The Gods of Chaos Teams

Got some ideas for rules? Maybe a skill change or something completely different!!! Tell us here.

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ShriekBob
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The Gods of Chaos Teams

Post by ShriekBob »

So, for fun, me and my house mate started toying with the idea of doing all the Chaos Teams. I thought I'd put up our first take here. The Champions of Khorne as they're currently known.

Team Listing
0-16 Bloodletters 60,000 6/3/3/8 Frenzy GS/AM
0-4 Chaos Warrior 100,000 5/4/3/9 None GSM/AP
0-2 Flesh Hound 120,000 7/3/3/8 Block, Frenzy, Claw, No Hands AM/S
0-8 Re-Rolls 60,000

Star Players: As Chaos Team

Special Rule - The Champions of Khorne team may not use the Wizard Inducement.

Okay, our thoughts run as follows. The team is obviously based closely on the Chaos team in order to maintain a reasonable balance. We took the Beastman, replaced Horns with what we felt was something more thematic in Frenzy. We also moved Mutations to double access, on the basis that Bloodletters rarely seem to vary. The Chaos Warriors stayed the same for the sake of having a nice solid front line, we toyed with an all frenzy team, we toyed with making them a little faster, or a little lighter armoured, but in the end we always gravitated back to the Chaos Warrior of old, so they stayed. Replacing the Minotaur we have the Flesh Hound of Khorne.

The Flesh Hound was an interesting discussion. We wanted a fast element to the team, something a little disruptive, but also a little more interesting. We decided on the Flesh Hound. We knew immediately we wanted it to have Frenzy, we didn't want it to be str 4, but they are meant to be capable in terms of combativeness, and block represented that sort of drag down. No Hands is fairely obvious. We then gave them Claw again, simply because we felt it fit the creature. We toyed with Mighty Blow over Claw, but didn't really think it fit with the feel of the stat line at that point. We considered Wild Animal, but felt it was already going to be too many traits, and with the quantity of frenzy, reliability was already being hit, anyway, these are demons, not wild animals :P So then we moved onto skill access. General was right out of the window, simply given the creature we were working with, likewise passing. That left SAM. Initially we had S/AM, but after some discussion, we decided that AM/S was simply more interesting, the agility traits showing the more manoeuvrable nature we wanted to represent. The price was come to by using the "Skill Up Cost" table, working from a human linesman, removing a chunk for no hands, and some for the restricted skill access. This settled around the 120-130 mark. I didn't feel they would be considered all that playable at that value given the other players available at that level, and just how crippling a nega trait No Hands is. We moved to 100. When we settled on 60k (50k felt too low, 70k was too restrictive on roster building) as the value of the re-rolls we upped the price to 110k. It means thats players can still have both flesh hounds at start, but meaningful decisions have to be made during roster creation, I just felt it was, again, a little more interesting.

So what do people think? Any feedback? Would people be interested on our takes on the other gods?

Edit:

Our initial thoughts for the other Gods are as follows, they are still very much a work in progress, haven't had as much thought put into them, and we haven't done Star Players yet, I can give a proper write up and more detailed thoughts on design decisions later if people care.


Slaanesh Team
0-16 Cultist 50,000 6/3/3/7 Dump Off GM/SAP
0-5 Daemonettes 90,000 7/3/4/7 No Hands, Claw, Hypnotic Gaze GA/SM
0-1 Fiend of Slaanesh 140,000 6/5/3/8 Loner, Wild Animal, No Hands, Claw, Might Blow, Disturbing Presence, Prehensile Tail A/SM
0-8 Re-Rolls 70,000
Star Players: -



Tzeentch Team
0-12 Blue Horrors 40,000 6/2/3/7 Dodge, Stunty, Foul Appearence AM/GP
0-6 Pink Horrors 80,000, 6/2/3/8 Big Hands, Extra Arms, Foul Appearence, Split APM/G
0-3 Flamer of Tzeentch 60,000 4/3/3/9 No Hands, Leap, Bombadier, Secret Weapon, Foul Appearence AM/S
0-8 Re-Rolls 60,000
Star Players: -

Special Rules: -
Split:
When this player suffers a Dead or Injured result on the Casualty table and is removed from the pitch it is replaced by two new Blue Horrors as described on the Team Roster. Place one Blue Horror in the square this player was removed from, place the second Blue Horror in a random square determined using the Scatter Template. If the square is occupied, continue to Scatter until the Blue Horror would be placed in an empty square. If this skill would take you over 11 players on the pitch, the referee ejects the 2nd Blue Horror, who is placed in the Reserve box.
If this player would be removed from the team roster due to death, at the end of the match you may add the two Blue Horrors that replaced it to your team roster (if they are still alive) without paying there recruitment cost, otherwise the two blue horrors are lost, as is any SPP they may have gained.
(I'm worried about the book keeping required for this skill, remembering which blues spawned from which pink, should it just be that you can add two blue horrors to your list, they're new, and any spp you might have had on the previous two vanishes?)

The Tzeentch Team induces Wizards at 100,000 gold instead of 150,000.

Edit: Some Slight recostings

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Greyhound
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Re: Champions of Khorne Team

Post by Greyhound »

Hounds with 6 spp have: blodge, frenzy, claw.
That sounds really powerful.
If they don't roll a double, VLL then leap. Absolutely awesome... Imho

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wedge22
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Re: Champions of Khorne Team

Post by wedge22 »

I like the team alot, they are very much in keeping with Khorne with all of the Frenzy, the Flesh Hounds are awesome and would be a good comparison to a Wardancer if it was not for the No Hands. Please post your ideas for the other Chaos Gods.

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ShriekBob
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Re: Champions of Khorne Team

Post by ShriekBob »

Greyhound wrote:Hounds with 6 spp have: blodge, frenzy, claw.
That sounds really powerful.
If they don't roll a double, VLL then leap. Absolutely awesome... Imho
Too powerful for there cost? I think giving them Agillity access gives you a much more interesting skill up choice that any other option. Should I maybe move the Mutation to Double? Should I increase the price, maybe to 130?

The logic on Mutation access by the way.....Humans are corrupted by Chaos, but other than Tzeentch Demons, most demons seem to follow the same form, and thusly i've only given then Mutation access on Doubles.

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ShriekBob
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Re: The Gods of Chaos Teams

Post by ShriekBob »

I've gone through and recosted some players, and did a slight reword to the Split skill.

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