old world team
- crunked1
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old world team
1 treeman
1 orge
1 human thrower
5 human lineman
1 w. elf catcher
2 longbeards
1 trollslayer
its a fun team to play lots of power on the (los). everyone has gained points. tell me what you think
1 orge
1 human thrower
5 human lineman
1 w. elf catcher
2 longbeards
1 trollslayer
its a fun team to play lots of power on the (los). everyone has gained points. tell me what you think
Reason: ''
[color=orange]nuffle[/color] needs to bless my dice sometime...
Sky Blimp Judge, Reformed Church Of Nuffle
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- neverdodge
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i agree, tough i didn t played a lot with, neither against them, so i will not make a judgement, that s just my first tought about them . I especially think the chaos pact feel way too strongDarkson wrote:I think Pact teams are over-powered.
As for the roster you posted, i think i would take 2 elf line instead of the catcher, and use tehm as catchers.
Reason: ''
- crunked1
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my friend uses a choas pact team they are tough but i usually beat him, due in part that i have more experience playing the game. his roster is this.
6 choas marauders
1 skaven thrower
1 norse catcher
1 black orc
1 choas warrior
1 ogre
2 beastman
6 choas marauders
1 skaven thrower
1 norse catcher
1 black orc
1 choas warrior
1 ogre
2 beastman
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[color=orange]nuffle[/color] needs to bless my dice sometime...
Sky Blimp Judge, Reformed Church Of Nuffle
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- Asmodan
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That might be because the Amazon linewomen and the other bashy players are kind of at odds as to how to use.Asmodan wrote:Not so sure every pact team is, i have played against and with Lustria Pact and IMO they seem to be balanced with the rest.
However i am not so sure nif the 2 others is as balanced.
A good Zon coach gives you little too hit on your turn. A Lustrian Pact team will have to though, IMO. Blodge is great in general but an all blodge team is exceptional.
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- ScottyBoneman
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Best solution for a balanced CHaos Pact Roster:Dave wrote:I only know about the CP team and it sucks.
I guess a good solution could be to remove Block from the lino's. It takes them longer to become usefull, right now it's a team full of blitzers.
0-12 Chaos Zombies 30,000 4 3 2 8 None Regenerate [G]
0-12 Chaos Skeleton 30,000 5 3 2 7 None Regenerate [G]
0-4 Chaos Ghoul 70,000 7 3 3 7 Dodge None [G, A]
0-4 Chaos Wight 90,000 6 3 3 8 Block Regenerate [G]
0-2 Chaos Mummy 100,000 3 5 1 9 Mighty Blow Regenerate [G, S]
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- Lofwyr
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I just sit here staring at the screen and cannot stop laughingBest solution for a balanced CHaos Pact Roster:
0-12 Chaos Zombies 30,000 4 3 2 8 None Regenerate [G]
0-12 Chaos Skeleton 30,000 5 3 2 7 None Regenerate [G]
0-4 Chaos Ghoul 70,000 7 3 3 7 Dodge None [G, A]
0-4 Chaos Wight 90,000 6 3 3 8 Block Regenerate [G]
0-2 Chaos Mummy 100,000 3 5 1 9 Mighty Blow Regenerate [G, S]

This is the best tested Chaos pact Cockerel ever. I really think it´s balanced.

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but the second mouse gets the cheese!
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Re: old world team
personally i'd have gone the wardancer, Human catcher route.crunked1 wrote:1 treeman
1 orge
1 human thrower
5 human lineman
1 w. elf catcher
2 longbeards
1 trollslayer
its a fun team to play lots of power on the (los). everyone has gained points. tell me what you think
Reason: ''
McDeth,
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- Cooper
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take out the gutterrunner and they are a hitting team with AV7.Dave wrote:I only know about the CP team and it sucks.
I guess a good solution could be to remove Block from the lino's. It takes them longer to become usefull, right now it's a team full of blitzers.
Norse start out with the same "team fullo' blitzers". But they have 4 excellent blitzers to back that up.
To be honest, i haven't seen anyone in our league who played to the disadvantages/weaknesses of the CPact-team.
Don't know about other leagues ofcourse...
W
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- Cooper
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Re: old world team
Looks strong to me, help me calculating, how many RR's and FF?crunked1 wrote:1 treeman
1 orge
1 human thrower
5 human lineman
1 w. elf catcher
2 longbeards
1 trollslayer
its a fun team to play lots of power on the (los). everyone has gained points. tell me what you think
I would be tempted by a Wardancer ofcourse, but i don't know it that would be very usefull, with so little people who can pick up a ball reliably
and don't halflings play in OldWorld? I would add one of those too, only to field in turn 8.
I like it though..if my league will let me i will try it out...
W
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- Dave
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I guess you're right and I'll admit without hesitation that you were quite lucky with any injurie roll made against you but still... any player that starts with Block is a potential blitzer in a beginning, and even an advanced, team.
The point of the team is not only making a new kind of team but crating a way for allie-lovers to have a team with lots of different players in it.
The team is meant to be a slow starting one but a win percentage of 75% is not really slow starting.
I think a good solution is removing Block (for no downgraded cost) of think of a rule that makes the key players unrelieable. (bonehead for example, to represent the comm's problems the races have between them, and for the positional players only .. just a thought)
The point of the team is not only making a new kind of team but crating a way for allie-lovers to have a team with lots of different players in it.
The team is meant to be a slow starting one but a win percentage of 75% is not really slow starting.
I think a good solution is removing Block (for no downgraded cost) of think of a rule that makes the key players unrelieable. (bonehead for example, to represent the comm's problems the races have between them, and for the positional players only .. just a thought)
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