★ Chaos Pact ★
QTY | Position | Cost | MA | ST | AG | PA | AV | Skills & Traits | Pri | Sec |
---|---|---|---|---|---|---|---|---|---|---|
Renegade Human Linemen | 50k | 6 | 3 | 3+ | 4+ | 9+ | – | GM | AS | |
Renegade Human Thrower | 75k | 6 | 3 | 3+ | 3+ | 9+ | Animosity (all team-mates), Pass, Safe Pair of Hands | GMP | AS | |
Renegade Goblin | 40k | 6 | 2 | 3+ | 4+ | 8+ | Animosity (all team-mates), Dodge, Right Stuff, Stunty | AM | GP | |
Renegade Orc | 50k | 5 | 3 | 3+ | 5+ | 10+ | Animosity (all team-mates) | GM | AS | |
Renegade Skaven | 50k | 7 | 3 | 3+ | 4+ | 8+ | Animosity (all team-mates) | GM | AS | |
Renegade Dark Elf | 75k | 6 | 3 | 2+ | 3+ | 9+ | Animosity (all team-mates) | AGM | PS | |
3 Of 4: | ||||||||||
Renegade Troll | 115k | 4 | 5 | 5+ | 5+ | 10+ | Always Hungry, Loner (4+), Mighty Blow (+1), Projectile Vomit, Really Stupid, Regeneration, Throw Team Mate | S | AGM | |
Renegade Ogre | 140k | 5 | 5 | 4+ | 5+ | 10+ | Bone Head, Loner (4+), Mighty Blow (+1), Thick Skull, Throw Team Mate | S | AGM | |
Renegade Minotaur | 150k | 5 | 5 | 4+ | – | 9+ | Loner (4+), Frenzy, Horns, Mighty Blow (+1), Thick Skull, Unchannelled Fury | S | AGM | |
Renegade Rat Ogre | 150k | 6 | 5 | 4+ | – | 9+ | Animal Savagery, Frenzy, Loner (4+), Mighty Blow (+1), Prehensile Tail | S | AGM | |
ReRolls | 70k | Apothecary: Yes | ||||||||
Special Rules | Favourd Of… (choose either): Undivided, Khorne, Nurgle, Slaanesh, Tzeentch |
Create your team roster
Chaos Renegade Team Strengths:
- Three Big Guys
- Great Skill Access
- Lots of Development Options
Chaos Renegade Team Weaknesses:
- Unreliable Players
- Expensive Rerolls
- Lack Core Starting Skills
Starting Roster Chaos Renegade Team
No Big Guy and 14 Players
QTY | Players / Extra | Cost |
---|---|---|
9 | Renegade Human Lineman | 450k |
1 | Renegade Human Thrower | 75k |
1 | Renegade Goblin | 40k |
1 | Renegade Orc | 50k |
1 | Renegade Skaven | 50k |
1 | Renegade Dark Elf | 75k |
3 | Rerolls | 210k |
1 | Apothecary | 50k |
Total | 1000k |
You might be attracted to the idea of not starting with any of the big players. With cheap players you can carry a huge squad of fourteen players to start with and still have change to get three of your expensive rerolls and an apothecary. This type of strategy points to a heavy “cheating” strategy, trying to trade your plentiful cheap players for more valuable opponents. It seems to lose some of the fun by not having a big guy. You could also trade two of those perhaps excessive players to get a fourth roll of dice, thus saving the trade or getting some Dedicated Fans.
One Big Guy
QTY | Players / Extra | Cost |
---|---|---|
6 | Renegade Human Lineman | 300k |
1 | Renegade Human Thrower | 75k |
1 | Renegade Goblin | 40k |
1 | Renegade Orc | 50k |
1 | Renegade Skaven | 50k |
1 | Renegade Dark Elf | 75k |
1 | Big Guy of your choice | ~150k |
3 | Rerolls | 210k |
1 | Apothecary | 50k |
Total | 1000k |
An obvious change from the fourteen-man roster is to swap out three of the Linemen and take one of the Big Guys of your choice. The Minotaur and Rat Ogre consume the entire budget and neither of them have the option to cast the teammate early on. You will also find that they require the use of your Blitz action on most turns or they can sit idle.
The ogre gives you an excess of 10k, is the most reliable and offers the ability to cast teammate with the goblin. The Trolls offer even more shifts and is a slightly slower and slightly less reliable Ogre. You still have more than eleven players and an Apothecary so you have a deeper bench than many starting teams. However, it doesn’t take full advantage of the unique appeal that Chaos Renegades teams offer.
I would also consider eliminating the caster, going to 11 players and starting with a fourth reroll. You’ll be able to save for the caster much faster than for an additional dice roll, or you could ignore the caster and go straight to getting a second Big Guy.
3 Big Guys
QTY | Players / Extra | Cost |
---|---|---|
7 | Renegade Human Lineman | 350k |
1 | Renegade Dark Elf | 75k |
1 | Renegade Troll | 115k |
1 | Renegade Ogre | 140k |
1 | Minotaur / Rat Ogre | 150k |
2 | Rerolls | 140k |
Total | 970k |
Here he fits in all the fun with a little change. The Dark Elf is too good not to have in my opinion. You could juggle a bit if you wanted to have both the Minotaur and the Rat Ogre, however both will want to use the team blitz action unless you have them in the center of the action. Since they have the lowest armor of the big guys, they are a bit more fragile and may need care. If you’re going to blitz them a lot, then the Horned Minotaur outclasses both of them and Hardhead will keep them on the field more often. Having two strength five monsters with Frenzy can be a lot of fun, so if it appeals to you, go for it.
The downside to having all the monsters is that you have to go down to two rerolls on a low-skill team. The total number of players is now down to the minimum of eleven and you can’t afford an Apothecary to protect those expensive big guys. Dropping the Dark Elf to a cheaper teammate, along with money in the bank would allow you to get another player (or the Apothecary) however an agility four player is very hard to pass up when you have skills and rerolls at minimum.
Balanced Team
QTY | Players / Extra | Cost |
---|---|---|
6 | Renegade Human Lineman | 300k |
1 | Renegade Goblin | 40k |
1 | Renegade Orc | 50k |
1 | Renegade Dark Elf | 75k |
1 | Renegade Troll | 115k |
1 | Renegade Ogre | 140k |
3 | Rerolls | 210k |
1 | Apothecary | 50k |
Total | 980k |
This list is probably the most balanced among all the more extreme examples above. You have eleven players, including two big guys, three rerolls and an apothecary. One of those players is the weak and fragile Goblin. There’s a bit of change in the bank, so you could upgrade the Goblin with an equally fragile Skaven, or with a slightly more robust Lineman. Dropping the Goblin means giving up any “Throwing Teammate” from the start, and despite its low strength, its agility can also be useful.
You can also swap the Apothecary for the Skaven or Lineman, although I think the Apothecary offers more, especially if you save one of your expensive Big Guys. There’s also enough in the bank to trade the Apothecary and loose change to get a fourth reroll, which is another attractive option.
Chaos Renegade teams are a mix of evil and chaotic races. The Marauders, while enthusiastic, have to be trained to meet the various needs of the team, while other races provide the muscle and finesse to support the Marauders. However, due to the arrogance, stupidity or animalistic nature of the team members, it is rare to see a well-organized and effective Chaos Pact team. The Chaos Stars are the best example of how great this team can be with the right coach.
Team Summary:
The first thing that will strike you when looking at the Chaos Pact roster is that they have the ability to carry three different Big Guys and also a mix of players from other teams. Having three ST5 players can give them a very strong lineup that can be hard for teams to beat, while players from other races open up a few interesting development and tactical options. The other big benefit of Chaos Pact teams is the access to Marauder skills, as they can choose from most skill sets on normal rolls and add agility skills on doubles. The last major advantage is that, aside from the Great Ones, the rest of the team has access to mutations on normal rolls.
Chaos Pact teams look very good on paper, so in practice you will soon see their shortcomings. First of all, the Big Guys are unreliable and having three of them will make this a problem. Players of the other races have the Animosity skill, which can make moving the ball a problem if they decide they’d rather keep it. The team also starts with no blocking or ball handling skills, making them dependent on dice rolls from the start. Team rerolls for the Chaos Pact are also expensive, which exaggerates the problem of the reliability of the lack of basic starting skills.
Chaos Pact is not recommended as starting equipment for a beginning player. The big guys are expensive and unreliable, which can mean not having enough dice rolls. This will make the equipment quite frustrating and difficult to play. However, if you don’t mind that and are up for a challenge, a team with these players and access to skills can be a lot of fun and offers some interesting player development options.
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