I won't go over the strengths and weaknesses of the roster, they are been well defined on the website. The Renegades You start with no positional player, so your renegades will likely fill that role. - Dark Elf: the key player on a starting roster thanks to its AG4. S/he likely is going to be your ball handler. Should be the target od the opposing team attacks, so needs to be well protected and supported. The Animosity trait could make transmissions/passes risky, but you should still to to score with other players as well. - Goblin: a pest that should not be underestimated since this is the only player that starts with a useful skill. Dodge makes it quite survivable early on as few players have tackle. Probably best used deep in the opponent's half as a decoy/alternate scoring threat to the dark elf? - Skaven: very similar to a Marauder, trading 1 point of AV for 1 for of MV. More limited skill access and the Animosity trait won't make it a good team player, but being the fastest element of your team, you could turn it into az good safety (although the dark elf is arguably as good). Big guys vs. team re-rolls This is the main issue faced by the coach at team creation. Is it worth taking the 3 big guys from the start and be limited to 2 re-rolls? Is it better to pick 2 big guys and start with up to 4 re-rolls? Pros for 3 big guys: extra muscle on the team when opposing linemen aren't skilled up yet, more opportunities for MVP election hence more chance to skill up. Ball handling activities should be managed by the dark elf, so have more or less an equivalent chance of failure. Pros for 2 big guys and more re-rolls: buying theam re-rolls early on means the team can take (slightly) more risks to score the winning touchdown. Marauders: your linemen can become whatever you want them to be after a couple of skills. In the meanwhile, they provide assists to block, and try to score and pass to gain SPP. The more I think of it, the more tempted I am to start with: - Troll, Ogre and Minotaur - Dark Elf and Goblin Renegades - 6 Marauders - 2 Re-rolls - 1 apothecary (in case a big guy and the dark elf dies) This roster requires a conservative play to avoid turnovers early on... What's your take on a Chaos Pact starting roster?