My pick on Tzeentch, Khorne and Slaanesh Teams as Tier 2
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My pick on Tzeentch, Khorne and Slaanesh Teams as Tier 2
I hope the costs are ok, they should be in between the experimental teams and the vampires.
Flavourwise for the Chaos Powers i thought:
Slaanesh=Hypnotic Gaze
Khorne=Frenzy
Tzeentch=Pro
latest edit: 25.09.10 14:00
Chaos Team Slaanesh Rerolls 70k
0-16 Cultists 40k 6 3 3 7 none G MSAP
0-2 Slaangors 90k 6 3 3 8 Horns, Hypnotic Gaze GA SPM
0-2 Daemonettes 110k 7 3 3 7 Claws, Hypnotic Gaze, Animosity GA SP
0-2 Slaanesh Warrior 120k 6 4 3 8 Hypnotic Gaze GA SPM
changes: to fit the critics, with STR 4 and AG 4 they were to good, changed the S access to A, becaus there is no Str 4 player with A access.
Animosity also to nerv the daemonnettes a bit down.
Khorne Teams 70k
0-16 Cultists 40k 6 3 2 8 none G MSAP
0-2 Khornegors 80k 6 3 3 8 Horns, Frenzy GS APM
0-2 Khorne Warrior 110k 5 4 2 9 Frenzy GS APM
0-2 Boodletter 120k 6 4 2 8 Frenzy, Horns, Wild Animal GS AP
changes: raised the cost of bloodletters and Warriors by 10k because too cheap if compared to Ulfwerner and Black Orc and you could build a starting roster with all positionals and 3 RR.
Tzeentch Teams 70k
0-16 Cultists 50k 6 3 3 8 none G MSAP
0-4 Pink Horrors 90k 6 3 3 8 Pro, Split GASMP -
Blue Horror - 6 2 3 7 Stunty - -
0-2 Flamer 100k 5 4 3 8 Bombardier, No Hands, Secret Weapon GS APM
0-2 Chaos Warrior 110k 5 4 3 8 Pro GS APM
Split: When this player gets a KO or a casualty, he spilts into two smaller blue versions of himself and carries on playing. Move it to the dugout as normal, but also replace him on the pitch with two Blue Horror players as describe on the team roster. One Blue Horror should go in the square the Pink Horror has just left, and the other will appear in a random square adjacent to it using the Scatter template. If this random square is occupied, keep scattering from the new square until you roll for an empty one. The Blue Horrors will be standing when they appear, and their creation may take a team to more than 11 players on the pitch without penalty. At the end of each drive all Blue Horrors on the pitch or in the dugout will reform into their original Pink Horror, and should be removed from play. The Pink Horror should have been in the dugout and is then treated as any other player would be, and may be set up again if healed by the apothecary or recovers from KO. Blue Horrors are always rookies, and do not know any of the skills nor carry any of the injuries or special play card effects of the Pink Horror they replace. Blue Horrors cannot earn SPPs and cannot be awarded the MVP award.
changes: gave the Horrors Pro instead of Big Hand, to fit also the new models and the split on KO's, so they do not lose manadvantage if a horror gets out
Flavourwise for the Chaos Powers i thought:
Slaanesh=Hypnotic Gaze
Khorne=Frenzy
Tzeentch=Pro
latest edit: 25.09.10 14:00
Chaos Team Slaanesh Rerolls 70k
0-16 Cultists 40k 6 3 3 7 none G MSAP
0-2 Slaangors 90k 6 3 3 8 Horns, Hypnotic Gaze GA SPM
0-2 Daemonettes 110k 7 3 3 7 Claws, Hypnotic Gaze, Animosity GA SP
0-2 Slaanesh Warrior 120k 6 4 3 8 Hypnotic Gaze GA SPM
changes: to fit the critics, with STR 4 and AG 4 they were to good, changed the S access to A, becaus there is no Str 4 player with A access.
Animosity also to nerv the daemonnettes a bit down.
Khorne Teams 70k
0-16 Cultists 40k 6 3 2 8 none G MSAP
0-2 Khornegors 80k 6 3 3 8 Horns, Frenzy GS APM
0-2 Khorne Warrior 110k 5 4 2 9 Frenzy GS APM
0-2 Boodletter 120k 6 4 2 8 Frenzy, Horns, Wild Animal GS AP
changes: raised the cost of bloodletters and Warriors by 10k because too cheap if compared to Ulfwerner and Black Orc and you could build a starting roster with all positionals and 3 RR.
Tzeentch Teams 70k
0-16 Cultists 50k 6 3 3 8 none G MSAP
0-4 Pink Horrors 90k 6 3 3 8 Pro, Split GASMP -
Blue Horror - 6 2 3 7 Stunty - -
0-2 Flamer 100k 5 4 3 8 Bombardier, No Hands, Secret Weapon GS APM
0-2 Chaos Warrior 110k 5 4 3 8 Pro GS APM
Split: When this player gets a KO or a casualty, he spilts into two smaller blue versions of himself and carries on playing. Move it to the dugout as normal, but also replace him on the pitch with two Blue Horror players as describe on the team roster. One Blue Horror should go in the square the Pink Horror has just left, and the other will appear in a random square adjacent to it using the Scatter template. If this random square is occupied, keep scattering from the new square until you roll for an empty one. The Blue Horrors will be standing when they appear, and their creation may take a team to more than 11 players on the pitch without penalty. At the end of each drive all Blue Horrors on the pitch or in the dugout will reform into their original Pink Horror, and should be removed from play. The Pink Horror should have been in the dugout and is then treated as any other player would be, and may be set up again if healed by the apothecary or recovers from KO. Blue Horrors are always rookies, and do not know any of the skills nor carry any of the injuries or special play card effects of the Pink Horror they replace. Blue Horrors cannot earn SPPs and cannot be awarded the MVP award.
changes: gave the Horrors Pro instead of Big Hand, to fit also the new models and the split on KO's, so they do not lose manadvantage if a horror gets out
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- Greyhound
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Re: My pick on Tzeentch, Khorne and Slaanesh Teams as Tier 2
these are nothing like vampire, ST4 and AG4 will be really powerful. These daemonettes are SPP machines!OrcishBard wrote:Chaos Team Slaanesh Rerolls 70k
0-16 Cultists 40k 6 3 3 7 none G MSAP
0-2 Slaangors 70k 6 3 3 8 Horns, Hypnotic Gaze GSM AP
0-2 Slaanesh Warrior 110k 6 4 3 8 Hypnotic Gaze GSM AP
0-2 Daemonettes 110k 7 3 4 7 Claws, Hypnotic Gaze GA SP
They play a bit like Vampires but more reliable, except for the Hypnotic Gaze and they lack Strength and Armour.
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Re: My pick on Tzeentch, Khorne and Slaanesh Teams as Tier 2
I know no team has STR 4 and AG 4 on their roster, but they have plenty of low armour.
Do you think they would perform too well?
Do you think they would perform too well?
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- Greyhound
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Re: My pick on Tzeentch, Khorne and Slaanesh Teams as Tier 2
play test and see for yourslef. I think it would be an awesome team, You can move a Daemonette with 2 bodyguard ST4 down the field, while keeping one at the back holding the ball defended by cultist. The AG4 gives you a secure pass, and the 3 bashers (2x ST4 and 1 CLAW) can really cause some harm upfield.
Your closest team to compare is actually Skaven I think.
I see it as :
you have essentially made 2 GR with much better ST and CLAW (but much slower)
you have 2 very very strong blitzers (slower)
So what you lost in the speed department you made up with much higher ST, mutation on tap, and free hypnotic gaze to clear the path.
I think this team starts fairly strong (hypno gaze everywhere, ST4 to bash a bit, AG4 to pick up and throw)
and will get much stronger as they grow.
It's probably good you try it for a few games and see how they do.
edit: I'd try No Hands on the daemonette and you have yourself a Tier2 team
Your closest team to compare is actually Skaven I think.
I see it as :
you have essentially made 2 GR with much better ST and CLAW (but much slower)
you have 2 very very strong blitzers (slower)
So what you lost in the speed department you made up with much higher ST, mutation on tap, and free hypnotic gaze to clear the path.
I think this team starts fairly strong (hypno gaze everywhere, ST4 to bash a bit, AG4 to pick up and throw)
and will get much stronger as they grow.
It's probably good you try it for a few games and see how they do.
edit: I'd try No Hands on the daemonette and you have yourself a Tier2 team
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Re: My pick on Tzeentch, Khorne and Slaanesh Teams as Tier 2
I see your point, but how could you tone down the team without giving No Hands to the Daemonettes?
Would it be good to raise the cost of the Beastman, the warriors and the daemonettes by 10k?
edit:Another idea would be to give the warrior 4 AG and 9 AV instead of STR 4?
What do you think about this idea?
Would it be good to raise the cost of the Beastman, the warriors and the daemonettes by 10k?
edit:Another idea would be to give the warrior 4 AG and 9 AV instead of STR 4?
What do you think about this idea?
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- Greyhound
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Re: My pick on Tzeentch, Khorne and Slaanesh Teams as Tier 2
So warriors with 6 3 4 9 Hypnotic Gaze GSM AP ?
So now we essentially have a DE roster with crap linos and no runners
DE: 0-16 Lino 70k 6 3 4 8 none GA SP
Slaanesh: 0-16 Cultists 40k 6 3 3 7 none G MSAP
Yes you lost the AG, and AG-skill access plus some armour, but you're nearly half price. Acceptable swap maybe.
Now for the Blitzers,
DE: 0-4 100k 7 3 4 8 Block GA SP
Slaanesh: 0-2 Slaangors 70k 6 3 3 8 Horns, Hypnotic Gaze GSM AP
0-2 Slaanesh Warrior 110k 6 3 4 9 Hypnotic Gaze GSM AP
So you swapped AG-access for ST-access, to me it's not a bad choice at all, especially for position that... you know blitz.
The Slaangors lost a very important Block and AG4 but they made up with extra ST when blitzing, hypno gaze, and mutations. They are therefore slightly worse, until you realise that having gained block they are still cheaper the DE blitzers.
The warriors have swapped MA for AV, lost Block and gained Hypno, for 10k more, they're not any better.
The witches:
DE: 0-2 110k 7 3 4 7 Jump Up Dodge Frenzy GA SP
Slaanesh: 0-2 Daemonettes 110k 7 3 4 7 Claws, Hypnotic Gaze GA SP
There I think you have a good trade as well.
so essentially you have a slightly different DE team, with cheap linos, strong, less reliable blitzers, but with cheap guard access. I think they'll fare well. with hypno gaze and AG4 they should be able to score relatively easy and will be a challenge for several teams. With 2 Claws and ST-access skills they should also challenge some soft-bash team like necros.
Dwarfs will hate them, dauntless and tackle are wasted on them and they can hypno-run past them.
Test them and tell us how they do.
So now we essentially have a DE roster with crap linos and no runners
DE: 0-16 Lino 70k 6 3 4 8 none GA SP
Slaanesh: 0-16 Cultists 40k 6 3 3 7 none G MSAP
Yes you lost the AG, and AG-skill access plus some armour, but you're nearly half price. Acceptable swap maybe.
Now for the Blitzers,
DE: 0-4 100k 7 3 4 8 Block GA SP
Slaanesh: 0-2 Slaangors 70k 6 3 3 8 Horns, Hypnotic Gaze GSM AP
0-2 Slaanesh Warrior 110k 6 3 4 9 Hypnotic Gaze GSM AP
So you swapped AG-access for ST-access, to me it's not a bad choice at all, especially for position that... you know blitz.
The Slaangors lost a very important Block and AG4 but they made up with extra ST when blitzing, hypno gaze, and mutations. They are therefore slightly worse, until you realise that having gained block they are still cheaper the DE blitzers.
The warriors have swapped MA for AV, lost Block and gained Hypno, for 10k more, they're not any better.
The witches:
DE: 0-2 110k 7 3 4 7 Jump Up Dodge Frenzy GA SP
Slaanesh: 0-2 Daemonettes 110k 7 3 4 7 Claws, Hypnotic Gaze GA SP
There I think you have a good trade as well.
so essentially you have a slightly different DE team, with cheap linos, strong, less reliable blitzers, but with cheap guard access. I think they'll fare well. with hypno gaze and AG4 they should be able to score relatively easy and will be a challenge for several teams. With 2 Claws and ST-access skills they should also challenge some soft-bash team like necros.
Dwarfs will hate them, dauntless and tackle are wasted on them and they can hypno-run past them.
Test them and tell us how they do.
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- txapo
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Re: My pick on Tzeentch, Khorne and Slaanesh Teams as Tier 2
Like your ideas but agree that the deamonetes should have no hands!! And Bloodletters as well as no bloodletter would ever care for the ball!!
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Re: My pick on Tzeentch, Khorne and Slaanesh Teams as Tier 2
Agree with the others, slaanesh seems pretty overpowered. Khorne on the other hand only has two reliable ballhandlers and they have frenzy... that might pose some problems for them, but I like the idea.
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Re: My pick on Tzeentch, Khorne and Slaanesh Teams as Tier 2
Then i would make the Slaanesh as follow, because i can not see how to make a team with Strength 4 and AG 4 Tier 2 and the idea to have an bashy "Elf" sounds also too good for tier 2.
What i do not like is the idea giving them no hands, then they are only AG bashers.
Team Slaanesh Rerolls 70k
0-16 Cultists 40k 6 3 3 7 none G MSAP
0-2 Slaangors 90k 6 3 3 8 Horns, Hypnotic Gaze GSM AP
0-2 Daemonettes 110k 7 3 3 7 Claws, Hypnotic Gaze GA SP
0-2 Slaanesh Warrior 120k 6 4 3 8 Hypnotic Gaze GSM AP
Ok now their only feature is Mutations and Hypno (works on 50% chance on a move action) and their low armour and i have rerated the costs for all who have Hypno because it is still powerful in LRB6.
In my next season i will play the Tzeentch team and the Slaanesh team, but til then we can discuss this ideas.
What i do not like is the idea giving them no hands, then they are only AG bashers.
Team Slaanesh Rerolls 70k
0-16 Cultists 40k 6 3 3 7 none G MSAP
0-2 Slaangors 90k 6 3 3 8 Horns, Hypnotic Gaze GSM AP
0-2 Daemonettes 110k 7 3 3 7 Claws, Hypnotic Gaze GA SP
0-2 Slaanesh Warrior 120k 6 4 3 8 Hypnotic Gaze GSM AP
Ok now their only feature is Mutations and Hypno (works on 50% chance on a move action) and their low armour and i have rerated the costs for all who have Hypno because it is still powerful in LRB6.
In my next season i will play the Tzeentch team and the Slaanesh team, but til then we can discuss this ideas.
Reason: ''
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Re: My pick on Tzeentch, Khorne and Slaanesh Teams as Tier 2
Yep much better, let us know how they fare.
What would be your starting roster? with no block team I tend to pick 3 RR so I think maybe
3RR (210k)
6 Cultists (240k)
1 Slaangor (90k)
2 Daemonettes (220k)
2 Slaanesh Warrior (240k)
Total 1000
if you want all the positional you drop a RR, and have 20k saved for the apo.
I'd run the ball with a warrior to start with:
=> as good as anyone else, and MV6 is decent speed
=> need to get block on him fast
If I face a team with Av7 only, then the Daemonette can start running the ball.
What would be your starting roster? with no block team I tend to pick 3 RR so I think maybe
3RR (210k)
6 Cultists (240k)
1 Slaangor (90k)
2 Daemonettes (220k)
2 Slaanesh Warrior (240k)
Total 1000
if you want all the positional you drop a RR, and have 20k saved for the apo.
I'd run the ball with a warrior to start with:
=> as good as anyone else, and MV6 is decent speed
=> need to get block on him fast
If I face a team with Av7 only, then the Daemonette can start running the ball.
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Re: My pick on Tzeentch, Khorne and Slaanesh Teams as Tier 2
Why so stingy with the mutation access? I mean that is what Chaos teams are famous for after all.
I'm loving the Pink Horrors splitting into two smaller guys on a cas roll by the way.
I'm loving the Pink Horrors splitting into two smaller guys on a cas roll by the way.
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Re: My pick on Tzeentch, Khorne and Slaanesh Teams as Tier 2
I have changed the Mutation acess because of flavour.
The three gods are beginning to interfere with bloodbowl, so they choose careful, whom they bless with mutation
to remember: My goal is to make these 3 teams to begin play BloodBowl, so of course they are not good (Tier 2), so here are my last changes based on the discussion here and with my league coaches.
Chaos Team Slaanesh Rerolls 70k
0-16 Cultists 40k 6 3 3 7 none G MSAP
0-2 Slaangors 90k 6 3 3 8 Horns, Hypnotic Gaze GA SPM
0-2 Daemonettes 110k 7 3 3 7 Claws, Hypnotic Gaze, Animosity GA SP
0-2 Slaanesh Warrior 120k 6 4 3 8 Hypnotic Gaze GA SPM
changes: to fit the critics, with STR 4 and AG 4 they were to good, changed the S access to A, becaus there is no Str 4 player with A access.
Animosity also to nerv the daemonnettes a bit down.
Khorne Teams 70k
0-16 Cultists 40k 6 3 2 8 none G MSAP
0-2 Khornegors 80k 6 3 3 8 Horns, Frenzy GS APM
0-2 Khorne Warrior 110k 5 4 2 9 Frenzy GS APM
0-2 Boodletter 120k 6 4 2 8 Frenzy, Horns, Wild Animal GS AP
changes: raised the cost of bloodletters and Warriors by 10k because too cheap if compared to Ulfwerner and Black Orc and you could build a starting roster with all positionals and 3 RR.
Tzeentch Teams 70k
0-16 Cultists 50k 6 3 3 8 none G MSAP
0-4 Pink Horrors 90k 6 3 3 8 Pro, Split GASMP -
Blue Horror - 6 2 3 7 Stunty - -
0-2 Flamer 100k 5 4 3 8 Bombardier, No Hands, Secret Weapon GS APM
0-2 Chaos Warrior 110k 5 4 3 8 Pro GS APM
Split: When this player gets a KO or a casualty, he spilts into two smaller blue versions of himself and carries on playing. Move it to the dugout as normal, but also replace him on the pitch with two Blue Horror players as describe on the team roster. One Blue Horror should go in the square the Pink Horror has just left, and the other will appear in a random square adjacent to it using the Scatter template. If this random square is occupied, keep scattering from the new square until you roll for an empty one. The Blue Horrors will be standing when they appear, and their creation may take a team to more than 11 players on the pitch without penalty. At the end of each drive all Blue Horrors on the pitch or in the dugout will reform into their original Pink Horror, and should be removed from play. The Pink Horror should have been in the dugout and is then treated as any other player would be, and may be set up again if healed by the apothecary or recovers from KO. Blue Horrors are always rookies, and do not know any of the skills nor carry any of the injuries or special play card effects of the Pink Horror they replace. Blue Horrors cannot earn SPPs and cannot be awarded the MVP award.
changes: gave the Horrors Pro instead of Big Hand, to fit also the new models and the split on KO's, so they do not lose manadvantage if a horror gets out
The three gods are beginning to interfere with bloodbowl, so they choose careful, whom they bless with mutation
to remember: My goal is to make these 3 teams to begin play BloodBowl, so of course they are not good (Tier 2), so here are my last changes based on the discussion here and with my league coaches.
Chaos Team Slaanesh Rerolls 70k
0-16 Cultists 40k 6 3 3 7 none G MSAP
0-2 Slaangors 90k 6 3 3 8 Horns, Hypnotic Gaze GA SPM
0-2 Daemonettes 110k 7 3 3 7 Claws, Hypnotic Gaze, Animosity GA SP
0-2 Slaanesh Warrior 120k 6 4 3 8 Hypnotic Gaze GA SPM
changes: to fit the critics, with STR 4 and AG 4 they were to good, changed the S access to A, becaus there is no Str 4 player with A access.
Animosity also to nerv the daemonnettes a bit down.
Khorne Teams 70k
0-16 Cultists 40k 6 3 2 8 none G MSAP
0-2 Khornegors 80k 6 3 3 8 Horns, Frenzy GS APM
0-2 Khorne Warrior 110k 5 4 2 9 Frenzy GS APM
0-2 Boodletter 120k 6 4 2 8 Frenzy, Horns, Wild Animal GS AP
changes: raised the cost of bloodletters and Warriors by 10k because too cheap if compared to Ulfwerner and Black Orc and you could build a starting roster with all positionals and 3 RR.
Tzeentch Teams 70k
0-16 Cultists 50k 6 3 3 8 none G MSAP
0-4 Pink Horrors 90k 6 3 3 8 Pro, Split GASMP -
Blue Horror - 6 2 3 7 Stunty - -
0-2 Flamer 100k 5 4 3 8 Bombardier, No Hands, Secret Weapon GS APM
0-2 Chaos Warrior 110k 5 4 3 8 Pro GS APM
Split: When this player gets a KO or a casualty, he spilts into two smaller blue versions of himself and carries on playing. Move it to the dugout as normal, but also replace him on the pitch with two Blue Horror players as describe on the team roster. One Blue Horror should go in the square the Pink Horror has just left, and the other will appear in a random square adjacent to it using the Scatter template. If this random square is occupied, keep scattering from the new square until you roll for an empty one. The Blue Horrors will be standing when they appear, and their creation may take a team to more than 11 players on the pitch without penalty. At the end of each drive all Blue Horrors on the pitch or in the dugout will reform into their original Pink Horror, and should be removed from play. The Pink Horror should have been in the dugout and is then treated as any other player would be, and may be set up again if healed by the apothecary or recovers from KO. Blue Horrors are always rookies, and do not know any of the skills nor carry any of the injuries or special play card effects of the Pink Horror they replace. Blue Horrors cannot earn SPPs and cannot be awarded the MVP award.
changes: gave the Horrors Pro instead of Big Hand, to fit also the new models and the split on KO's, so they do not lose manadvantage if a horror gets out
Reason: ''