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 Post subject: Pact Problems
 Post Posted: Thu Mar 22, 2012 6:57 pm 
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I've read everything I can find on coaching Chaos Pact, but what I need are strategies for handling Chaos Pact. Especially at low TV. I'm playing in a table top league, and I'm running Chaos (http://www.ratcityrumble.com/rcbbl/inde ... obj_id=353) and my opponent is running Pact (http://www.ratcityrumble.com/rcbbl/inde ... obj_id=362)

Usually when I'm playing against Pact I try to hit, and KO/Cas the big guys to even the blocking war, while taking opportunistic hits against the Goblin, Dark Elf, and Skaven as they present themselves. This strategy has been less then effective. If the Pact coach rolls poorly and the Big Guys misbehave, I don't have a real issue with the Marauders. If the Big Guys are on point, I've found that I lose the blocking war quickly.

Any suggestions for playing against Pact would be appreciated.


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 Post subject: Re: Pact Problems
 Post Posted: Thu Mar 22, 2012 8:08 pm 
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If you are talking about completely rookie teams then go for 3D blitzes with your minotaur on the marauders. This will score you much more reliable knockdowns and mighty blow is a little more effective against the marauders anyway - you ought to be able to chip a few off the board early on and you have an advantage from there. Obviously skills might change things around. Tough matchup for you though - chaos are pretty bad as a rookie team.

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 Post subject: Re: Pact Problems
 Post Posted: Thu Mar 22, 2012 8:13 pm 
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When it came to hurting players I would focus more on the marauders which are far easier to reliably remove, and are the players he should want to use earliest in his turns. He seems to lack skills so the first player I'd want out is the extra arms marauder and the skaven (not because they are the best player, but relatively speaking easier for you to remove and offering him the most flexibility). I would generally just play solid, patient defense, selectively blitzing with a mighty blow CW or block beastman hoping to thin his numbers and forcing him to move slowly. Eventually he will have some turns where gaping holes open up because his big guys fail or he feel the need to stretch out a little farther than he would like.


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 Post subject: Re: Pact Problems
 Post Posted: Thu Mar 22, 2012 11:34 pm 
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Good suggestions. My biggest weakness, I think, is that in a large scrum the guard on the big guys is huge. I had planned on using the Mino as a lure, to hopefully force him to over-commit to hit my Big Guy.

I'm the home team for the match-up, and I was planning on receiving, and doing my best to grind to a 1-0 lead at the end of the first half. If I score enough casualties, and can prevent a TTM score in the bottom of 8, then I should be able to hold him to a draw, at the worst.

Ideally I want to go into the second half up 1-0, and with a player advantage. I'll be giving away inducements, but not many.

Frankly, I dislike playing against Pact, especially with an under developed Chaos squad.


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 Post subject: Re: Pact Problems
 Post Posted: Fri Mar 23, 2012 9:53 am 
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As long as he doesnt have stand firm, you should take a risk now and then and just push them. Use a block-player, and let him choose.

I agree, that as soon as some of the BGs have guard, the game becomes a hell of a lot more interesting... for the Pact player :).

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 Post subject: Re: Pact Problems
 Post Posted: Fri Mar 23, 2012 5:40 pm 
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Well, my opponent finally got his fifth game played, I'm his sixth. His Ogre doubled, and now has Block, and Guard, and one of his marauders took Disturbing Presence, interesting choice.

The Presence doesn't worry me, I don't pass unless something has gone horribly wrong. The Block on the Ogre is going to be an issue. Unless his dice really backfire Block, and Guard, make me very nervous that I could lose a protracted scrum.

Though, at best he's going to get a 50k card, or babe for inducements so it's basically what you see, is what you get.


Last edited by ignatzami on Fri Mar 23, 2012 5:51 pm, edited 1 time in total.

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 Post subject: Re: Pact Problems
 Post Posted: Fri Mar 23, 2012 5:49 pm 
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I'd try and keep the play fairly spread out. that way he can't exploit his Guard, and you increase the chances of being able to exploit a failed RS/Bonehead.

His marauder skill choices are, shall we say unusual, so you get a benefit from that.

You ought to be able to use a couple of Chaos Warriors to tie down the Big Guys (try blitzing the troll & ogre with your Claw too ;)) and then the rest of your team ought to be able to beat his down, but relying on cas is a fickle game.

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 Post subject: Re: Pact Problems
 Post Posted: Fri Mar 23, 2012 8:16 pm 
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DoubleSkulls wrote:
...relying on cas is a fickle game.


That it is, especially with no Piling On. If I had either Mighty Blow warrior to 16, and had Piling On, it would be a little more reliable. My current game plan is as follows:

1) Spread him out, keeping the Mino to one side, for opportunistic crowd pushes.
2) Ignore the big guys as much as possible, hit the marauders and renegades as often as I can.
3) Grind for a 1-0, or 2-1 win.

I'm still thinking receiving is the best bet. Thoughts?


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 Post subject: Re: Pact Problems
 Post Posted: Sat Mar 24, 2012 4:28 am 
Legend
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Yea have a runner set up the Mino for a 3db almost every turn. If the Mino is not Blitzing he should be scoring

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 Post subject: Re: Pact Problems
 Post Posted: Mon Mar 26, 2012 6:41 pm 
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Worst game of Blood Bowl in a long while.

16 tepid, tepid turns. Poor dice on both sides, mine were just slightly poorer. Low casualties on both sides, I did 2, he did 1. Lots of KOs on both sides.

At the end, I simply couldn't move the ball, and without a better developed squad, I couldn't hold a cage. My Minotaur failed me at crucial times and that rubbed salt in the already gaping wound.

The game almost ended in a 0-0 tie, but the Dark Elf snuck in a touchdown.


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