|Recent Forum Topics Crown of Sand X Tour...||Teams that fail to d...||SWL Season LXXVI|
|Chaos Pact Roster|
|0-1||Dark Elf Renegade||6||3||4||8||Animosity||GAM||PS||70k|
|0-1||Goblin Renegade||6||2||3||7||Animosity, Dodge, Stunty, Right Stuff||AM||GSP||40k|
|0-1||Ogre||5||5||2||9||Bone Head, Loner, Mighty Blow, Thick skull, Throw Team Mate||S||GAPM||140k|
|0-1||Troll||4||5||1||9||Really Stupid, Loner, Throw Team Mate, Always Hungry, MIghty Blow, Regeneration||S||GAPM||110k|
|0-1||Minotaur||5||5||2||8||Wild Animal, Loner, Frenzy, Horns, Mighty Blow, Thick skull||S||GAPM||150k|
|Re-Rolls||70k (140k after team creation)|
|Stars available for inducement|
|Bomber Dribblesnot||6||2||3||7||Loner, Accurate, Bombardier, Dodge, Right Stuff, Secret Weapon, Stunty||60k|
|Zzharg Madeye||4||4||3||9||Loner, Hail Mary Pass, Pass, Secret Weapon, Strong Arm, Sure Hands, Tackle, Thick Skull||90k|
|Ugroth Bolgrot||5||3||3||9||Loner, Chainsaw, Secret Weapon||100k|
|Crazy Igor||6||3||3||8||Loner, Dauntless, Regeneration, Thick Skull (Note: Crazy Igor can be bitten by a Vampire on your team as if he was a Thrall)||120k|
|Lewdgrip Whiparm||6||3||3||9||Loner, Pass, Strong Arm, Sure Hands, Tentacles||150k|
|Withergrasp Doubledrool||6||3||3||8||Loner, Prehensile Tail, Tackle, Tentacles, Two Heads, Wrestle||170k|
|Guffle Pusmaw||5||3||4||9||Loner, Foul Appearance, Nurgle's Rot, Monstrous Mouth||210k|
|Gobbler Grimlich||5||4||2||9||Leap, Big Hand, Disturbing Presence, Tentacles, Very Long Legs, Loner, Regeneration, Monstrous Mouth||230k|
|Bulla Shardhorn||6||3||3||8||Block, Disturbing Presence, Extra Arms, Foul Appearance, Horns, Loner, Nurgle's Rot, Regeneration, Stab, Two Heads||230k|
|Morg 'n' Thorg||6||6||3||10||Loner, Block, Mighty Blow, Thick Skull, Throw Team-Mate||430k|
With Players costing only 50k (or less!), there are many, many variants possible for Chaos Pact - far more than the basic suggestions below.
Note that the Skaven Renegade (50k) can be swapped in for a Marauder in any of the below (gaining +1 MA for -1 AV, Animosity and worse Skill choices), but not every coach is convinced that's a good trade for their playstyle or playing/league environment.
Likewise with the Goblin Renegade (40k), gaining Dodge and access to Agility Skills for -St, -AV and Animosity - and then +/- Stunty (a mixed blessing). "Right Stuff" may or may not be attractive to all, but it's there if you need/want it.
Similarly, not every advanced CP team uses all 3 Big Guys - they add a lot to TV and they are not perfectly reliable (each in their own way) - pick and choose as you prefer, for your playstyle.
Starting with the dark elf is important, as is having 3 rerolls (due to no Block on the starting team). You give up starting with the troll, but he's the cheapest big guy so you can get him after a few games. First purchase apo (30k banked so almost guaranteed after game 1) then the Troll.
A fun line up with all the big guys and enough re-rolls, particularly if the first Marauder skill is Leader. Alternatively, replacing one re-roll with a Dark Elf gives you all the positional players with a reserve, but the lack of re-rolls will require a conservative playing style (well, those Big Guys aren't great at using re-rolls anyway, so heck!).
The draw of having more than one Big Guy in a non-stunty team is big for some - certainly, they're a terror against rookie teams. The security of an AG 4 player, in the shape of the Dark Elf Renegade, for rudimentary ball handling tasks is also desirable. This lineup combines the muscle of the 2 Big Guys and the finesse of the Dark Elf with plenty of re-rolls to start with.
Alternately, drop a RR, and take the Mino and a 2nd Big Guy of your choice, with either 1) an Apo, 2) a 12th player, or 3) save the money toward the 3rd Big Guy.
From a TV perspective, probably the most competitive variants for marauders include any build that works with 1 Dark Elf and 1 Big Guy. Big Guys simply exhaust TV so much that playing with a single one is already a bargain, and the troll is the cheapest and not necessarily the worst. The Dark Elf is simply the core of any Pact team and I dare to say a setup without him is not competitive.
That leaves the team with 910k used up.
In this variant I decided to go with an extra apo and a goblin. The apo could be easily replaced with another marauder depending on preference. The goblin has unique abilities, is an excellent support player thanks to his enhanced dodge skills, and combos nicely with the troll into a OTTD potential. To have a (light) 12th player for emergencies from the start can also prove useful. 4 Rerolls are usually enough for an efficient team in the CRP ruleset, especially since marauders have cheap access to Leader.
(And if you hate starting with the Troll, you could always drop the apo or gobbo and choose one of the other Big Guys.)
Not everyone finds Big Guys reliable enough for a starting team - this lineup just employs one, the Troll, for LoS punchbag duties, while the Marauders do most of the work, assisted by a spare player (yes, 12 players to start) and lots and lots of rerolls. The Goblin is a handy floating assist, Throw Team-mate option, or light snack for the Troll.