The Roster Pit Fighters (0-16) 60k 6/3/3/8 GP/AS Frenzy Bloodletter Daemons (0-4) 80k 6/3/3/7 GAS/P Horns, Juggernaut, Regeneration Khorne Heralds (0-2) 90k 6/3/3/8 GS/AP Frenzy, Horns, Juggernaut Bloodthirster (0-1) 180k 6/5/1/9 S/GAP Frenzy, Loner, Wild Animal, Claw, Horns, Juggernaut, Regeneration Re-rolls are 70k each. Preface: An Examination of Frenzy Before we talk about Khorne Daemons, let's talk about the Frenzy skill because the former is all about the latter. When blocking, Frenzy forces you to advance on your opponent and, if possible, block a second time. This accomplishes two things: 1) It allows you to move your target one square further across the pitch than a normal block would 2) It forces you to block a second time if the first time was a push While that first point is important, let's talk about it later and instead look at #2. Iterative probability tells us that doing the same thing multiple times in a row makes the odds more extreme: if the odds are that you'll likely fail, blocking twice in a row means you are VERY likely to fail, and if the odds are that you'll likely succeed, blocking twice means you are VERY likely to succeed. When you think of Frenzy as a probability amplifier, it should become much clearer when throwing a block is a good idea and when it's an act of desperation. For the purposes of this guide, we'll consider a 2-die block with the block skill/2-die blitz with the juggernaut skill as being a safe one to make, and anything worse as being a gamble. Having the potential to move your target twice as far with each block opens up a lot of useful possibilities. Chain blocks (having one block push a target into position to receive another block) can stretch across the pitch, with a sideline push from six or more squares away being possible. Chain blocks also allow more of your players to block without having to spend your precious blitz action. Isolating crucial targets (e.g. moving a guard away from his allies or pushing a big guy away from the action and leaving him marked up with a lineman) becomes easier. Also, you'll have an easier time tearing open enemy formations: pushing a target two spaces can open a defensive line wide enough for your players to move through without having to make dodge rolls. However, all of this requires careful planning and forethought. As the Khorne Daemons, you'll have a minimum of 7 players with frenzy on the pitch - having stolen Norse's title of "Frenziest of them all" - so you can't throw blocks willy-nilly like dwarf or orc teams do. Ironically, the team of mindless fury and endless rage requires chess-like forethought to function well. And if you aren't interested in thinking 3 moves ahead or don't want to fuss with all this frenzy nonsense, play some other team because Khorne Daemons aren't for you. Khorne Daemons, An Overview or: What an Amazon and Chaos Smoothie Tastes Like Looking at the stats we see, much to the surprise of many, that Khorne Daemons (KD for short) isn't a particularly high-strength team (minimum of 10 ST3 players on the pitch), but it is surprisingly fast and maneuverable for a bashy team (universal MV6, minimum of 10 AG3 players on the pitch). Ignoring the big guy, stat-wise this team is most similar to a heavily armored amazon team. Also like the Amazons, you are a team that wants to hit stuff but needs assists to improve your reliability, lacking both high strength and the ubiquitous block of the Norse or Dwarf teams. Similar to Chaos, this team boasts a very impressive blitz, since 7 of it's players blitz with an effective strength of 4 or more and, unlike Chaos, these blitzers all have the benefit of the juggernaut skill, making those blitzes even more reliable and better at moving their target around the pitch. And like Chaos, you're looking at a bunch of AG3 players with no ball handling skills and expensive re-rolls. While the Pit Fighters do have access to the Pass skills, you generally won't see much passing from this team, and every time the ball gets picked up or changes hands you should always try to have re-roll at the ready. Question: What does KD do? Answer: Bashes. Question: How, exactly? Answer: Often, yet strategically. It is theoretically possible for KD to have 11 frenzy players on the pitch, each making two 2D blocks against an opponent, for a maximum of 44 block dice rolled in a single round. And remember, a safe 2D frenzy-block has only a 3% chance of causing a turnover, so you can make all 11 of those frenzy-blocks without needing to use a re-roll 71% of the time. That's gonna result in a lot of opposing players hitting the astrogranite. Now, that's the theoretical ideal, but with a little team development, planning, and luck you'll be throwing more blocks in one turn than your opponent is likely to throw in two. Since KD lacks Chaos' universal access to strength and mutation skills, these blocks won't be done by elite CLPOMB murderers, but if you knock over enough opponents you'll cause your share of armor breaks, if not outright injuries. KD hits often, though not necessarily hard. Unlike Chaos, KD doesn't cage exceptionally well. ST3 corners, with or without an abundance of guard, means you are likely to have a corner blitzed open, and widespread frenzy will make pushing the invaders out and re-forming the cage risky. Instead, plan on trying to screen the enemy away from your ball carrier, and using blitzes and/or AG3 dodges to escape further down the pitch. Like most of KD's strategies, anticipate your offensive involving a fair amount of planning unless you've managed to get a numerical advantage on the pitch. If you do outnumber your opponents, break out the sunscreen because you're going to the beach and their team gets to be the beach ball. Divide, Conquer, and Rule the Sidelines KD is bashier than most agile teams; this is pretty self-evident. KD is more maneuverable than most bashy teams: this is because you have a good chance of being able to use juggernaut+horns to force an opening or remove a marking player, have universal MV6, and have 10+ AG3 players. So what you want to do against your opponents is isolate the opposing team into groups weak enough for you to beat up, and then send them crashing to the ground with a torrent of frenzy-blocks. Push clumsy opponents (like dwarf blockers w/guard or any big guy w/o Break Tackle) away from their allies, and then allow them no other action than to simply stand up to receive more abuse, or risk dodging away. Try and dominate the middle of the pitch while leaving the sidelines invitingly open to force the opposing team towards the sidelines, and once they're there, close in and push them off the field. It doesn't matter what a player's strength is or what skills they possess; once they go over the sidelines they are out for rest of the drive, if not the rest of the match. Most other teams have one or two positionals that can surf players off the pitch, but KD has at least 7 of them, so don't worry so much about your crowd surfers getting surfed themselves; unless their guy has sidestep, he's about to go over the line next turn, and that's a battle of attrition KD can win. Once you have the opposing side isolated, outnumbered or both, you will find it very easy to set up safe frenzy-blocks and chain blocks. Roll enough block dice against an opposing ball-holder and they'll get knocked over sooner or later, regardless of their skills or stats. A quick word on Side Step: it is your kryptonite. Most of KD is unable to get Grab (due to possessing Frenzy), so a Side Step player will be all but impossible to push off the pitch. Furthermore, Side Steppers can maneuver themselves during a frenzy-block to force the 2nd block to be unsafe by leading your blocker away from friendly assists and/or into enemy assists. There's not much you can do about that except ignore those players or hope they suffer an injury during the match. The Buddy System The key to KD is setting up these safe frenzy-blocks as often as possible. To do this you want as much BLOCK on your team as you can get, you want to blitz with a horns+juggernaut player when the situation allows it, and you want to position your assists so that if a frenzy involves two blocks, both are 2D. This last point is crucial and deserves some discussion. Most players in Blood Bowl are ST3, including all but one of the players in a KD team. Therefore, when you are running around the pitch, hitting stuff, you should send your ST3 players out in pairs and position them to assist for both possible blocks during a frenzy-block. With proper positioning, two players can throw two safe frenzy-blocks against a ST3 opponent (which is up to 8 dice... that's got a real good chance of knocking them over). What's even better is if one of those buddies has guard. This is a team that can never have enough guard because of how assist-reliant it is on bashing. With guard you can have two of your players get in two safe frenzy-blocks against two opponents. And if you can, having one buddy have dauntless (or blitz with horns) and another buddy have tackle, and each pair of bashing buddies will be able to deal with the two things KD players hate: strong players and blodgers. Remember that frenzy is a probability amplifier, and ST4+ opposition forces you to make 1D, or worse -2D, frenzy-blocks (which carry a high risk of turnover), and blodgers increase the chance of your first block resulting in a push, increasing your chance of a turnover by forcing you to make that second block. Your dauntless-tackle pair of buddies will be flexible enough to reliably knock-over just about anything you encounter. So remember, once you've isolated your opponent into easily beaten-up groups, always bring your buddy to the brawl.