Cyanide releases their Khorne Roster
- juck101
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Re: Cyanide releases their Khorne Roster
I hit a 4-1-4 record before my big guy died. Despite giving him the number 8 shirt (fluff) he got killed vs dwarf to a 1d block.
I think I have 2guard, 3 block maybe 4, 1 sh, 1leader and a DID have a Mb BT. The team was fun and really can hit hard if you can work to the sides. however the mid table game vs dwarfs was horrid. The mass block and guard they deployed left with nothing. Even and expert player can end up out of position with this team. I joked to my mate they "almost play themselves" and that feels the case. The mass frenzy is great but your struggle to even get 2d blocks on the line at times due to the extra rolls and pushes.
I might return to them, but my guard and block based side was so outclassed to a hitter it was a horrid game. Long term they will need some real thinking. I so far dislike guard as they cant deploy it, and didnt get to try Dump off. I think a safety valve might help.
I think I have 2guard, 3 block maybe 4, 1 sh, 1leader and a DID have a Mb BT. The team was fun and really can hit hard if you can work to the sides. however the mid table game vs dwarfs was horrid. The mass block and guard they deployed left with nothing. Even and expert player can end up out of position with this team. I joked to my mate they "almost play themselves" and that feels the case. The mass frenzy is great but your struggle to even get 2d blocks on the line at times due to the extra rolls and pushes.
I might return to them, but my guard and block based side was so outclassed to a hitter it was a horrid game. Long term they will need some real thinking. I so far dislike guard as they cant deploy it, and didnt get to try Dump off. I think a safety valve might help.
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Re: Cyanide releases their Khorne Roster
moronik - well done with the Blodthirster - you have a lot more luck with him than me! Let us know how he gets on in future games.
juck101 - although the team as a whole seems quite resilient, I do worry a little about the life expectancy of the Bloodthirster, notwithstanding his AV9/Regen. This matters given his high cost and the likelihood that the team may come to rely on him. I think he will cop a lot of blocks and blitzes, he will be a favourite target for ClawPoMbers and foulers, he can't easily stay out of contact (quite the reverse), and I'm not sure that the rest of the team is built to protect him (I claim no expertise in this kind of play). I don't think the Bloodthirster will get to use the Apoth much, other players will get first call.
You are right that the team seems to "play itself" at times. I think for this reason you need a little more foresight than with many teams, almost as though you need to think one more turn ahead. Nevertheless, the outcome when the team "plays itself" can be quite good, and is also pleasantly randomised due to Frenzy, if you are an opportunist coach you may rather enjoy this. It can scupper the opponent's plan too, his team will often lose its shape.
All the best.
juck101 - although the team as a whole seems quite resilient, I do worry a little about the life expectancy of the Bloodthirster, notwithstanding his AV9/Regen. This matters given his high cost and the likelihood that the team may come to rely on him. I think he will cop a lot of blocks and blitzes, he will be a favourite target for ClawPoMbers and foulers, he can't easily stay out of contact (quite the reverse), and I'm not sure that the rest of the team is built to protect him (I claim no expertise in this kind of play). I don't think the Bloodthirster will get to use the Apoth much, other players will get first call.
You are right that the team seems to "play itself" at times. I think for this reason you need a little more foresight than with many teams, almost as though you need to think one more turn ahead. Nevertheless, the outcome when the team "plays itself" can be quite good, and is also pleasantly randomised due to Frenzy, if you are an opportunist coach you may rather enjoy this. It can scupper the opponent's plan too, his team will often lose its shape.
All the best.
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Smeborg the Fleshless
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Re: Cyanide releases their Khorne Roster
Please note that I have reverted to my original idea of Block/Dauntless on the Pit Fighters. This is because they are most often the poor saps who end up marking the Sauri/Tomb Guardians (/Black Orcs/etc.) of the game. Even with 1 or 2 assists, blocking with them is a hazardous process due to Frenzy.
The proposition for the Heralds is somewhat different, they often start the turn in a better position, and they have the option to blitz the player they are marking, or to take a blitz on someone else starting with a dodge.
In any case, I feel the need for Dauntless on this team, the Pit Fighters are the obvious candidates.
All the best.
The proposition for the Heralds is somewhat different, they often start the turn in a better position, and they have the option to blitz the player they are marking, or to take a blitz on someone else starting with a dodge.
In any case, I feel the need for Dauntless on this team, the Pit Fighters are the obvious candidates.
All the best.
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Smeborg the Fleshless
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Re: Cyanide releases their Khorne Roster
Hi,
I am starting with a Khorne Team in League(Online) very soon and i would like to ask your advice on a few things.
I chose the following roster:
2xHerald
3xBloddletter
6xPit Fighter
3xRR
For me personally, this is the "safest" way to go at the beginning. I am not really a fan of the Bloodthirster, since it is a huge Investment in TV and I think, Khorne needs every advantage they can get early on, so why not through Inducements?
I might consider taking him later on, depending on how the teams in the league develop, but so far i like Blitzing with the Heralds or Bloodletters(if needed).
The problem is, I am unsure how to develop the team. First investment will be an Apo and after that the 4th Bloodletter. But where do I go from there? Would you recommend a 4th RR?
I have read this Thread thoroughly so I am up to speed concerning the different possibilities on skilling the players. First on a PitFighter will be leader(as long as it is not a Double).
I like the idea of a passing game with Khorne, since cageing is very difficult, but pushing through with Frenzy and Horns is much easier.
Would you develop a Pit Fighter into a Thrower, even without AGI+ ? Or would you wait, hoping that one of them gets lucky after 6 SPP?
I also like the idea of Guard before Block, but im not sure its such a good idea. I couldnt test it so far unfortunately. What are your thougts on that? Would you recommend Block as first Skill on the Heralds and Bloodletters in any case, or could Guard as first Skill be a viable way to go?
That should be it for now
Ich hope you can help me 
And sorry if i made any grammatical errors, english is a foreign language for me.
I am starting with a Khorne Team in League(Online) very soon and i would like to ask your advice on a few things.
I chose the following roster:
2xHerald
3xBloddletter
6xPit Fighter
3xRR
For me personally, this is the "safest" way to go at the beginning. I am not really a fan of the Bloodthirster, since it is a huge Investment in TV and I think, Khorne needs every advantage they can get early on, so why not through Inducements?

I might consider taking him later on, depending on how the teams in the league develop, but so far i like Blitzing with the Heralds or Bloodletters(if needed).
The problem is, I am unsure how to develop the team. First investment will be an Apo and after that the 4th Bloodletter. But where do I go from there? Would you recommend a 4th RR?
I have read this Thread thoroughly so I am up to speed concerning the different possibilities on skilling the players. First on a PitFighter will be leader(as long as it is not a Double).
I like the idea of a passing game with Khorne, since cageing is very difficult, but pushing through with Frenzy and Horns is much easier.
Would you develop a Pit Fighter into a Thrower, even without AGI+ ? Or would you wait, hoping that one of them gets lucky after 6 SPP?
I also like the idea of Guard before Block, but im not sure its such a good idea. I couldnt test it so far unfortunately. What are your thougts on that? Would you recommend Block as first Skill on the Heralds and Bloodletters in any case, or could Guard as first Skill be a viable way to go?
That should be it for now


And sorry if i made any grammatical errors, english is a foreign language for me.
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Re: Cyanide releases their Khorne Roster
Hi Nephron - here are my thoughts:
Your starting roster is probably the safest way to start, and the Apoth is the obvious first purchase, followed by more players. The one weakness of this roster is that you have only 3 Bloodletters (they are the only players that can block "reliably").
I share your views on the Bloodthirster, although I don't rule him out. Partly it will depend on environment and opposition. The main issue for me is that he has lots of competition for the blitz, and when he does blitz, he is not reliable (Wild Animal). So there are lots of situations where you would like to blitz with him, but can't. The Bloodthirster makes a rather good Merc in case of need.
I have found 3RR + Leader to be enough in practice. I don't fancy the TV bloat of a 4th RR.
I have stopped at 13 players and 3RR, plus 1AC/!CL, for a nice lean underlying TV of 120. I am prepared to add a 14th player later if I feel it is necessary. Were I to add a Bloodthirster (unlikely, but possible), I would probably reduce to 13 players and 2RR to offset his TV cost.
I feel the need for a Thrower (S-Hands, Pass etc.) quite badly. I find the passing game is quite important to them (about 1 in 2 offensive drives seem to ask for a Thrower, and it's hard to move the ball from the backfield against any fast team when all your players are MA6). I also plan to develop one of the Bloodletters into a Runner (Block, Dodge, S-Hands etc. - with Horns/Jugs, this is a good fit). Of course these plans would change or improve with the right stat increases. +AG on a Pit Fighter or Bloodletter would make him into the team's ball handler. +MA on a Bloodletter would be nice for ball handling too (I had one, but unfortunately he got crippled).
With the exception of the Leader and Thrower, I am giving all players with Block as first normal skill. I feel the need for this really badly. Guard can wait.
All the best - let us know how you get on.
Your starting roster is probably the safest way to start, and the Apoth is the obvious first purchase, followed by more players. The one weakness of this roster is that you have only 3 Bloodletters (they are the only players that can block "reliably").
I share your views on the Bloodthirster, although I don't rule him out. Partly it will depend on environment and opposition. The main issue for me is that he has lots of competition for the blitz, and when he does blitz, he is not reliable (Wild Animal). So there are lots of situations where you would like to blitz with him, but can't. The Bloodthirster makes a rather good Merc in case of need.
I have found 3RR + Leader to be enough in practice. I don't fancy the TV bloat of a 4th RR.
I have stopped at 13 players and 3RR, plus 1AC/!CL, for a nice lean underlying TV of 120. I am prepared to add a 14th player later if I feel it is necessary. Were I to add a Bloodthirster (unlikely, but possible), I would probably reduce to 13 players and 2RR to offset his TV cost.
I feel the need for a Thrower (S-Hands, Pass etc.) quite badly. I find the passing game is quite important to them (about 1 in 2 offensive drives seem to ask for a Thrower, and it's hard to move the ball from the backfield against any fast team when all your players are MA6). I also plan to develop one of the Bloodletters into a Runner (Block, Dodge, S-Hands etc. - with Horns/Jugs, this is a good fit). Of course these plans would change or improve with the right stat increases. +AG on a Pit Fighter or Bloodletter would make him into the team's ball handler. +MA on a Bloodletter would be nice for ball handling too (I had one, but unfortunately he got crippled).
With the exception of the Leader and Thrower, I am giving all players with Block as first normal skill. I feel the need for this really badly. Guard can wait.
All the best - let us know how you get on.
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Smeborg the Fleshless
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Re: Cyanide releases their Khorne Roster
Hi Smeborg,
thanks for your input
The league starts next week, so I should be able to give some feedback on my first match soon.
I dont rule the Bloodthirster out completely, but I am not a fan of having him in the starting roster. Getting him throught Inducements is a good idea, but I doubt that I will be able to, before the start of the next Season
But it is a possibility I will have to keep in mind.
I asked about the RR because is struggled with "just" 3RR and Leader in one or two matches. Perhaps it was just bad luck, or my players were out of position, which forced me to risky in my playstyle I am not sure. I think my need for a 4th RR might disappear, as soon as I get Block on few players.
So your first PF will get Leader, the second will be developed as a Thrower? What about on a Double? Would you, in this case, take guard before Block(Leader, Sure hands)?
Thanks again, for your help so far and I will keep you updated on how my matches are going.
thanks for your input

The league starts next week, so I should be able to give some feedback on my first match soon.
I dont rule the Bloodthirster out completely, but I am not a fan of having him in the starting roster. Getting him throught Inducements is a good idea, but I doubt that I will be able to, before the start of the next Season

I asked about the RR because is struggled with "just" 3RR and Leader in one or two matches. Perhaps it was just bad luck, or my players were out of position, which forced me to risky in my playstyle I am not sure. I think my need for a 4th RR might disappear, as soon as I get Block on few players.
So your first PF will get Leader, the second will be developed as a Thrower? What about on a Double? Would you, in this case, take guard before Block(Leader, Sure hands)?
Thanks again, for your help so far and I will keep you updated on how my matches are going.
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Re: Cyanide releases their Khorne Roster
Hi again Nephron. I tried a starting roster with a Bloodthirster as an experiment - it did not work well. It took ages for me to buy the first Herald. Results were not good. It also means Guard is a long way off.Nephron wrote:I dont rule the Bloodthirster out completely, but I am not a fan of having him in the starting roster...
I asked about the RR because is struggled with "just" 3RR and Leader in one or two matches. Perhaps it was just bad luck, or my players were out of position, which forced me to risky in my playstyle I am not sure. I think my need for a 4th RR might disappear, as soon as I get Block on few players.
So your first PF will get Leader, the second will be developed as a Thrower? What about on a Double? Would you, in this case, take guard before Block(Leader, Sure hands)?
You should notice a step up in performance once you have 4 Bloodletters. Once you have them, I suggest you will find that 3RR + Leader is enough.
I take Guard if I get a doubles on any Pit Fighter as first skill. I haven't regretted it. Of course this means possible delay in developing one as a Thrower, but I can live with that. First Pit Fighter to get a normal first skill gets Leader (followed by Block, probably I would ignore doubles until 3rd skill, although I might consider Dodge instead of Guard), second Pit Fighter to get a normal first skill gets Sure Hands (he will never get Guard, even on a doubles).
All the best.
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Smeborg the Fleshless
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Re: Cyanide releases their Khorne Roster
Hi,
I just had my first match in the league with my Khorne team. The match was against TV1000 dwarves.
I won 2:1. I kicked off and managed to take the ball from him and score in turn 8. I took the 2:0 lead soon after Halftime. By then, I had only 5 players left(5 KOs, 1 Cas), so he was able to score at least 1 TD in the end.
No Lvl-Ups unfortunately, but I got enough winnings to buy the Apo. So far I am pleased with my team. I had to do some creative dodging to score my 2 TDs, but I like that risky playstyle, so thats okay
I will keep you posted on how the team will progress. My next match is against an Undead team.
I just had my first match in the league with my Khorne team. The match was against TV1000 dwarves.
I won 2:1. I kicked off and managed to take the ball from him and score in turn 8. I took the 2:0 lead soon after Halftime. By then, I had only 5 players left(5 KOs, 1 Cas), so he was able to score at least 1 TD in the end.
No Lvl-Ups unfortunately, but I got enough winnings to buy the Apo. So far I am pleased with my team. I had to do some creative dodging to score my 2 TDs, but I like that risky playstyle, so thats okay

I will keep you posted on how the team will progress. My next match is against an Undead team.
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Re: Cyanide releases their Khorne Roster
Vs Dwarf matches have been horrid for me. They consistently out-Block and out-Guard you, so the Frenzy follow-ups are just so dangerous.
Unless you get lucky with the Thirster, that is.
Unless you get lucky with the Thirster, that is.
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Re: Cyanide releases their Khorne Roster
As it was a new team, Guard luckily wasnt an issue. Block is still a danger, and I got hit hard a few times, but I got lucky in the first half of the match, when he was receiving.
I play without the Thirster, so I mainly used my Heralds for blitzing, wich worked well.
I play without the Thirster, so I mainly used my Heralds for blitzing, wich worked well.
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Re: Cyanide releases their Khorne Roster
Kick is also a good skill to get on a pit-fighter early. Kick the ball hard up against a sideline against a slow team and they have all sorts of trouble protecting the ball without leaving multiple players open to surfs. Obviously not as useful against an agility team who can just scoop it up and pass back, but I have still found this to be mighty useful.
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Re: Cyanide releases their Khorne Roster
Could be an option for the "Leader" PF I think. The idea sure sounds good 

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Re: Cyanide releases their Khorne Roster
In matches I have played it is something of a nightmare for slow opponents when the ball is near the sideline. So Kick may be an excellent idea. Just one word of warning, though, in all my development plans I find too many interesting skills looking for a home on Pit Fighters (who are also the players most in need of Block, and who are not as easy to skill up as the others...).selfy_74 wrote:Kick is also a good skill to get on a pit-fighter early. Kick the ball hard up against a sideline against a slow team and they have all sorts of trouble protecting the ball without leaving multiple players open to surfs. Obviously not as useful against an agility team who can just scoop it up and pass back, but I have still found this to be mighty useful.
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Smeborg the Fleshless
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Re: Cyanide releases their Khorne Roster
Yes, absolutely. That is one of the 'beauties' of the Khorne roster. You need a lot of skills, but where are you going to put them all? I guess it depends a lot on the make-up of your league. If you're playing a lot of AG4 then it may not be prudent to pick it up early (or at all). However, against slow bashers I like to have it as soon as possible..
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Re: Cyanide releases their Khorne Roster
Good evening all,
so yesterday I had my second league match. My opponent was a 980TV Undead team. He got Bloodweiser Babes for his Inducements, which in the end, he didnt really need.
From the beginning Nuffle was against me^^
It startet with a Pitch Invasion wich downed at least 4-5 of my players, but only 2 of his. I got worse from there. My important dodges all failed, despite RR, as did my tries at a passing game. I burned through my 3 RR pretty quickly and you know how hard it gets, when you are out of RR with a new Khorne team.
The end result was 0:4
I made some mistakes, but the dice were also clearly against me^^ especially the important rolls almost alway failed :/
One of my Pit Fighter got a niggling, but I think i will keep him, at least until I get my 4th BL.
Next up is a Norse team. I will keep you posted.
Nephron
so yesterday I had my second league match. My opponent was a 980TV Undead team. He got Bloodweiser Babes for his Inducements, which in the end, he didnt really need.
From the beginning Nuffle was against me^^
It startet with a Pitch Invasion wich downed at least 4-5 of my players, but only 2 of his. I got worse from there. My important dodges all failed, despite RR, as did my tries at a passing game. I burned through my 3 RR pretty quickly and you know how hard it gets, when you are out of RR with a new Khorne team.
The end result was 0:4
I made some mistakes, but the dice were also clearly against me^^ especially the important rolls almost alway failed :/
One of my Pit Fighter got a niggling, but I think i will keep him, at least until I get my 4th BL.
Next up is a Norse team. I will keep you posted.
Nephron
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