
- Posts: 1611
- Joined: Tue Mar 15, 2005 12:12 am
Re: Skilling the Renegades on the CP-team.
I really had some tactical strategy with my chaos pact team when I started it, but skill rolls did better than I was expecting, so this is my team now (games won 5/ tie 3/loss 3):
Bad Kompany (TV:157, RR:4, FF:6)
The Big guys:
* Ogre (second ogre is still rookie, first ogre got Guard and -ST, so bye bye) - Guard first!!!
* Troll (Guard) - next skill will be Stand Firm so he can hold the line
* Mino (still rookie) - probably Juggernaut, but Guard seems as a good choice
The Renegades:
* Dark Elf (Block, Dodge) - next skill will probably be Side Step, but Leap can make a diffrence in games
* Skaven (AG4) - OMG! Got +AG on first roll. On a double I will take Sprint, if it's a normal he will get boring block
* Goblin (still a rookie) - First skill will be Sure Feet
The Marauders:
* 1: (Block, AG4) - was thinking to use him as the team captain and give him Leader, but AG roll made me rethink my choice. Accurate or Pass as next, or go for the captain player - Leader (the old Duke Luthor model)
* 2: (Accurate and 12 spp) - shall I still keep him as the thrower??? Incase of yes, Strong Arm next.
* 3: (Block) - Next skill Mighty Blow or Claw (model has claw, so I think of claw)
* 4: (Block, Horns and 29 spp) - Next skill Juggernaut or Mighty Blow. This is the old Bilerot model with big belly (acting as horns on the blitz)
* 5: (MA7) - took MA to get faster player, next skill will probably be two-heads to make him moveable
* 6, 7: (rookies) one will be a dirty player and other will be a extra arms guy!
I play my Chaos Pact with old 2nd Edition players only, so I love this team and I build the mutations based on what the model have. Passion first, brains second on this team. As someone said earlier or in another thread, don't min/max on this team... Create something cool and passionated!!!
I won the rookie series and next season I will go for the Majors.
Bad Kompany (TV:157, RR:4, FF:6)
The Big guys:
* Ogre (second ogre is still rookie, first ogre got Guard and -ST, so bye bye) - Guard first!!!
* Troll (Guard) - next skill will be Stand Firm so he can hold the line
* Mino (still rookie) - probably Juggernaut, but Guard seems as a good choice
The Renegades:
* Dark Elf (Block, Dodge) - next skill will probably be Side Step, but Leap can make a diffrence in games
* Skaven (AG4) - OMG! Got +AG on first roll. On a double I will take Sprint, if it's a normal he will get boring block
* Goblin (still a rookie) - First skill will be Sure Feet
The Marauders:
* 1: (Block, AG4) - was thinking to use him as the team captain and give him Leader, but AG roll made me rethink my choice. Accurate or Pass as next, or go for the captain player - Leader (the old Duke Luthor model)
* 2: (Accurate and 12 spp) - shall I still keep him as the thrower??? Incase of yes, Strong Arm next.
* 3: (Block) - Next skill Mighty Blow or Claw (model has claw, so I think of claw)
* 4: (Block, Horns and 29 spp) - Next skill Juggernaut or Mighty Blow. This is the old Bilerot model with big belly (acting as horns on the blitz)
* 5: (MA7) - took MA to get faster player, next skill will probably be two-heads to make him moveable
* 6, 7: (rookies) one will be a dirty player and other will be a extra arms guy!
I play my Chaos Pact with old 2nd Edition players only, so I love this team and I build the mutations based on what the model have. Passion first, brains second on this team. As someone said earlier or in another thread, don't min/max on this team... Create something cool and passionated!!!
I won the rookie series and next season I will go for the Majors.
Reason: ''
- mattgslater
- King of Comedy
- Posts: 7758
- Joined: Thu Dec 15, 2005 5:18 pm
- Location: Far to the west, across the great desert, in the fabled Land of Comedy
Re: Skilling the Renegades on the CP-team.
On the AG4 guy, I'd consider making him an Ace back. Give the Accurate guy KOR or SH next, to follow with Extra Arms at 31 SPP. He's the retriever for the Ace. The AG4 guy himself has several options:
Flanker 1: Guard, Pro (Dodge on doubles)
Flanker 2: Accurate, Big Hand
Chucker 1: Pass, Safe Throw
Chucker 2: Pass, Accurate
Pass over Accurate on this player. You want the TRR available for the reception if possible, and you want to be able to throw in desperation on T7-8, when you may be out of TRRs.
Stand Firm is great on Minos. One of the best ways to confound a Mino is to push him into the clear. If he can't blitz strategically, he either wastes your Blitz or loses a third of an action on the 4/9 odds of a push. What's worse, even though a knockdown isn't the intent on this kind of play, knockdowns from end-of-turn half-die hits can easily inflict a Cas on your AV8 Mino. But if your AG3/Block opponent can't push, he'll dodge instead, because the Move is 2/3 to pay off, while the block is 25% (instead of 69%).
Flanker 1: Guard, Pro (Dodge on doubles)
Flanker 2: Accurate, Big Hand
Chucker 1: Pass, Safe Throw
Chucker 2: Pass, Accurate
Pass over Accurate on this player. You want the TRR available for the reception if possible, and you want to be able to throw in desperation on T7-8, when you may be out of TRRs.
Stand Firm is great on Minos. One of the best ways to confound a Mino is to push him into the clear. If he can't blitz strategically, he either wastes your Blitz or loses a third of an action on the 4/9 odds of a push. What's worse, even though a knockdown isn't the intent on this kind of play, knockdowns from end-of-turn half-die hits can easily inflict a Cas on your AV8 Mino. But if your AG3/Block opponent can't push, he'll dodge instead, because the Move is 2/3 to pay off, while the block is 25% (instead of 69%).
Reason: ''
What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
-
- The Voice of Reason
- Posts: 6449
- Joined: Tue Jun 26, 2001 12:00 am
- Contact:
Re: Skilling the Renegades on the CP-team.
I'm going with extra arms on the Skav, quite like the idea of receiving renegades and a couple of passer developed marauders, no need for animosity rolls that way rather than vice-versa.
And I'd hate to see 'consensus', just as much as I hate the min-max concept. Kind of misses the point IMO.
And I'd hate to see 'consensus', just as much as I hate the min-max concept. Kind of misses the point IMO.

Reason: ''
"Deathwing treats newcomers like sh*t"
"...the brain dead Mod.."
-
- Ex-Mega Star, now just a Super Star
- Posts: 1611
- Joined: Tue Mar 15, 2005 12:12 am
Re: Skilling the Renegades on the CP-team.
Mino will get Stand Firm. Haven't really think of that defensive skill as usefull as it can be.
The AG4 Marauder have to much options!
Hope I roll +ST so I can stop thinking of what to pick. On a double I probably will get Dodge or Leap as a diffrent skill for new options. For stats another +AG is also welcome, but I think I will pick +AV instead of +MA. 6349, an agilty orc blitzer is cooler than a 7348 dark elf blitzer 

The AG4 Marauder have to much options!


Reason: ''
- Bert
- Experienced
- Posts: 111
- Joined: Fri Apr 02, 2010 3:08 pm
- Location: Calgary
Re: Skilling the Renegades on the CP-team.
Good to see some guys playing Pact for the enjoyment of it. Ive thot about an agi 4 marauder having big hand and HMP, would be great for those ball scrums where everyones around the ball but nobody wants to pick it up. Move in, snag it and chuck... but agi 3 probably could do it and agi 4 is too much TV for that roll. But its an idea.
I got the 10 on the DE and took the move lol. Sprint and he makes up for a weakness on this team, even just the MA 7 and the scaven alone help with that. If I didnt hate MA 6 so much having AV 9 would be pretty nice.
I got the 10 on the DE and took the move lol. Sprint and he makes up for a weakness on this team, even just the MA 7 and the scaven alone help with that. If I didnt hate MA 6 so much having AV 9 would be pretty nice.
Reason: ''
Makin' gravy without the lumps, Yeah Baby!
- cyagen
- Star Player
- Posts: 748
- Joined: Mon Jan 26, 2004 2:52 pm
- Location: Germany
Re: Skilling the Renegades on the CP-team.
stashman: for your Gobo 2 heads is the way to go! You will not believe the number of option this opens to you!
Reason: ''
Kick off return was my idea :)
http://www.talkfantasyfootball.org/viewtopic.php?f=4&t=6355&p=174621#p174621
http://www.talkfantasyfootball.org/viewtopic.php?f=4&t=6355&p=174621#p174621
-
- Ex-Mega Star, now just a Super Star
- Posts: 1611
- Joined: Tue Mar 15, 2005 12:12 am
Re: Skilling the Renegades on the CP-team.
Yes Two-Heads is awesome, but my mini don't have it! This team is pure fluff and love! 

Reason: ''
- cyagen
- Star Player
- Posts: 748
- Joined: Mon Jan 26, 2004 2:52 pm
- Location: Germany
Re: Skilling the Renegades on the CP-team.
Make one!
I am not kidding, 2 heads gobos are the most annoying stunties that you can imagine.
For that costs, there is nothing that beats on my annoy-atron.

I am not kidding, 2 heads gobos are the most annoying stunties that you can imagine.
For that costs, there is nothing that beats on my annoy-atron.

Reason: ''
Kick off return was my idea :)
http://www.talkfantasyfootball.org/viewtopic.php?f=4&t=6355&p=174621#p174621
http://www.talkfantasyfootball.org/viewtopic.php?f=4&t=6355&p=174621#p174621