Cyanide releases their Khorne Roster
-
- Experienced
- Posts: 139
- Joined: Sat Sep 07, 2002 1:52 am
- Location: Eastern Wastelands of Texas
Re: Cyanide releases their Khorne Roster
Ouch! Block and Mighty blow! Yeah, I would have built my team around him too.
At 9 games, I just now managed to scrape up enough cash to buy my BT and I was looking forward to unleashing him on the orc team that crippled me in Season one. Oh well, it is called BLOOD bowl after all. Let the dice fall.
Speaking of which, I got my 4 ag Bloodletter up to his next skill...and rolled boxcars! I probably shouldn't have taken the Str boost, but I have never really been able to not take a Str boost (I figure it would be a slap in Nuffle's face), so not gonna go the leaping 'Letter route with him.
Currently 4 wins, 2 Draws, 3 Losses, and the team has only been crunched once, and hasn't been out of any of the games yet. Fairly happy with the results.
At 9 games, I just now managed to scrape up enough cash to buy my BT and I was looking forward to unleashing him on the orc team that crippled me in Season one. Oh well, it is called BLOOD bowl after all. Let the dice fall.
Speaking of which, I got my 4 ag Bloodletter up to his next skill...and rolled boxcars! I probably shouldn't have taken the Str boost, but I have never really been able to not take a Str boost (I figure it would be a slap in Nuffle's face), so not gonna go the leaping 'Letter route with him.
Currently 4 wins, 2 Draws, 3 Losses, and the team has only been crunched once, and hasn't been out of any of the games yet. Fairly happy with the results.
Reason: ''
"I didn't think it was physically possible, but this both sucks and blows!"
Bart Simpson
Bart Simpson
-
- Rookie
- Posts: 57
- Joined: Thu Oct 11, 2012 7:56 am
Re: Cyanide releases their Khorne Roster
Block and MightyBlow sounds really nice, too bad he died.
I am still not sure if I will take him in the league. I think it will depend on my group. On Monday I will know more and then decide if I take him from the beginning.
I am still not sure if I will take him in the league. I think it will depend on my group. On Monday I will know more and then decide if I take him from the beginning.
Reason: ''
-
- Legend
- Posts: 3544
- Joined: Wed Jun 12, 2002 2:02 am
- Location: Christchurch, New Zealand
Re: Cyanide releases their Khorne Roster
I'm considering (possibly) running a Khorne team in our semi-scheduled (main) local league. The hardest thing for me to get my head around in practice is Pit Fighter development.
If you give team skills to them (say Leader, Kick, perhaps Dirty Player) then you are left with a bunch of Frenzied players with no Block who are pretty useless (often a liability) in general play.
If you make one of them into a ball-handler (say Sure Hands, Pass etc.) this compounds the above problem.
If you roll a doubles and give them Guard as first skill (which is what I like to do), this again compounds the problem.
If instead you give them Block, then you may sorely miss some of the above skills (especially Leader, Sure Hands and Guard).
For the non-specialist Pit Fighters (if there are any!) I remain torn between something like Block/Dauntless and the equally tempting Wrestle/Tackle (Blodge appears to be very effective against Khorne teams).
One idea I have is to ignore Kick and Dirty Player, give Leader as the only specialist skill to a Pit Fighter, and to give Sure Hands instead to a Bloodletter (they are the natural Runners, being the only players without Frenzy). And perhaps to only develop a Pit Fighter as a Thrower if he gets a good stat increase first (+AG).
What is people's experience with this issue in leagues? Has anyone found a good solution, or is it one of those insoluble chestnuts?
All the best.
If you give team skills to them (say Leader, Kick, perhaps Dirty Player) then you are left with a bunch of Frenzied players with no Block who are pretty useless (often a liability) in general play.
If you make one of them into a ball-handler (say Sure Hands, Pass etc.) this compounds the above problem.
If you roll a doubles and give them Guard as first skill (which is what I like to do), this again compounds the problem.
If instead you give them Block, then you may sorely miss some of the above skills (especially Leader, Sure Hands and Guard).
For the non-specialist Pit Fighters (if there are any!) I remain torn between something like Block/Dauntless and the equally tempting Wrestle/Tackle (Blodge appears to be very effective against Khorne teams).
One idea I have is to ignore Kick and Dirty Player, give Leader as the only specialist skill to a Pit Fighter, and to give Sure Hands instead to a Bloodletter (they are the natural Runners, being the only players without Frenzy). And perhaps to only develop a Pit Fighter as a Thrower if he gets a good stat increase first (+AG).
What is people's experience with this issue in leagues? Has anyone found a good solution, or is it one of those insoluble chestnuts?
All the best.
Reason: ''
Smeborg the Fleshless
-
- Veteran
- Posts: 175
- Joined: Sat Jan 09, 2010 12:24 pm
Re: Cyanide releases their Khorne Roster
I bought the game and tried a match with khorne daemons...lost to the AI! 

Reason: ''
there is Nuffle, always in my lawn
peering through my keyhole
wanting to touch my low hanging fruit
peering through my keyhole
wanting to touch my low hanging fruit
-
- Rookie
- Posts: 46
- Joined: Wed Sep 22, 2010 9:33 pm
Re: Cyanide releases their Khorne Roster
Pitfighters: block, tackle/fend, guard on doubles
Heralds: block, guard, mb, stand firm
Letters: blodge, sidestep, guard
Thirster: mb, break tackle, guard, stand firm, tackle on doubles.
Blitz with the thirster every turn.
Make a letter your carrier.
I used to take team skills on pit fighters but now I don't bother because I couldn't protect them all and they lacked block. They are truly frustrating, I either steamroller a team or get steam rollered, but I do find them very good fun. I don't win many games, most games are draws, but then again I draw a lot of games with every race.
Heralds: block, guard, mb, stand firm
Letters: blodge, sidestep, guard
Thirster: mb, break tackle, guard, stand firm, tackle on doubles.
Blitz with the thirster every turn.
Make a letter your carrier.
I used to take team skills on pit fighters but now I don't bother because I couldn't protect them all and they lacked block. They are truly frustrating, I either steamroller a team or get steam rollered, but I do find them very good fun. I don't win many games, most games are draws, but then again I draw a lot of games with every race.
Reason: ''
-
- Rookie
- Posts: 57
- Joined: Thu Oct 11, 2012 7:56 am
Re: Cyanide releases their Khorne Roster
Hi guys,
I've been playing this team again in a league (in the Cyanide game) and I would like your input on a couple of things
The league resets after 4 seasons. The first season has now ended. In each season 14 matches are played so a total of 56 matches.
First of, my team so far:
#1 Pit Fighter Block (9SPP)
#2 Pit Fighter (0SPP)
#3 Pit Fighter Block, Guard (16SPP)
#4 Pit Fighter SureHands (19SPP) <- not sure on the second skill yet
#5 Pit Fighter Leader (8SPP)
#6 Pit Fighter Block (11SPP)
#7 Bloodletter Block, Dodge (17SPP)
#8 Bloodletter Block (11SPP)
#9 Bloodletter (0SPP)
#10 Bloodletter Block, Dodge (24SPP)
#11 Bloodthirster (4SPP)
#12 Herald MB, Tackle (28SPP)
#13 Herald MB, JumpUp (17SPP)
3RR 1Apo 1Cheerleader 1AC 7FF
150k in the bank
TV: 1730 (once I take the up on #4)
I started out with the following roster:
1BT 4BD 6PFC 2RR
The setup worked pretty well. My biggest problem, as you might see is, that in 14 matches played, my BigGuy managed to inflict just 2 CAS and never got the MvP. But what can you do?
I got the 2 Heralds pretty early and after that the 3.RR
I lost 3 players throughout the season (all deaths) and I lost them all in the same match. 1PFC with Leader and the other 2 were a PFC and BD without skills (4 and 3 SPP I think).
As you can see, I am going the "killer" route with my Heralds, ignoring Block for the moment. They will probably get it as 3rd or 4th skill. Luckily I got a double on the seconde Herald, which should make him pretty good in the long run. So far i have noticed, that both Heralds are the biggest targets for my opponents. They ignore the BT for most of the time, since he is just LVL 1.
The Bloodletters will go Blodge, Guard and then either Grab or SS I think.
Cultist Block, Dauntless/Tackle except for the few "specialists".
The problem I am having right now is, that I am not sure if I should develop a real thrower, without AG4. Sadly, I wasn't blessed with an 11 ^^
I see 2 routes for my SureHands player. The first is thrower which would mean he would get Pass next. The other is the Runner in which case he would get either Block or KickOff-Return. What do you guys think?
So far, I like this team. My biggest problem in the beginning was, that I didn't make any CAS at all. After 10 games (or so) I had 4 CAS on the team and sustained above a dozen (luckily nothing major except the 3 Deaths in one game)
I hope you can help me with my question
If you guys are interested, I could post updates on a regular basis to let you know how the team develops.
Bye,
Nephron
I've been playing this team again in a league (in the Cyanide game) and I would like your input on a couple of things

The league resets after 4 seasons. The first season has now ended. In each season 14 matches are played so a total of 56 matches.
First of, my team so far:
#1 Pit Fighter Block (9SPP)
#2 Pit Fighter (0SPP)
#3 Pit Fighter Block, Guard (16SPP)
#4 Pit Fighter SureHands (19SPP) <- not sure on the second skill yet
#5 Pit Fighter Leader (8SPP)
#6 Pit Fighter Block (11SPP)
#7 Bloodletter Block, Dodge (17SPP)
#8 Bloodletter Block (11SPP)
#9 Bloodletter (0SPP)
#10 Bloodletter Block, Dodge (24SPP)
#11 Bloodthirster (4SPP)
#12 Herald MB, Tackle (28SPP)
#13 Herald MB, JumpUp (17SPP)
3RR 1Apo 1Cheerleader 1AC 7FF
150k in the bank
TV: 1730 (once I take the up on #4)
I started out with the following roster:
1BT 4BD 6PFC 2RR
The setup worked pretty well. My biggest problem, as you might see is, that in 14 matches played, my BigGuy managed to inflict just 2 CAS and never got the MvP. But what can you do?

I got the 2 Heralds pretty early and after that the 3.RR
I lost 3 players throughout the season (all deaths) and I lost them all in the same match. 1PFC with Leader and the other 2 were a PFC and BD without skills (4 and 3 SPP I think).
As you can see, I am going the "killer" route with my Heralds, ignoring Block for the moment. They will probably get it as 3rd or 4th skill. Luckily I got a double on the seconde Herald, which should make him pretty good in the long run. So far i have noticed, that both Heralds are the biggest targets for my opponents. They ignore the BT for most of the time, since he is just LVL 1.
The Bloodletters will go Blodge, Guard and then either Grab or SS I think.
Cultist Block, Dauntless/Tackle except for the few "specialists".
The problem I am having right now is, that I am not sure if I should develop a real thrower, without AG4. Sadly, I wasn't blessed with an 11 ^^
I see 2 routes for my SureHands player. The first is thrower which would mean he would get Pass next. The other is the Runner in which case he would get either Block or KickOff-Return. What do you guys think?
So far, I like this team. My biggest problem in the beginning was, that I didn't make any CAS at all. After 10 games (or so) I had 4 CAS on the team and sustained above a dozen (luckily nothing major except the 3 Deaths in one game)
I hope you can help me with my question

Bye,
Nephron
Reason: ''
-
- Legend
- Posts: 3544
- Joined: Wed Jun 12, 2002 2:02 am
- Location: Christchurch, New Zealand
Re: Cyanide releases their Khorne Roster
Thanks, Nephron, and yes, I would like to know how the team develops.
I would suggest Pass on the Pit Fighter with Sure Hands. This is based on my playing experience that Khorne quite often need to score quickly (say in 2 or 3 turns), and this seems the best combo for that purpose.
For a long drive, of course this combo is less useful.
All the best.
I would suggest Pass on the Pit Fighter with Sure Hands. This is based on my playing experience that Khorne quite often need to score quickly (say in 2 or 3 turns), and this seems the best combo for that purpose.
For a long drive, of course this combo is less useful.
All the best.
Reason: ''
Smeborg the Fleshless
-
- Rookie
- Posts: 57
- Joined: Thu Oct 11, 2012 7:56 am
Re: Cyanide releases their Khorne Roster
Hi Smeborg,
ok I will keep you updated. The last match"day" is this week. After that there should be a break of about a month so the league will continue in early to mid november. If you are interested I could also post my opponents for each season.
Since it is a pretty big league (about 200 players) a lot of combinations could happen, because the groups are put together at random.
There are 96 players in league 4, where I play and its a good mix of all races. I missed the advancement to league 3 by a hair (came in 4th, would have needed 3rd).
I went with Pass now, because of your advice and it was my first thought as well. I am often in the situation where a pass is needed or would be really helpfull.
Thanks for your advice!
ok I will keep you updated. The last match"day" is this week. After that there should be a break of about a month so the league will continue in early to mid november. If you are interested I could also post my opponents for each season.
Since it is a pretty big league (about 200 players) a lot of combinations could happen, because the groups are put together at random.
There are 96 players in league 4, where I play and its a good mix of all races. I missed the advancement to league 3 by a hair (came in 4th, would have needed 3rd).
I went with Pass now, because of your advice and it was my first thought as well. I am often in the situation where a pass is needed or would be really helpfull.
Thanks for your advice!
Reason: ''
-
- Legend
- Posts: 3544
- Joined: Wed Jun 12, 2002 2:02 am
- Location: Christchurch, New Zealand
Re: Cyanide releases their Khorne Roster
Nephron - I also wonder whether you should blitz more with the Bloodthirster. 2 CAS for him sounds a bit light. For comparison, in our league, the Bloodthrister that died had accumulated 16 CAS (32 SPPs) in 10-12 games.
All the best.
All the best.
Reason: ''
Smeborg the Fleshless
-
- Rookie
- Posts: 57
- Joined: Thu Oct 11, 2012 7:56 am
Re: Cyanide releases their Khorne Roster
I try to blitz with him whenever the gain could outweigh the risk, but it didnt really help much. As I said, i inflicted a whole of 4 (or perhaps 6) cas over the first 10 games. The dice were not really on my side in that department.
Also I got a little more careful after a game against Lizardmen, where i blitzed with him about 12 times and rolled 9(!) 1, so I practically wasted my blitz half of the game. Hopefully he will pick up the last 2SPP needed for MB quickly in the next season, but after what I have experienced so far with this leagueteam, I doubt it
Also I got a little more careful after a game against Lizardmen, where i blitzed with him about 12 times and rolled 9(!) 1, so I practically wasted my blitz half of the game. Hopefully he will pick up the last 2SPP needed for MB quickly in the next season, but after what I have experienced so far with this leagueteam, I doubt it

Reason: ''
- sann0638
- Kommissar Enthusiasmoff
- Posts: 6627
- Joined: Mon May 08, 2006 10:24 am
- Location: Swindon, England
Re: Cyanide releases their Khorne Roster
Taking Khorne in my next tabletop season. Any consensus on best starting line up etc? Don't fancy the 32 pages...
Reason: ''
NAF Ex-President
Founder of SAWBBL, Swindon and Wiltshire's BB League - find us on Facebook and Discord
NAF Data wrangler
Founder of SAWBBL, Swindon and Wiltshire's BB League - find us on Facebook and Discord
NAF Data wrangler
-
- Rookie
- Posts: 46
- Joined: Wed Sep 22, 2010 9:33 pm
Re: Cyanide releases their Khorne Roster
Mike, I'm a big fan of:
1 Blood thirster
2 Heralds
8 Pit Fighters
2 Re-rolls
It's no where near enough re-rolls, but you won't have enough what ever you do. Thirster is a must have, and so is total frenzy, in my opinion. It's the funniest, most Khornish roster you can take. Blood Letters without frenzy just seems odd to me. Good players and all, but this is the way to go.
Ah, with 1100K you can do a bit better. Get another re-roll, and you could upgrade a couple of pit fighters to blood letters. But you have to ask yourself the question, do you really want to dilute the frenzy pool?
1 Blood thirster
2 Heralds
8 Pit Fighters
2 Re-rolls
It's no where near enough re-rolls, but you won't have enough what ever you do. Thirster is a must have, and so is total frenzy, in my opinion. It's the funniest, most Khornish roster you can take. Blood Letters without frenzy just seems odd to me. Good players and all, but this is the way to go.
Ah, with 1100K you can do a bit better. Get another re-roll, and you could upgrade a couple of pit fighters to blood letters. But you have to ask yourself the question, do you really want to dilute the frenzy pool?
Reason: ''
- sann0638
- Kommissar Enthusiasmoff
- Posts: 6627
- Joined: Mon May 08, 2006 10:24 am
- Location: Swindon, England
Re: Cyanide releases their Khorne Roster
Oh yeah, we're starting on 1100. That's relevant.
Reason: ''
NAF Ex-President
Founder of SAWBBL, Swindon and Wiltshire's BB League - find us on Facebook and Discord
NAF Data wrangler
Founder of SAWBBL, Swindon and Wiltshire's BB League - find us on Facebook and Discord
NAF Data wrangler
- Don__Vito
- Legend
- Posts: 1907
- Joined: Sun Jul 16, 2006 7:43 pm
- Location: Getting to the chopper!
Re: Cyanide releases their Khorne Roster
Funnily enough, I'm the complete opposite of Selfy's suggestions. First of all you have to drop any notions of 'fluff' as the team just isn't fluffy from a WHFB point of view. The biggest problem I've had with the team in their debut league season was on defence. With all the Frenzy, AG3 and MA6 across the board, and no starting useful skills its very easy for a team to draw you out of position and you will end up making a LOT of 3+ dodges to try and form some kind of semblance of defence. The Bloodletters are very useful at creating space for people to free themselves up with their horns and no frenzy blitz being positionally very useful. The Bloodthirster also is a must have from the start. Get him MB, then he starts being incredibly good! I went for Piling On then Break Tackle having not rolled a double yet.
So in short, all four Bloodletters, one Bloodthirster, then as many Rerolls as you can squeeze in taking enough Pit Fighters to make eleven. Heralds are nice enough but not worth the money, apothecary can come after the first match.
So in short, all four Bloodletters, one Bloodthirster, then as many Rerolls as you can squeeze in taking enough Pit Fighters to make eleven. Heralds are nice enough but not worth the money, apothecary can come after the first match.
Reason: ''
-
- Rookie
- Posts: 46
- Joined: Wed Sep 22, 2010 9:33 pm
Re: Cyanide releases their Khorne Roster
We agree on the Bloodthirster, although I take break tackle before PO. Blitz with him constantly, he's the best big guy in the game.
Everything you say about the Bloodletters is true, I just can't visualise them without frenzy. I understand the importance of having one player without frenzy for creating space, ball handling, etc, but it just seems wrong on a Khorne team to me. In the Cyanide game I have the graphics of the blood letter changed to a Khorngor. Someone did a set of skins. Personally I would have had 0-4 bloodletters with the stats and skill access of a herald and 0-2 khorngors with the stats and skill access of a blood letter. However, it is what it is, and there isn't much I can do about it.
Crowd-surfing is an artform, with some coaches surfing from crazy distances away from the side lines. However, if you do that a lot you end up getting counter surfed, so you have to put thought into how you're going to protect your surfers. Sometimes it can be beneficial to treat it like fouling. If you can surf a 180k player with a 60k player and the 60k player gets counter surfed it could be deemed a good trade.
Side step is nastiness incarnate and will rapidly spoil your day.
Everything you say about the Bloodletters is true, I just can't visualise them without frenzy. I understand the importance of having one player without frenzy for creating space, ball handling, etc, but it just seems wrong on a Khorne team to me. In the Cyanide game I have the graphics of the blood letter changed to a Khorngor. Someone did a set of skins. Personally I would have had 0-4 bloodletters with the stats and skill access of a herald and 0-2 khorngors with the stats and skill access of a blood letter. However, it is what it is, and there isn't much I can do about it.
Crowd-surfing is an artform, with some coaches surfing from crazy distances away from the side lines. However, if you do that a lot you end up getting counter surfed, so you have to put thought into how you're going to protect your surfers. Sometimes it can be beneficial to treat it like fouling. If you can surf a 180k player with a 60k player and the 60k player gets counter surfed it could be deemed a good trade.
Side step is nastiness incarnate and will rapidly spoil your day.
Reason: ''