Idea for Khorne Team

Got a great idea and/or proposal for BloodBowl?

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graeme27uk
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Re: Idea for Khorne Team

Post by graeme27uk »

Grumbledook wrote:no hands players kinda of got removed from the game, see the unicorn off the amazon team

the skill is there for players who can't pick up the ball due to having their hands full of weaponry

but seeing as these won't see officialdom anyway knock yourself out ;]

would have thought a frenzy mino was fitting enough for khorne anyway

Yeh but a Jugger makes then different and unique.

How can a Unicorn handle the ball!? I see no problem with the No Hands skill.

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mubo
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Re: Idea for Khorne Team

Post by mubo »

Something really simple like replacing CWs with:
0-4 Bloodletters 6 4 2 8 Frenzy GSM Players @110k.
so essentially ulfs w/ M access.

I think the mino is Khornate enough.

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graeme27uk
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Re: Idea for Khorne Team

Post by graeme27uk »

mumbojumboist wrote:Something really simple like replacing CWs with:
0-4 Bloodletters 6 4 2 8 Frenzy GSM Players @110k.
so essentially ulfs w/ M access.

I think the mino is Khornate enough.

Nurgle get to have the Beast of Nurgle... so why not do things properly and have a proper Khornate demon for them to use as a big guy.

A troll might be considered Nurgle enough.....

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Re: Idea for Khorne Team

Post by nazgob »

graeme121uk wrote:How can a Unicorn handle the ball!? I see no problem with the No Hands skill.
The unicorn didn't lose No Hands - he was simply removed from the team.

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Re: Idea for Khorne Team

Post by graeme27uk »

nazgob wrote:
graeme121uk wrote:How can a Unicorn handle the ball!? I see no problem with the No Hands skill.
The unicorn didn't lose No Hands - he was simply removed from the team.

Ahh I see. Deathroller going the same way then?

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Re: Idea for Khorne Team

Post by Grumbledook »

no, the deathroller dwarf has hands, they are just busy controlling the deathroller

don't think having deamons on the pitch with bloodletters is a good idea either

change the 4 warriors perhaps to 2 blockers, cheaper and less AG and have 2 blitzers with block+frenzy and AV8

the beast of nurgle isn't a daemon, its just a mutated mess

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PercyTheTroll
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Re: Idea for Khorne Team

Post by PercyTheTroll »

Might be an idea (for another thread?) to make the demons, or at least the greater demons, star players rather than roster additions.

So the Great Unclean One would be available to Chaos, Nurgle and Chaos Pact teams and so on.

Stats would be tricky because these are supposed to be ludicrously powerful entities that in theory could smash an entire army single handed.

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Re: Idea for Khorne Team

Post by Spasmbot »

Idea for a khornate team I've been tossing around, borrowing from the format of the nurgle team

0-16 Marauders 6/3/3/8 GSM PA
0-4 Khorngors 6/3/3/8 Horns,Frenzy GSM PA
0-4 Khorne Warriors 5/4/3/9 Frenzy GSM PA
0-1 Minotaur Same as chaos

60k re-rolls, pricing I'm not particularly good at. I'd guess keep the mino at 150, khorngors and khorne warriors see a small price hike, frenzy after all can land you in some serious trouble! I think this team has a lot of flavor, and I know people will say Norse already does frenzy, but this team obviously plays differently, with no A access and less skills, less speed but more strength and armor+mutations

I don't like daemons for blood bowl teams as to do them properly you'd also need to work out daemonic instability and crap like that. And I'm not sure if you guys have seen the actually Juggernaut of Khorne miniature, but it is absolutely massive, much too big for Blood Bowl, and I think that should show that it is, fluff wise, on a scale that is inappropriate for BB.

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Re: Idea for Khorne Team

Post by Kort »

Spasmbot wrote: 0-16 Marauders 6/3/3/8 GSM PA
0-4 Khorngors 6/3/3/8 Horns,Frenzy GSM PA
0-4 Khorne Warriors 5/4/3/9 Frenzy GSM PA
0-1 Minotaur Same as chaos

60k re-rolls, pricing I'm not particularly good at. I'd guess keep the mino at 150, khorngors and khorne warriors see a small price hike, frenzy after all can land you in some serious trouble! I think this team has a lot of flavor, and I know people will say Norse already does frenzy, but this team obviously plays differently, with no A access and less skills, less speed but more strength and armor+mutations
I don't think this team is very flavorful since it is basically a Chaos team that loses Horns on its Linemen (Not too bad since Horns is not that useful when present on many players) but get players that start with Frenzy instead. This is basically a significant improvement over vanilla Chaos with almost no downside. At low TV, a high cost for the players could perhaps prevent the team from performing well, but at high TV, this team will be unbeatable no matter what.

Theoretical prices would be 50k, 70k, 110k for Marauders, Khorngors and Warriors respectively, without taking account skill access, since both Frenzy and Horns are considered (wrongly IMHO) as 10k skills. However you would clearly get an overpowered team with those prices. At the very least, Marauders should either cost 60k or lose Strength access.

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Re: Idea for Khorne Team

Post by Spasmbot »

Kort wrote:
Spasmbot wrote: 0-16 Marauders 6/3/3/8 GSM PA
0-4 Khorngors 6/3/3/8 Horns,Frenzy GSM PA
0-4 Khorne Warriors 5/4/3/9 Frenzy GSM PA
0-1 Minotaur Same as chaos

60k re-rolls, pricing I'm not particularly good at. I'd guess keep the mino at 150, khorngors and khorne warriors see a small price hike, frenzy after all can land you in some serious trouble! I think this team has a lot of flavor, and I know people will say Norse already does frenzy, but this team obviously plays differently, with no A access and less skills, less speed but more strength and armor+mutations
I don't think this team is very flavorful since it is basically a Chaos team that loses Horns on its Linemen (Not too bad since Horns is not that useful when present on many players) but get players that start with Frenzy instead. This is basically a significant improvement over vanilla Chaos with almost no downside. At low TV, a high cost for the players could perhaps prevent the team from performing well, but at high TV, this team will be unbeatable no matter what.

Theoretical prices would be 50k, 70k, 110k for Marauders, Khorngors and Warriors respectively, without taking account skill access, since both Frenzy and Horns are considered (wrongly IMHO) as 10k skills. However you would clearly get an overpowered team with those prices. At the very least, Marauders should either cost 60k or lose Strength access.
Dropping strength from the marauders and either hiking re-rolls to 70k or warriors to 120 would probably strike a good balance. You could also drop the warriors to ag 2. Warriors might also be 0-2 to lose the "Chaos but a bit better" feeling.

As far as flavor goes, you can make the same argument to any team that it's "Basically X without Y and a bit of Z" and as flavorful as it might be to slap blood lust and wild animal all over the players, it also makes balancing the team incredibly difficult.

Another idea that just popped into my head was to make the Khornate team unique through their big guy by giving them something along the lines of a "Khorne Champion" basically this is your rage filled super warrior, similar to a minotaur, AV 9, replace wild animal with "Khornes Rage" or something, basically if he's ever taking an action that is not a block or a blitz he MUST block or blitz the nearest player. After all, Khorne cares not for whence the blood flows! In that current form it may be too easy to work around though.

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