Ideas for Chaos teams

Got a great idea and/or proposal for BloodBowl?

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graeme27uk
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Ideas for Chaos teams

Post by graeme27uk »

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16  60000   Devotee       	 7 3 3 7	Thick Skull, Sacrifice
4   90000	   Daemonette	 8 3 4 7	Claws, Hypnotic Gaze, Disturbing Presence, Dodge
4   110000  Slaanesh Warrior 6 3 4 8	Hypnotic Gaze, Thick Skull
1   140000  Slaanesh Fiend	 8 4 2 8	Claws, No Hands, Disturbing Presence, Prehensile Tail, Hypnotic Gaze, Sprint, Bonehead, Loner
How about this for a Slaanesh team?

Thick Skull represents them languishing in the pain rather than suffering its effects.
Bonehead because Fiend revels in its own "beauty".
Sacrifice allows you to choose this player to take an injury for another.

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Re: Ideas for Chaos teams

Post by graeme27uk »

Khorne team

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16 50000  Killer              6 3 3 8 Frenzy, Bloodlust
4  80000   Bloodletter      6 4 2 8 Frenzy, Wild Animal, Bloodlust
4  110000 Khorne Warrior 5 4 2 9 Frenzy, Wild Animal, Bloodlust, Juggernaut
1  150000 Juggernaut      6 5 1 10 Frenzy, Wild Animal, Juggernaut, Stand Firm, Mighty Blow Loner, Break Tackle
Frenzy because they are Khorne and psychotic nutters.
Bloodlust because Khorne are so psychotic sometimes they attack their own. If BL is failed then they can "feed" on any player in their team.
Wild Animal because they are just even more psychotic.

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Patchwork
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Re: Ideas for Chaos teams

Post by Patchwork »

graeme27uk wrote:

Code: Select all

16  60000   Devotee       	 7 3 3 7	Thick Skull, Sacrifice
4   90000	   Daemonette	 8 3 4 7	Claws, Hypnotic Gaze, Disturbing Presence, Dodge
4   110000  Slaanesh Warrior 6 3 4 8	Hypnotic Gaze, Thick Skull
1   140000  Slaanesh Fiend	 8 4 2 8	Claws, No Hands, Disturbing Presence, Prehensile Tail, Hypnotic Gaze, Sprint, Bonehead, Loner
How about this for a Slaanesh team?

Thick Skull represents them languishing in the pain rather than suffering its effects.
Bonehead because Fiend revels in its own "beauty".
Sacrifice allows you to choose this player to take an injury for another.
Just a few comments.

You should list normal and double skill access for the pieces. Makes a bit of difference for team development.

Thick Skull seems fine for what you're representing but Sacrifice seems far too good. The Devotee is expensive enough but being able to take all the injuries your positenials take onto your linemen instead? I'd drop some Slaanesh warrior to have more Devotee's on the pitch to sacrifice :lol:

The pricing is wrong on the Daemonette's, compare them to werewolves who cost 120k, they lose regeneration and frenzy but gain an extra ag, hyno gaze and disturbing presense. Far to good and that price is far to low.

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Re: Ideas for Chaos teams

Post by Patchwork »

graeme27uk wrote:Wild Animal because they are just even more psychotic.
That's a lot of Wild Animal! Think what would happen again elves when they keep dodging away from you :lol:

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Re: Ideas for Chaos teams

Post by graeme27uk »

Tzeentch Team

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16 60   Acolyte               6 3 3 8 Random Mutation
4   90  Horror                  6 3 3 8 Big Hand, Disturbing Presence, Split
4   110 Tzeentch Sorcerer 6 3 3 8 Random Mutation, Magical Aptitude
1   140 Flamer                8 4 3 8  Loner, Leap, Bombardier, No Hands, Pro
Random Mutation - player gains a random mutation from list. This lasts for one half. Reroll each half and for each new game.
Split = if armour is broken then splits into two blue horrors (5 2 3 7, stunty) place one in player square and one in random place next to original. At end of drive then if two blue horrors remain they merge back to form Pink Horror. If not enough blue horrors then Pink Horror dies and must be removed from roster.
Magical Aptitude - Roll d6. On a 1 place the player prone and roll d6 (1,2 = Prone, 3,4 = Stunned, 5,6 = KO'd). On a 2+ then may increase any stat by 1 or take any skill from list. Effect lasts for 1 turn.


Random Mutation table (d20)
1 = -1 MA
2 = -1 ST
3 = -1 AG
4 = -1 AV
5 = Titchy
6 = Stunty
7 = Thick Skull
8 = Strong Arm
9 = Sprint
10 = Extra Arms
11 = Two Heads
12 = Tentacles
13 = Prehensile Tail
14 = Foul Appearance
15 = Disturbing Presence
16 = Big Hand
17 = Claws
18 = Very Long Legs
19 = Frenzy
20 = Hypnotic Gaze


Magical Aptitude Skill List
Block, Dodge, Stand Firm, Leap, Sprint, Side Step, Pro, Dauntless, Shadowing, Strip Ball, Mighty Blow, Hail Mary Pass

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graeme27uk
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Re: Ideas for Chaos teams

Post by graeme27uk »

Patchwork wrote:
graeme27uk wrote:

Code: Select all

16  60000   Devotee       	 7 3 3 7	Thick Skull, Sacrifice
4   90000	   Daemonette	 8 3 4 7	Claws, Hypnotic Gaze, Disturbing Presence, Dodge
4   110000  Slaanesh Warrior 6 3 4 8	Hypnotic Gaze, Thick Skull
1   140000  Slaanesh Fiend	 8 4 2 8	Claws, No Hands, Disturbing Presence, Prehensile Tail, Hypnotic Gaze, Sprint, Bonehead, Loner
How about this for a Slaanesh team?

Thick Skull represents them languishing in the pain rather than suffering its effects.
Bonehead because Fiend revels in its own "beauty".
Sacrifice allows you to choose this player to take an injury for another.
Just a few comments.

You should list normal and double skill access for the pieces. Makes a bit of difference for team development.

Thick Skull seems fine for what you're representing but Sacrifice seems far too good. The Devotee is expensive enough but being able to take all the injuries your positenials take onto your linemen instead? I'd drop some Slaanesh warrior to have more Devotee's on the pitch to sacrifice :lol:

The pricing is wrong on the Daemonette's, compare them to werewolves who cost 120k, they lose regeneration and frenzy but gain an extra ag, hyno gaze and disturbing presense. Far to good and that price is far to low.

What if daemonettes had the No Hands trait. So even though they are good they cannot actually play with the ball.

As for Sacrifice, it is just a concept but one that makes Slaanesh teams more themetic compared to others. What about if it was a roll, so that on a 4+ the Devotee takes the hit instead.

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Re: Ideas for Chaos teams

Post by graeme27uk »

Patchwork wrote:
graeme27uk wrote:Wild Animal because they are just even more psychotic.
That's a lot of Wild Animal! Think what would happen again elves when they keep dodging away from you :lol:
Ok instead of Wild Animal how about Bonehead. Not that they are thick but just that they are psychoes and so not entirely with it....

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Re: Ideas for Chaos teams

Post by Patchwork »

graeme27uk wrote:
Patchwork wrote:
graeme27uk wrote:Wild Animal because they are just even more psychotic.
That's a lot of Wild Animal! Think what would happen again elves when they keep dodging away from you :lol:
Ok instead of Wild Animal how about Bonehead. Not that they are thick but just that they are psychoes and so not entirely with it....
I wouldn't give them that either, if you had a full roster that would be 9 boneheads? Even with average luck you'd have at least one or two boneheading out a turn. I'd just leave it, too many negi traits, espicaly with all that Blood Lust. Actually I'd consider cutting back on the Bloodlust too, Vamp teams can self implode spectacularly with only a few vamps on the pitch. Everyone having it, except the big guy, seems to make it a matter of when, not if, they'll implode in a game.

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Re: Ideas for Chaos teams

Post by Patchwork »

graeme27uk wrote:What if daemonettes had the No Hands trait. So even though they are good they cannot actually play with the ball.

As for Sacrifice, it is just a concept but one that makes Slaanesh teams more themetic compared to others. What about if it was a roll, so that on a 4+ the Devotee takes the hit instead.
I'll leave answering about the daemonettes having No Hands to someone better at pricing and judging the effect then me.

Sacrifice needing a roll for it to work makes it better. I kinda like it then but seems a bit odd, would they be able to sacrifice themselves from all the way across the pitch? Maybe change it so it's more likely to work but they have to be beside the player they want to take the injury for? or am I missing a bit of Chaos fluff that explains how it works from further away?

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Re: Ideas for Chaos teams

Post by graeme27uk »

Patchwork wrote:I wouldn't give them that either, if you had a full roster that would be 9 boneheads? Even with average luck you'd have at least one or two boneheading out a turn. I'd just leave it, too many negi traits, espicaly with all that Blood Lust. Actually I'd consider cutting back on the Bloodlust too, Vamp teams can self implode spectacularly with only a few vamps on the pitch. Everyone having it, except the big guy, seems to make it a matter of when, not if, they'll implode in a game.
But then to my mind playing a Chaos team should be a case of a little bit well... chaotic and random. Things should not be nice and safe. Khorne for example have potential to be very hard hitting but whether that is them hitting each other or the other team is a matter for the Gods to decide (ie the dice).

Chaos teams should be powerful but unpredictable.

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Re: Ideas for Chaos teams

Post by graeme27uk »

Patchwork wrote: I'll leave answering about the daemonettes having No Hands to someone better at pricing and judging the effect then me.

Sacrifice needing a roll for it to work makes it better. I kinda like it then but seems a bit odd, would they be able to sacrifice themselves from all the way across the pitch? Maybe change it so it's more likely to work but they have to be beside the player they want to take the injury for? or am I missing a bit of Chaos fluff that explains how it works from further away?
The way I see Sacrifice is its a sort of magical effect whereby Slaanesh "blesses" Devotees with exquisite pain from the Warriors. Warriors, having been in service of Slaanesh for so long are no longer affected by such minor pain and are waiting for a BIG fix. Hence the no need for it to be a range effect.

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Re: Ideas for Chaos teams

Post by Patchwork »

graeme27uk wrote:But then to my mind playing a Chaos team should be a case of a little bit well... chaotic and random. Things should not be nice and safe. Khorne for example have potential to be very hard hitting but whether that is them hitting each other or the other team is a matter for the Gods to decide (ie the dice).

Chaos teams should be powerful but unpredictable.
I understand that but I think you've given the Khrone team too much in negi traits and they'll be very predictabley poor every game.


graeme27uk wrote:The way I see Sacrifice is its a sort of magical effect whereby Slaanesh "blesses" Devotees with exquisite pain from the Warriors. Warriors, having been in service of Slaanesh for so long are no longer affected by such minor pain and are waiting for a BIG fix. Hence the no need for it to be a range effect.
Humm ok, it's an interesting skill with the dice roll. A sort of limited regeneration with a cost.

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Re: Ideas for Chaos teams

Post by graeme27uk »

Patchwork wrote: I understand that but I think you've given the Khrone team too much in negi traits and be very predictabley poor every game.
OK. So would just giving them Bloodlust be sufficient to balance them then? Or maybe give the Warriors and Linemen Bloodlust and give the Bloodletters Wild Animal.

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Re: Ideas for Chaos teams

Post by graeme27uk »

Also, change to the Nurgle team.

Instead of Pestigors how about if they were Plague bearers.

4 80000 Plague Bearer 5 3 3 8 Horns, Foul Appearance, Regeneration

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Re: Ideas for Chaos teams

Post by graeme27uk »

Maybe the Flamer should have Safe Throw as well. Intercepting a fireball is hard.

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