1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.

Tzeentch Horrors idea

Discussion in 'General Blood Bowl News and Discussion' started by Street, Oct 28, 2018.

  1. Street

    Street Well-Known Member

    Messages:
    2,619
    Cyanide Username:
    Street
    Country Flag:
    Wasn't sure where to post this, but was bored and wanted to work out a fun but different roster that would work for Tzeentch, pretty sure similar ideas have been done before but want to see what people think.

    Tzeentch Horrors:
    Apo: No
    Star Players : Chaos? (Would love to give them 1 or 2 unique stars)
    Team rerolls 70k

    Optional special team rules :
    Pink horrors that die add up to 2* rookie Blue horrors to the bench (Needs normal hiring cost to keep after match) with the dead Pink horrors name.
    Blue horrors that die add up to 2* rookie Brimstone Horrors to the bench (Needs normal hiring cost to keep after match) with the dead Blue horrors name.

    *Only adds 1 if team was already on 16 players before the death

    Brimstone Horror 0-16:
    Cost: 40k
    Skill Access: Normals = M/A Doubles = S/G/P
    6/1/3/6
    Dodge
    Stunty
    Titchy
    Foul Appearance

    Blue Horror 0-8:
    Cost: 60K
    Skill Access: Normals = M/A Doubles = S/G/P
    6/2/3/7
    Dodge
    Stunty
    Dauntless
    Regeneration

    Pink Horror 0-4:
    Cost: 110k
    Skill Access: Normals = M/S/A Doubles = G/P
    6/4/2/8
    Grab
    Extra Arms
    Regeneration
     
    Last edited: Oct 28, 2018
  2. tys123

    tys123 Courier Staff

    Messages:
    2,829
    Country Flag:
    I think the Blue horrors are too small.
    I haven't played Warhammer for a while so they may have made them weaker but they always used to be ST3 with the Pink Horrors ST5
    Maybe 6/3/3/7 Regen for 50K

    As for Stars turn Count Luthor into a Daemonette to replace Morg. The stats and skills all seem appropriate.
     
  3. Street

    Street Well-Known Member

    Messages:
    2,619
    Cyanide Username:
    Street
    Country Flag:
    I mostly did Blue horrors like that as I thought a stunty focused chaos team would be nice. Part of the reason I gave all the Blue horrors Dauntless was to make up for them being ST2, if I gave them ST3 I would get rid of Dauntless.

    Putting Pink horrors up to ST5 I feel would be too much unless I reworked the team.

    What do you think between Grab or Frenzy on the Pinks? I want them to have Grab as no current team starts with it but don't know if frenzy is more fitting.

    Edit: Just to clarify more on player strength amounts, Khorne were very much lowered in Strength than you would expect so took same liberties here to make something more unique and hopefully balanced, its not like bloodbowl universe Horrors have to be as strong as other versions.
     
    Last edited: Oct 28, 2018
  4. tys123

    tys123 Courier Staff

    Messages:
    2,829
    Country Flag:
    either Grab or Frenzy works.
    I just don't think the current Blue Horror is any good.
    The brimstone is just better. Dodging on 2+ , same movement and about as hard to knock over as FA is about as good as ST2 but is 40K cheaper.
    So I would be taking the 4 pinks , loads of brimstones and fouling like crazy.
    You could reduce the price for them as dauntless on ST2 isn't worth much and neither is regen on a goblin.
    Dauntless and horns is a horrible combo so would remove the main Mutation for underworld goblins that blitz.

    That said Brimstone is probably too cheap
    A +MA , +AV , Foul Appearance snotling with Mutation access for 10K more than the standard one.
    A Big Hand Brimstone would be great.

    Also change the Blues from 0-16 to 0-8 for thematic reasons. 4/8/16 looks better than 4/16/16 for players that divide.
     
  5. Street

    Street Well-Known Member

    Messages:
    2,619
    Cyanide Username:
    Street
    Country Flag:
    Suppose I could justify undercosting the Blues if I then increase the cost of the brimstone at same time. I agree brimstones seem great value for money but its what the costing parameters used for original teams worked out at. ST1 is a big deal though as most players 3 dice them 1 on 1, but Foul appearnce does help a lot so can see justification for over pricing them.

    Main reason I put Blues at max of 16 is so if the deaths into new players happens you can always get them. But as I reworked that to not be free extra players I guess the lack of a limit isn't needed as much.

    Edit: Adjusted original post, increasing cost of Brimstones to 40k and decreasing blues to 60k, Can't see them being decreased below that as Regen is a big deal on mass.
     
  6. Mr. Ghoti

    Mr. Ghoti Member

    Messages:
    67
    Location:
    Indiana
    Country Flag:
    Having mutation access is cool, and with Tzeentch it makes sense. Why not instead of having brimstones, just have pinks and blues, with flamers of Tzeentch and heralds as positionals like in khorne?
    Keep the split rule, make the blues regenerating goblins, pinks get grab at S3, flamers get S3, grab leap and very long legs, heralds get S3, grab and extra arms. Add a lord of change and basically clone the feel of the khorne team. No real offensive or defensive skills, but a lot of utility and positioning skills.
     
  7. Mr. Ghoti

    Mr. Ghoti Member

    Messages:
    67
    Location:
    Indiana
    Country Flag:
    Got back to thinking about this thread and my previous idea.

    You could feasibly translate Cyanide's Khorne Daemons team for all 4 gods if you wanted to. Keeping the same structure of: greater daemon>herald>lesser daemon>cultist and swapping around skills and access would be interesting at least. It could get a little samey; kind of like how necro and undead feel with each other, but it could turn out interesting.


    Khorne

    Bloodthirster - Loner, Frenzy, Wild Animal, Claws, Horns, Juggernaut, Regeneration
    6519
    S/GAP

    Pit Fighter - frenzy
    6338
    GP/AS

    Bloodletter - Horns, Juggernaut, Regeneration
    6337
    GAS/P

    Khorne Herald -Frenzy, Horns, Juggernaut
    6338
    GS/AP


    Tzeentch

    Lord of Change - Loner, Grab, Wild Animal, Mighty Blow, Extra Arms, Sure Hands, Regeneration
    5519
    SM/GAP

    Zealot - Grab
    6338
    GA/SPM

    Pink Horror - Extra Arms, Sure Hands, Regeneration
    6337
    GAM/SP

    Tzeentch Herald - Extra Arms, Grab, Sure Hands
    6338
    GM/SAP


    Nurgle

    Unclean One - Loner, Disturbing Presence, Really Stupid, Mighty Blow, Nurgle's Rot, Stand Firm, Regeneration
    4519
    S/GAPM

    Rotter - Decay, Nurgle's Rot
    5338
    G/SAPM

    Plaguebearer - Stand Firm, Nurgle's Rot, Foul Appearance, Regeneration
    5338
    GSM/AP

    Nurgle Herald - Stand Firm, Nurgle's Rot, Foul Appearance, Disturbing Presence
    5338
    GS/APM


    Slaanesh

    Keeper of Secrets - Loner, Sidestep, Bonehead, Claws, Very Long Legs, Shadowing, Regeneration
    6518
    S/GAP

    Reveler - Sidestep
    6338
    GS/AP

    Daemonette - Claws, Shadowing, Very Long Legs, Regeneration
    7337
    GAP/S

    Slaanesh Herald - Claws, Sidestep, Very Long Legs, Shadowing
    7337
    GA/PS

    Edit: original idea had the "pitch control frenzy replacement skill" as wrestle for snu-snu reasons, changed it to sidestep to feel more controllable and because massed wrestle (including on the big guy) might be a problem. Initially it was to counteract the mass of claw to drop the damage, but maybe sidestep is better.
     
    Last edited: Mar 27, 2019
  8. Supa

    Supa Active Member

    Messages:
    426
    Location:
    Finland
    Steam Username:
    Supa
    Cyanide Username:
    Supajee
    Country Flag:
    On FUMBBL Secret League there's a neat Tzeentch team.

    0-16 Familiars 30k 6136 Stunty, Titchy, Right Stuff, Dodge, Foul Appearance AM/GSP

    0-4 Tzangors 80k 6338 Horns, Extra Arms, Big Hand GSPM/A

    0-4 Tzeentch Warriors 120k 5439 Hypnotic Gaze, Extra Arms GSM/AP

    0-1 The Changeling 130k **** Pro, *Changeling

    *Changeling will either be a Troll, Ogre or Minotaur, before the game starts roll 1D6 on a 1 or 2 it is a Troll, on a 3-4 it will be an Ogre and on a 5-6 it will be a Minotaur. Skills and Stats will change to reflect this. Contact group admin anytime prior to playing your game and they will roll in IRC and change the Changelings stats and starter skills before the game begins.

    Re-rolls 70k, yes to apotechary and Chaos star players.

    EDIT: And a demon team.

    0-16 Blue horror 40k 6237 Stunty, Right Stuff, Dodge, Big Hand AM/GSP

    0-4 Pink Horrors 120k 6438 Extra Arms, Throw Team Mate, Regeneration GSM/AP

    0-2 Flamers 70k 7348 Secret Weapon, Bombardier, No Hands, Regeneration A/GSP

    0-1 Lord of Change 200k 7539 Loner, Wild Animal, Regeneration, Mighty Blow, Leap, Very Long Legs, Foul Appearance SM/GAP

    70k Re-rolls, no apo, Chaos stars.
     
    Last edited: Mar 27, 2019
  9. Mr. Ghoti

    Mr. Ghoti Member

    Messages:
    67
    Location:
    Indiana
    Country Flag:
    Thats a lot of utility skills on that daemons team. Big hand on stunties is powerful, s4 ag3 extra arms is nearly s4 AG4 in all but name, 2 AG4 bombardiers without stunty is incredible, no hands or not, and a MA7 AG3 big guy with clawpomb leap access is unstoppable.