Posted by Overhamsteren on 2011-10-06 21:48:28
Yeah chaos pact look really cool but no skills to start though. Leader on a marauder is nice.
Made a BB7s wood elf team so far for winning ;D
So many choices for the next team...
Posted by WhatBall on 2011-10-06 22:13:58
I think in the long run the BG on the Pact team may be a mistake. I'll happily be proved wrong, but I fear that with the low marauder cost and wide skill access, they will grow to be very powerful quickly.
Posted by blader4411 on 2011-10-06 22:20:44
Thing is, players get drafted at 4 MVPs. So at those higher levels the Pact will still find holes opening up in their ranks regularly: they won't get that perfect team for any long period of time, not without extreme luck.
I'm liking it so far!
-Blader
Posted by Sigmar1 on 2011-10-07 01:14:45
I don't see why pact get a big guy at all. Their entire team (can) be ST3 players...so per my understanding of the 'old' 7s team build, big guys wouldn't be allowed.
Just because their regular roster has 3 doesn't seem a convincing reason for why the 7s roster should be allowed one.
Posted by FreeRange on 2011-10-07 02:55:51
Call it a test run. At the moment they don't seem overpowered but the 7s admin staff has reserved the right to adjust the roster at any time. Time will tell.
Because really, would you rather have one str5 with 6 str 3 (Pact) or two str 4 and 5 str 3 with horns? (Chaos) I'm thinking the success race of either race will be similar, and Chaos had never overpowered 7s before.
Posted by ahalfling on 2011-10-07 03:41:56
Yeah... if anything, pact has been underpowered thus far in testing. And I'm not surprised.
Think of it this way -- it's highly unlikely any player will gain more than three skills before getting drafted. And even three skills is a stretch for a team composed entirely of linemen (hence likely to split SPPs pretty evenly.)
Assuming everyone takes block (or wrestle?) first, with the presumable exception of one guy with leader (and players who roll stat bonuses), they have to get to 16 SPP just to start getting "interesting" skills. That's going to be halfway into the player's career in a lot of cases.
(Of course, the other alternative is to load up on mighty blow first, in an attempt to cause casualties etc. I don't know if that's been tried extensively, but it seems like a risky path to follow with no rerolls...)
Whereas compare other teams with similar base stats on their linemen.
Humans have an array of skills on their positionals, extra movement, etc.
Norse have block across the board, and even more skills on some of their players. (A rookie Norse berserker has as many skills as a Marauder on the verge of getting drafted.) Likewise Amazons.
As mentioned, Chaos has horns and two ST4 guys. (And I'm not sure they're competitive even then.)
And so on.
Of course, if you cut the big guy from Pact, you have one of the cheapest rosters in the game -- 420k for 7 players + an apo (assuming you take the elf and don't take the goblin). But basically, you then have to spend multiple quasi-hopeless games building your team into something resembling a low-level human/Norse/etc. squad. And they won't get beyond mid-level at the most before players start leaving...
Which is not to say that's an awful fate -- but it is to say that pact with no big guy probably can't compete at the highest level in sevens. (Not that I think the big guy makes them competitive either, even. That 60-100k base cost is huge in an environment like this -- it's likely to either cut off your inducement reroll, or give the opponent one.)
As FR said, we're keeping an eye on it -- but I can't see how adding an expensive, unreliable big guy to a team with almost nothing else going for it in sevens is going to unbalance anything.
Posted by the_Sage on 2011-10-07 09:52:16
Low marauder cost doesn't matter. Marauders shine at high levels (because of skill access), but they skill up mainly through MvPs, which is a carreer ender.