55 coaches online • Server time: 11:49
Forum Chat
Log in
Recent Forum Topics goto Post Speccing and Playing...goto Post Southern Wastes Leag...goto Post Theory-craft League
SearchSearch 
Post new topic   Reply to topic
View previous topic Log in to check your private messages View next topic
Milman



Joined: Nov 15, 2017

Post   Posted: Apr 20, 2018 - 06:59 Reply with quote Back to top

Hello all,

i could use some advise on what skills i should give some of my chaos pact players next.
so what should i give to my :

-dodge dark elf that has a normal skill-up

-Skaven(with -1MA) that also has a normal skill-up.

-Goblin that rolled a double 5 (so maybe MA?)

-Marauder with Block that i can give a normal skill

-Rookie marauder that gets a normal skill
Kondor



Joined: Apr 04, 2008

Post   Posted: Apr 20, 2018 - 07:04 Reply with quote Back to top

Elf - block or wrestle depending on your role for him. (Scorer block or sacker wrestle.)

Skaven - Block. No matter what your choice he will be dead soon as he has the lowest AV on the team and even the goblin comes with dodge.

Goblin- Depends on your style of play. If you like to toss him go with movement. If he takes hits or is a normal ball carrier go with block.

Marauder needs guard next and the rookie should take block.
charlie1331



Joined: Sep 16, 2012

Post   Posted: Apr 20, 2018 - 16:39 Reply with quote Back to top

I'd suggest cutting the skaven. He's supposed to be your fastest player and he's not anymore.

_________________
2016 Chaos Cup Stunty Champion
MattDakka



Joined: Oct 09, 2007

Post   Posted: Apr 20, 2018 - 16:48 Reply with quote Back to top

Milman wrote:
Hello all,

-dodge dark elf that has a normal skill-up

-Skaven(with -1MA) that also has a normal skill-up.

-Goblin that rolled a double 5 (so maybe MA?)

-Marauder with Block that i can give a normal skill

-Rookie marauder that gets a normal skill

Hello!

- Dark elf: Block, I suggest to develop him as ball carrier;
- Skaven: fire him;
- Goblin: +MA improves the 1TTD, while Wrestle (and Horns and Two Heads later) can make him a ball sacker;
I would take +MA because it's rarer than a double but it's a matter of personal preference;
- Marauder with Block: Mighty Blow.
- Rookie Marauder: either Wrestle if you lack Tackle or Block;
Milman



Joined: Nov 15, 2017

Post   Posted: Apr 21, 2018 - 17:50 Reply with quote Back to top

I allready have a tackle-wrestle guy and a block-mighty blow dude so i was thinking more to give the block marauder guard?
Thinking of making the delf the ballcarier and the goblin is the back-up ballcarier if needed.
With only the play-offs left to play,not that many SPP for grabs anymore (only 3more games to play)
So having the gobbo go for block+horns+2heads is a bit much :p

The 2 i am having questions about are mainly the skaven and the gobbo...
Fire skaven or not...?
Gobbo +1MA or 2heads ... of block?
MattDakka



Joined: Oct 09, 2007

Post   Posted: Apr 21, 2018 - 19:16 Reply with quote Back to top

If you already have a Block Mighty Blow Marauder then take Guard or Mighty Blow, it's up to you.
Absolutely fire the Skaven, about the Gobbo: if you plan to use him as ball carrier +MA is better long term and Block is a nice alternative choice because it uses the double, I would take +MA.
Two Heads is a regular roll so it can be taken later.
Weresquid



Joined: Mar 25, 2016

Post   Posted: Apr 21, 2018 - 19:36 Reply with quote Back to top

Block marauder: guard. Having two killers is nice but you need guard.

Rookie marauder: Block. You allways need more block.

Delf: block. Blodge is fantastic and you allways need more block.

Skaven: If you only have a few matches left of a playoff tourney Id keep him and take block. You allways need more block. Fire him immediately after the POs.

Goblin: block is generally very good. +MA for the 1TTD. Personally I'd take wrestle and make him a sacker. Even without two heads, horns or the like he has a decent chance of dodging into a cage and sacking on a -2d block with a reroll in his pocket, at least if the ball carrier lacks dodge. Watch as your opponent tears their hair out.

Just my 2 cents.


Last edited by Weresquid on May 12, 2018 - 13:57; edited 1 time in total
PurpleChest



Joined: Oct 25, 2003

Post   Posted: Apr 21, 2018 - 20:02
FUMBBL Staff
Reply with quote Back to top

Only Play Offs to go? you need instant impact.

Weresquid is hard to argue with. But I'll have a try.

Block Maruader: Guard, definately. But if it looks a dorf/cd heavy future, claw could work.

Rookie Maruader: Block, sure. But do you have Kick? Enough tackle? a wrestler? a DP?

Delf: Block, or, no. Block. Blodge rules, especially for ball carriers.

Skaven: Block+LOS duty. also dp? Drop him like a rat ASAP, but try to let him die first.

Goblin: Any play involving the goblins is a long shot. So what long shot do you need? wrestle for cage breaking? TTM? blodge ball carrier that can stunty dodge? go anywhere DP?


TLDR? It depends. But Weresquids answers are spot on generally.

_________________
Barbarus hic ego sum, quia non intelligor illis -Ovid
I am a barbarian here because i am not understood by anyone
Milman



Joined: Nov 15, 2017

Post   Posted: Apr 22, 2018 - 09:34 Reply with quote Back to top

My team now before the skill-ups

Ogre rookie
Troll block claw
Minotaur block
Marauder block mighty blow
“. Block leader
“. Tackle wrestle
“. Block + new skill(guard)
“. New skill(block)
2 marauder rookies
Orc rookie
Goblin new skill (double 5) (wrestle)
Skaven (-1MA) new skill (???)
Delf dodge + new skill (block)
4rerolls (incl leader)
Apothecary
And 140k in treasury

Whats TLDR?
A DP could be usefull...

Thanks for all the great advise!!
Antithesisoftime



Joined: Aug 20, 2014

Post   Posted: Apr 24, 2018 - 00:21 Reply with quote Back to top

-dodge dark elf that has a normal skill-up

I'm probably the oddest coach you'll find in regards to Pact, but I find I skill the team a lot differently than most coaches would. Most coaches will tell you to carry with your elf and blodge/SH, or make him an agile sacker with wrestle/tackle/strip

I prefer to fish for doubles, and develop Incredibly Mobile killers.

-Skaven(with -1MA) that also has a normal skill-up.

Replace, fish for doubles and give him dodge. Again, I'm the odd coach that likes to carry the ball with them. Rats are supposed to be the fast guy on the team, I like to utilize that.

-Goblin that rolled a double 5 (so maybe MA?)

I'd take block for protection. Remember he gets M on normal, so horns makes him a Marauder on a blitz. Wrestle or Strip Ball work for the same reason, since he can also take 2 heads on normal, and 2+ into any cage. Toss on Big Hand at some point, and he can swoop in, steal the ball, and get free

-Marauder with Block that i can give a normal skill

If the only MB on your team are your bigs, take MB, and build towards your first killer. If you have a few players already on that path, take guard. The majority of the Marauders on your team need 2 skills, block and guard. You only need 2-3 real killers, everyone else should be support

-Rookie marauder that gets a normal skill

Block, for the simple fact that block is the best skill in the game for a bash oriented position.
uzkulak



Joined: Mar 30, 2004

Post   Posted: Apr 29, 2018 - 23:13 Reply with quote Back to top

tldr = too long didn't read
pythrr



Joined: Mar 07, 2006

Post   Posted: Apr 30, 2018 - 00:45 Reply with quote Back to top

advice

_________________
Image
Image
tussock



Joined: May 29, 2011

Post   Posted: Apr 30, 2018 - 05:09 Reply with quote Back to top

Image

Badges. It seems you got one.

_________________
ImageImage
Catalyst32



Joined: Jul 14, 2008

Post   Posted: Apr 30, 2018 - 07:18 Reply with quote Back to top

Skaven - Dirty Player or FIRE More or less useless player.

Elf - idk who cares He has AG4 and therefore he has Elfin Magics

Goblin - +MA

Maruaders - BOTH GUARD and push the MVPs to the 1 without Block and get him Block.
REASONING... the POWER of the 3 DICE BLOCK... you have 3 Big Guys 2 with Block and 1 with Claw... but you are probably mainly getting 2 Dice Blocks because you lack Guard.
Not to mention Guard on those 2 helps the rest of the team in a SCRUM and otherwise. But by having 2 Guards and not just 1 opens up so many more strategy choices. (And then there is the Rule of 1... that being when you only have 1 of something it makes that 1 player a TARGET.)
I'd also push MVPs to the Ogre... he only needs 1 MVP and a CAS to get a skill and getting him Guard (normal) or Block (double) also pushes your team up a level in POWER.
Display posts from previous:     
 Jump to:   
All times are GMT + 1 Hour
Post new topic   Reply to topic
View previous topic Log in to check your private messages View next topic