Input desired: Slaanesh and Tzeentch Chaos Rosters
Posted: Tue Jun 07, 2016 12:13 pm
So I've been looking at the Khorne and Nurgle rosters, and wanted to put something together for the other teams. I know this has been done before, but I had a few ideas of my own. I'm just looking for input from the community, not for people to evaluate my roster vs. other rosters that had come before.
I wanted to give them each a unique flavor, but have some consistent elements between rosters too. Cultists are the basic lineman position, equivalent to Pit Fighters or Rotters. Each has a beastman position (Slaangor/Tzaangor) that offers strength access and horns. Each has a lesser daemon with Regeneration and a greater daemon as a Big Guy, plus one other position that is unique to each roster: Dark Elf Cultists for Slaanesh and the Chaos Sorceror for Tzeentch, as befitting their Chaos Gods. And all Greater Daemons have Disturbing Presence, because, well, they're disturbing.
Slaaneshi Chaos Team
Qty Position MA ST AG AV Skills Cost Regular Doubles
0-12 Cultists 6 3 3 7 none 50'000 GM ASP
0-4 Slaangor 6 3 3 8 Horns 60'000 GSM AP
0-2 Dark Elf Cultist 6 3 4 7 none 70'000 GAM SP
0-2 Daemonette 6 3 5 7 Hypnotic Gaze, Claw, No Hands, Regenerate 140'000 GA SP
0-1 Keeper of Secrets 6 4 3 8 Loner, Wild Animal, Disturbing Presence, Claw, Horns, Regenerate 160'000 A GSP
Rerolls: 70k
Possible starting roster: 5 Cultists, 2 Slaangor, 2 Dark Elf Cultists, 2 Daemonettes, 3 Re-rolls, 0 FF
Thoughts: Daemonettes are AG5, which is new to Blood Bowl, but are discounted because they cannot be ball-handlers. They are even better at Hypnotic Gaze than Vampires, and can dodge into even multiple tackle zones with decent odds, making them good cagebreakers. Here is the rare team where you have both Strength access (Slaangors) and Agility (Dark Elf Cultists). However, those are both really just linemen positions from other teams. The KoS is a 4ST big guy, but blitzes at ST4. Wild Animal represents his debauched nature -- if it's not hurting someone else, it's probably pleasuring itself. Originally I had given the KoS Extra Arms, but after reviewing the models, those extra arms always end in Claws, so I think it wouldn't help ballhandling that much. Unlike most other Big Guys, the KoS is Agility-access only instead of Strength-access, so it can easily pick up Dodge but not Mighty Blow, and still cannot get Block or Piling On easily.
Tzeentch Chaos Roster
0-12 Mutants 6 3 3 7 40'000 M GASP
0-4 Tzaangor 6 3 3 8 Horns 60'000 MS GAP
0-4 Pink Horrors 6 3 3 7 Big Hand/Extra Arms, Stunty, Right Stuff, Regenerate, Split 80'000 M GASP
X Blue Horrors 6 2 3 7 Big Hand, Stunty, Titchy, Right Stuff, Animosity, Regenerate 60'000 M GASP
1 Chaos Sorceror 6 3 4 8 Wizard, Secret Weapon 200'000 MAS GP
0-1 Lord of Change 6 4 3 8 Loner, Secret Weapon, Disturbing Presence, Very Long Legs, Leap, Throw Teammate, Regenerate 150'000 MAS GP
Rerolls: 60k
Possible starting roster: 1 Chaos Sorcerer, 3 Tzaangor, 3 Pink Horrors, 5 Cultists, 3 Re-rolls, 0 FF
Wizard (Exceptional): This player counts as a Wizard for your team while he is standing on the pitch or in your reserves.
Split (Exceptional): If this player dies, you may add up to two Blue Horror players to your roster if you have space at the end of the game.
Thoughts: Some unique things here... Tzeentch is the Lord of Change, so all basic skill rolls are MUTATIONS. Not "you may take one" like Chaos Pact and Underworld get, but "you must take one". This is actually a drawback compared to the other Chaos teams. Additionally, the team does not start with ANY standard skills, only Mutations and Exceptional Abilities. Tzaangors at least have the option of taking Strength skills, though.
On the flip side, though, Pink Horrors are the only 3 ST Stunty or Right Stuff player (and Blue Horrors the only 2 ST Titchy). All Pink Horrors start with either Extra Arms OR Big Hand, coaches' choice. Could alternately be represented by having two separate roster options but I decided that was too complicated. The ONLY way to get a Blue Horror on your team is if a Pink one dies. You could eventually wind up with nothing but horrors on your team but it would take a long time or very bad luck.
This team also gets both a Big Guy and a "Special" Vampire like player. Both have a significant disadvantage though: wizards are forbidden to play Blood Bowl, so both of these players are considered Secret Weapons and will get ejected after a single drive! The Chaos Sorceror counts as a Wizard, but only while he's in your reserves or standing on the field, so if you don't use his spell before he gets ejected, you lose it. Also, note that he is obligatory: you must start the team with a Sorceror (although the team can continue if he dies.) While they're on the pitch, they'll quite possibly be the best players in the game, and Bribing the Ref can keep them around longer, but most of the time you'll only get them briefly. And while the Lord of Change could lob a Horror over people's head and score a one-turn TD, that means you only have the Lord on the pitch for one turn...
ETA: Add "Stunty" to Blue Horrors, as it should be paired with "Titchy". Reduced quantity of Beastmen on both teams and Dark Elf Cultists on Slaaneshi.
ETA2: A variety of changes, including cost increase for Sorcerer, AG5 for Daemonettes and re-working of Lord of Change and Keeper of Secrets.
I wanted to give them each a unique flavor, but have some consistent elements between rosters too. Cultists are the basic lineman position, equivalent to Pit Fighters or Rotters. Each has a beastman position (Slaangor/Tzaangor) that offers strength access and horns. Each has a lesser daemon with Regeneration and a greater daemon as a Big Guy, plus one other position that is unique to each roster: Dark Elf Cultists for Slaanesh and the Chaos Sorceror for Tzeentch, as befitting their Chaos Gods. And all Greater Daemons have Disturbing Presence, because, well, they're disturbing.
Slaaneshi Chaos Team
Qty Position MA ST AG AV Skills Cost Regular Doubles
0-12 Cultists 6 3 3 7 none 50'000 GM ASP
0-4 Slaangor 6 3 3 8 Horns 60'000 GSM AP
0-2 Dark Elf Cultist 6 3 4 7 none 70'000 GAM SP
0-2 Daemonette 6 3 5 7 Hypnotic Gaze, Claw, No Hands, Regenerate 140'000 GA SP
0-1 Keeper of Secrets 6 4 3 8 Loner, Wild Animal, Disturbing Presence, Claw, Horns, Regenerate 160'000 A GSP
Rerolls: 70k
Possible starting roster: 5 Cultists, 2 Slaangor, 2 Dark Elf Cultists, 2 Daemonettes, 3 Re-rolls, 0 FF
Thoughts: Daemonettes are AG5, which is new to Blood Bowl, but are discounted because they cannot be ball-handlers. They are even better at Hypnotic Gaze than Vampires, and can dodge into even multiple tackle zones with decent odds, making them good cagebreakers. Here is the rare team where you have both Strength access (Slaangors) and Agility (Dark Elf Cultists). However, those are both really just linemen positions from other teams. The KoS is a 4ST big guy, but blitzes at ST4. Wild Animal represents his debauched nature -- if it's not hurting someone else, it's probably pleasuring itself. Originally I had given the KoS Extra Arms, but after reviewing the models, those extra arms always end in Claws, so I think it wouldn't help ballhandling that much. Unlike most other Big Guys, the KoS is Agility-access only instead of Strength-access, so it can easily pick up Dodge but not Mighty Blow, and still cannot get Block or Piling On easily.
Tzeentch Chaos Roster
0-12 Mutants 6 3 3 7 40'000 M GASP
0-4 Tzaangor 6 3 3 8 Horns 60'000 MS GAP
0-4 Pink Horrors 6 3 3 7 Big Hand/Extra Arms, Stunty, Right Stuff, Regenerate, Split 80'000 M GASP
X Blue Horrors 6 2 3 7 Big Hand, Stunty, Titchy, Right Stuff, Animosity, Regenerate 60'000 M GASP
1 Chaos Sorceror 6 3 4 8 Wizard, Secret Weapon 200'000 MAS GP
0-1 Lord of Change 6 4 3 8 Loner, Secret Weapon, Disturbing Presence, Very Long Legs, Leap, Throw Teammate, Regenerate 150'000 MAS GP
Rerolls: 60k
Possible starting roster: 1 Chaos Sorcerer, 3 Tzaangor, 3 Pink Horrors, 5 Cultists, 3 Re-rolls, 0 FF
Wizard (Exceptional): This player counts as a Wizard for your team while he is standing on the pitch or in your reserves.
Split (Exceptional): If this player dies, you may add up to two Blue Horror players to your roster if you have space at the end of the game.
Thoughts: Some unique things here... Tzeentch is the Lord of Change, so all basic skill rolls are MUTATIONS. Not "you may take one" like Chaos Pact and Underworld get, but "you must take one". This is actually a drawback compared to the other Chaos teams. Additionally, the team does not start with ANY standard skills, only Mutations and Exceptional Abilities. Tzaangors at least have the option of taking Strength skills, though.
On the flip side, though, Pink Horrors are the only 3 ST Stunty or Right Stuff player (and Blue Horrors the only 2 ST Titchy). All Pink Horrors start with either Extra Arms OR Big Hand, coaches' choice. Could alternately be represented by having two separate roster options but I decided that was too complicated. The ONLY way to get a Blue Horror on your team is if a Pink one dies. You could eventually wind up with nothing but horrors on your team but it would take a long time or very bad luck.
This team also gets both a Big Guy and a "Special" Vampire like player. Both have a significant disadvantage though: wizards are forbidden to play Blood Bowl, so both of these players are considered Secret Weapons and will get ejected after a single drive! The Chaos Sorceror counts as a Wizard, but only while he's in your reserves or standing on the field, so if you don't use his spell before he gets ejected, you lose it. Also, note that he is obligatory: you must start the team with a Sorceror (although the team can continue if he dies.) While they're on the pitch, they'll quite possibly be the best players in the game, and Bribing the Ref can keep them around longer, but most of the time you'll only get them briefly. And while the Lord of Change could lob a Horror over people's head and score a one-turn TD, that means you only have the Lord on the pitch for one turn...
ETA: Add "Stunty" to Blue Horrors, as it should be paired with "Titchy". Reduced quantity of Beastmen on both teams and Dark Elf Cultists on Slaaneshi.
ETA2: A variety of changes, including cost increase for Sorcerer, AG5 for Daemonettes and re-working of Lord of Change and Keeper of Secrets.