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Chaos Pact Teams

Chaos Pact teams are a mix of evil and chaotic races. The Marauders while enthusiastic have to be coached to fill the different needs of the team while other races provide the muscle and fineness to support the Marauders. However due to the arrogance, stupidity, or animalistic nature of the team members, it is rare to see a well organized and effective Chaos Pact team. The Chaos All-Stars are the best example of how great this team can be with the right coach.

Overview:

To see the team’s roster please get this pdf file: http://www.thenaf.net/files/NewTeams_LRB6.pdf

The first thing that will strike you when seeing the Chaos Pact roster is that they have the ability to take three different Big Guys and also a mixture of players from other teams. Having three ST5 players can give them a very strong line of players that can be hard for teams to get past, while the players from other races open up a few interesting development and tactical options. The other great benefit of Chaos Pact teams is the skill access of the Marauders as they can pick from most of the skill groups on normal rolls and add agility skills on doubles. The last great benefit is that apart from the Big Guys the rest of the team has mutation access on normal rolls.

Chaos Pact teams look very good on paper then from that respect and in practice you will soon see their shortcomings. Firstly the Big Guys are unreliable and having three of them will really make this apparent as a problem. The players from the other races have the Animosity skill which can make moving the ball around a problem if they decide they would rather hang onto the ball themselves. The team also starts with no blocking or ball handling skills making them reliant on rerolls early on. Team rerolls for Chaos Pact are also expensive which exaggerates the reliability problem of the lack of core starting skills.

I don’t recommend Chaos Pact as a starting team for a beginner player. The Big Guys are expensive and unreliable which may mean not having enough rerolls. This will make the team rather frustrating and tricky to play. If you don’t mind that though and fancy a challenge then a team with these players and skill access can be a lot of fun and offers some interesting player development options.

Strengths:
  • Three Big Guys
  • Great Skill Access
  • Lots of Development Options
Weaknesses:
  • Unreliable Players
  • Expensive Rerolls
  • Lack Core Starting Skills

16 Responses to Chaos Pact Teams

  1. Camouflage6 September 20, 2009 at 3:23 am #

    What can Animosity do? I didn’t see it in the  playbook.

  2. MadBanker September 20, 2009 at 9:09 am #

    This new skill is described in the linked document. Just above the new rosters.

  3. RTM January 18, 2010 at 7:03 am #

    MadBanker> No it isn’t! Unless you have a link to LRB 6, then please explain this skill to us.

  4. Coach January 18, 2010 at 9:59 am #

    The Animosity skill is in the latest rulebook you can download it free from Games Workshop’s website. Go to Blood Bowl Resources and it is called the Blood Bowl Competition Rules.

  5. Garion July 17, 2010 at 1:15 pm #

    I have just started playing with a pact team. My first 6 games have gone really well, 4 wins and 2 draws.
    I started with an unusual roster, so felt I would share it with everyone.  
    My roster was-
    1Ogre
    1 Goblin
    1 Dark Elf
    1 Skaven
    7 Marauders
    5 Re-rolls
    The team has performed really well and I have found that having 5 re-rolls on this rookie team gives them a huge advantage over a lot of teams and have won a lot of my games on the back of this i.e. forcing opponents into making mistakes till they run out of re-rolls and using my re-roll advantage to make the difference. I felt this worthy of posting as almost every roster I have seen for Marauders has started with at least 2 big guys and as a result the teams have had less re-rolls and usually missing one of the rat, elf or gobo who have been incredibly important to my team. I would be interested to see some rosters from coach for the new teams to see what your opinions are about them etc…
     

  6. Sean August 2, 2010 at 11:25 pm #

    The animosity is not as much of a problem as many people think.  By developing a Marauder into a decent thrower, it is easy to send the ball downfield to either the Dark Elf, Skaven, or Goblin.

    The discussion my league had was that the Marauders are overpowered.  Their ability to take General, Strength, Passing, and Mutations opens them up to being very powerful.  For a mere 50K, having access to so many skills might be too much.

    • Coach August 2, 2010 at 11:30 pm #

      That was my initial reaction as well, not really seen any evidence one way or the other yet though.

  7. Archon August 10, 2010 at 1:13 pm #

    haha, i made a team and it came out exactly the same roster as garions, better to get the rerolls while they are cheap i say! not had a chance to play them yet tho!
    Animosity means the player must pass a 2+ roll if you want them to pass or hand off to someone who is not the same race as them (the whole team unless you have a star player or wild-card).

  8. Char October 28, 2010 at 5:55 pm #

    I don’t think they’re overpowered: only a couple of them should be receiving P skills. They’re just beastmen without Horns.

  9. Badcur January 18, 2011 at 10:25 am #

    I think they are a bit overpowered.

    “just beastmen without Horns” : Beastmen are already one of the best players once they get a bit of xp and I think i prefer not to pay for horns. After all you have at least 5 of these guys on the field and you can only use horn once per turn. This way they are a lot cheaper and expendable so they are better on the los, you can foul better, have a deep bench easyer etc.

    And P access is still nice even if only a couple use it : easy and cheap leader access, possibility to make a good passer, possibility to make a good reciver with nerves of steel and mutations etc.

    What i like about them is that they are basicaly a beastman with a possibility of doing more agility plays : so a chaos team funnier to play against imo (yes i don’t realy like to play against full killer choas teams)

  10. LoMas July 29, 2011 at 8:59 am #

    I started a KaosPact team for several factors:

    – The eventuality to be able to put 3 BG on the table. Just see your opponent when you are 3diceblocking his guys and opening armor with MightyBlow, is wonderful.
    – The modelist challenge of painting a whole Kaos Pact team.
    – The Challenge of playing so unreliable players especially when your 3 BG get stupid, really stupid and wild animals in the same time and of course whe. you’e jsut lost your Blitz on your Minotaur . It becomes really difficult to play when it happens.

    So th constitution of the roster is one of the biggest problem at the beginning. do we have to take the 3 BG in order to make them pex the more quickly it is possible to do it. Or taking 3 re rolls but loosing a Big guy.

    I think we just need the BG because they have a big impact int the blocking game when they work well. And also because we don’t play RR on a BG it is useless. A good KAos Pact player need to anticipate the fact that BG will get bonehead or WAnimal.

    My 2 cents of a french facetofaceplayer
    For the one who will be present to the NAF World Cup in Amsterdam in November I will be very enjoyed to meet you and discuting about our favorit game !

    See you!

  11. Brettski August 10, 2011 at 3:26 am #

    I’m also inclined to think that trading horns for 10K and passing skills is a good trade. Trading 4 Warriors for 2 Big guys…requires me to see in play before I come to a conclusion. I think this team will be at its best road blocking another bashy teams drive, but will struggle with own drive relative to std chaos.

    Having agi 4 and mov 7 players on the pitch will defanately be awesome. with an truly amazing passer to back them up…I’m very curious to try this team despite my reservations.

  12. Coinjock October 19, 2011 at 5:01 am #

    This seem does seem completely overpowered with the skill selection. Who else has the option to do that?

  13. Fseperent September 28, 2013 at 12:21 am #

    Long time reader, first time poster.
    Love the site Coach, it’s helped me get from a novice to a respectable player.
    Now on topic:
    Marauders: Determining balanced verses overpowered would depend on the length of the league. A 7 or 8 game league would not see overpowered Marauders.
    Animosity: Use a Marauder to pass, and animosity becomes a non-issue.
    Thoughts on Chaos Pact: Tons of potential if you have the time to put it to use.
    Going to try a team with 10 marauders, a Ogre, 5 rerolls, and 10k in the bank.

  14. Aslandus September 13, 2015 at 10:57 pm #

    It looks to me like this team would actually be less bash oriented than a normal chaos team, with 3 unreliable big guys standing around tying up opponents and a few marauders holding the front while the skaven, goblin and dark elf run for the end zone as another marauder passes them the ball… Tons of potential for wild plays, but losing a marauder would probably hurt more than a normal lineman since so much of their value is tied up in their skills…

    • otzenpunk September 16, 2015 at 3:54 am #

      Maybe they’re slightly less bashier than normal Chaos, but that definitely doesn’t mean they’re a passing team. Of course you could theoretically develop a Marauder Uber Thrower with Sure Hands, Pass, Accurate, Strong Arm, Extra Arm even without having to roll any doubles or agility upgrade, but that means he doesn’t have any defensive skills and probably won’t stay alive for a particularly long time. Besides that he will always stay two skills behind the throwers from other races. So you’d better use passing skill access to get Leader and mostly ignore the rest of those skills.

      Also you shouldn’t waste your Big Guys’ strength by just having them stand around. Especially in the beginning you need them to dominate the opposition. Hit with them as often as possible, try to get the numbers advantage and learn to deal with them negatraiting or doubleskulling regularly. When they skill up without getting Block, fire them after 3 or 4 upgrades and buy new ones hopefully more talented. (Not all at once, though.)

      Also you want as many Marauders as possible to level up. So don’t concentrate on your Dark Elf or Goblin as receivers. They aren’t particularly capable of that anyway, after all they’re just other teams’ Linemen with Animosity. On offense just let the least experienced Marauder (hopefully) pick up the ball and use him to score without fancy pass plays.

      The Dark Elf, on the other hand, is much more suitable to be developed as cage buster with Wrestle, Horns, Dodge, Two Heads, Strip Ball, Leap and stuff, or as really annoying marker with Blodge, Side Step, Diving Tackle, Tackle and/or Prehensile Tail. And a Goblin with Two Heads, Big Hand and Extra Arm is a cool ball retriever for defense, who dodges and picks the ball up on a 2+ wherever it happens to bounce to, and he can even be thrown there from the other side of the pitch!

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