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Grod



Joined: Sep 30, 2003

Post   Posted: Sep 02, 2010 - 15:46 Reply with quote Back to top

Hey Fumblers,

I was wondering if anyone had some interesting skill combinations for Chaos Pact Marauders to suggest? In particular, I was thinking some of the passing skills might be interesting in combination with a mutation (like HMP or NOS with extra arms). There are of course lots of combos, but what are the best ones that you have found?

Also am I correct in thinking that extra arms is better than surehands?

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Oscar Wilde
Were_M_Eye



Joined: Sep 24, 2007

Post   Posted: Sep 02, 2010 - 15:53 Reply with quote Back to top

Grod wrote:

like HMP or NOS with extra arms


I belive HMP, big hand and extra arms is the thing you look for. Tz:s don't matter with HMP.

Maybe replace extra arms with sure hands. +3 with rr is better then +2, but a extra arm is cooler.

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Grod



Joined: Sep 30, 2003

Post   Posted: Sep 02, 2010 - 15:55 Reply with quote Back to top

Were_M_Eye wrote:

Maybe replace extra arms with sure hands. +3 with rr is better then +2, but a extra arm is cooler.


I was thinking that extra arms was nicer because you get a catcher as well as a picker uperrer at the same time? Great for receiving a hand-off before making that HMP?

_________________
I am so clever that sometimes I don't understand a single word of what I am saying.

Oscar Wilde
maysrill



Joined: Dec 29, 2008

Post   Posted: Sep 02, 2010 - 15:57 Reply with quote Back to top

The basic marauder is probably the Block/MB/Claw/PO/etc killing machine. No need to get into detail on that.

As for a passer, I'd consider Extra Arms, Sure Hands, Accurate, Pass, Strong Arm. That's basically a brute-force, no-doubles, no-stat passer. I see no reason why it wouldn't work. However I would probably use the dark elf mostly until I found a +AG marauder to designate for the job.

There is probably also a spot for a reliable blitzer to ball-hawk. Someone with Block, Tackle, Two-Heads, Horns, Strip Ball. Obviously +ST or +AG are better than Horns or Two-Heads, but if there's one thing about pact that I'm noticing, it's that they can get by without rolling worth a damn for skills.

Another devious fellow is a SS/DT/PH man-marker. The SS/DT is annoying enough, but adding another -1 on top makes even elves 5+ dodgers. A marauder can do it with SF/DT/PH with just a single doubles, or the DE or goblin can get it on 3 normal rolls.

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Were_M_Eye



Joined: Sep 24, 2007

Post   Posted: Sep 02, 2010 - 15:58 Reply with quote Back to top

Gobbo with 2 heads and horns. No one expect the gobbo to run though their team and blitz down the ballcarrier.

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SillySod



Joined: Oct 10, 2006

Post   Posted: Sep 02, 2010 - 16:02 Reply with quote Back to top

Wrestle, block, and guard will feature heavily in any successful pact team. That doesnt actually leave many other skills to use in combos.

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uzkulak



Joined: Mar 30, 2004

Post   Posted: Sep 02, 2010 - 17:20 Reply with quote Back to top

Yeah, they dont tend to last long in my experience. Block and guard is the way forward for the majority, you can maybe afford 2-3 luxury players to mutate. The skaven is the obvious candidate to turn into a receiver/runner.
Grod



Joined: Sep 30, 2003

Post   Posted: Sep 02, 2010 - 17:26 Reply with quote Back to top

What about having at least 1 marauder with extra arms as the primary ball carrier, so that he can hand-off to the exotic players later on in a play (the other way around risking animosity)? It seems like picking up the ball with the elf or rat directly could be asking for trouble later on if a hand-off is needed?

So there seems to be a fair bit of advocation to take Pact on a bashy route, rather than to make them bashy elf ballers (which a bit of two heads and extra arms and passing skills might achieve)?

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I am so clever that sometimes I don't understand a single word of what I am saying.

Oscar Wilde
bxnyc



Joined: Jun 23, 2009

Post   Posted: Sep 02, 2010 - 18:11 Reply with quote Back to top

a second Frenzy for the tactical fear generator, but with ss/sf and fend it reduces its effectiveness on critical plays. strip ball, FA, horns for the gobbo throw him into the backfield to cause bliting havoc. I would also consider a sneaky git somewhere on the team, turns fouling from gang fouls to free headshots every turn unless you break armor which means only a 5+5 or a 6+6 on an AV 9 will be a possible ejection 2/36
maysrill



Joined: Dec 29, 2008

Post   Posted: Sep 02, 2010 - 18:37 Reply with quote Back to top

SillySod wrote:
Wrestle, block, and guard will feature heavily in any successful pact team. That doesnt actually leave many other skills to use in combos.


Silly, where would you use Wrestle on the team? I tend to view it either as a wardancer-ish ball-hawking skill or a LOS-fodder defensive one. Not saying I disagree, just curious, since I don't normally consider it for bashy teams.
uzkulak



Joined: Mar 30, 2004

Post   Posted: Sep 02, 2010 - 18:59 Reply with quote Back to top

Grod wrote:
So there seems to be a fair bit of advocation to take Pact on a bashy route, rather than to make them bashy elf ballers (which a bit of two heads and extra arms and passing skills might achieve)?


The thing is two heads / extra arms etc are just a poor man's ag4 - u cant match elves or even humans in the ball moving stakes - and the team is quite slow as well. Also with 3 bigguys, u learn pretty fast that reliability not fancy plays is the way forward for the rest of the team. Turning one marauder into a dedicated passer with pass, sure hands, accurate and strong arm is probably worth it in the ling run - but that's a lot of skills already without extra arms/kick-off return/safe throw/dump-off/NOS/BLOCK or whatever else he needs to actually be worth the massive TV investment. And dont forget if you are going to run a passing game, you need someone to catch the ball as well!
Grod



Joined: Sep 30, 2003

Post   Posted: Sep 02, 2010 - 19:12 Reply with quote Back to top

Hmm, what about instead of a Goblin blitzer (with horns), turn him into a specialist flyer and tricky-ball-on-the-ground retriever with two heads, extra arms and big hand? I mean with three big guys on the team, surely the old TTM play is worth considering and consolidating?

@ Maysrill, for the man marker, tackle+prehensile tail+standfirm (no doubles)? Tackle first, so he can do a bit of elf blitzing?
@ uzkulak: you are probably right, but I can't help but feel that a few extra arms would go a long way. Just making safe(r) hand-offs and ball pick ups is already quit nice? Plus there already is an elf on the team...

_________________
I am so clever that sometimes I don't understand a single word of what I am saying.

Oscar Wilde
maysrill



Joined: Dec 29, 2008

Post   Posted: Sep 02, 2010 - 19:16 Reply with quote Back to top

Grod wrote:
Hmm, what about instead of a Goblin blitzer (with horns), turn him into a specialist flyer and tricky-ball-on-the-ground retriever with two heads, extra arms and big hand? I mean with three big guys on the team, surely the old TTM play is worth considering and consolidating?

@ Maysrill, for the man marker, tackle+prehensile tail+standfirm (no doubles)? Tackle first, so he can do a bit of elf blitzing?


I suppose you could, but it gets to be a lot of skills. If you're going to do the DT/PT route, I'd be perfectly happy even getting the elves to attempt the 5+ dodge away, reroll or no reroll. Let some Block/MB marauder take Tackle to actually kill 'em Wink
SillySod



Joined: Oct 10, 2006

Post   Posted: Sep 03, 2010 - 02:35 Reply with quote Back to top

maysrill wrote:
SillySod wrote:
Wrestle, block, and guard will feature heavily in any successful pact team. That doesnt actually leave many other skills to use in combos.


Silly, where would you use Wrestle on the team? I tend to view it either as a wardancer-ish ball-hawking skill or a LOS-fodder defensive one. Not saying I disagree, just curious, since I don't normally consider it for bashy teams.


I would mix and match wrestle with block. Wrestle is handy both as a pseudo tackle and as an anti dawarf/bash skill. I'd upgrade both block and wrestle to guard status. I know that block is "better" but at high TVs most opponents will either have wrestle (in which case it doesnt matter what you have) or will be a bashy plaer (in which case wrestle isnt bad at all). At lower TVs you get a return on your investment by not having to bother with a tackler.

Obviously your specialist killer and ballcarrier (noob only) specialists would have block.

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Putting the "eh?" back into Sexeh.

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Nightbird



Joined: Aug 02, 2003

Post   Posted: Sep 03, 2010 - 05:29 Reply with quote Back to top

Extra arms, Kick off return, Pass, Accurate, Safe Throw, Nerves of steel. That was my plan, but now I have a block/ +ag marauder in addition to a extra arms, kick off return marauder.

For a pass defender I had the goblin in mind: Pass block, Very long legs, Extra arms, Nerves of Steel, Leap, Catch.

I felt the fury of a horns, claw goblin!

I think extra arms is a key skill for this team if you plan to throw the ball at all. Its a very versitile skill & at least 3-4 players on your team should have it IMO.

BTW, anyone know if kick off return is implemented? I never get the option w/ my guy. =(

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Last edited by Nightbird on %b %03, %2010 - %07:%Sep; edited 1 time in total
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