Slannesh Roster

Got a great idea and/or proposal for BloodBowl?

Moderator: TFF Mods

Post Reply
dode74
Ex-Cyanide/Focus toadie
Posts: 2565
Joined: Fri Jul 24, 2009 4:55 pm
Location: Near Reading, UK

Re: Slannesh Roster

Post by dode74 »

Bakunin wrote:If a new team would become the "best" team, it would still be a better situation than we have with the cookie cutter wood elfs and boring Undead.
That's certainly one opinion...

Reason: ''
babass
Super Star
Super Star
Posts: 779
Joined: Tue Feb 12, 2013 4:05 pm

Re: Slannesh Roster

Post by babass »

dode74 wrote:
Bakunin wrote:If a new team would become the "best" team, it would still be a better situation than we have with the cookie cutter wood elfs and boring Undead.
That's certainly one opinion...
and actually, adding to the game a new powerroster (for naf-tourney standards) is not something that would make for sure less strong the über-powerrosters like Woodelves...
in particular if this new roster is strong against the rosters which are strong against the über-powerrosters, but weak against the über-powerrosters

Reason: ''
Image
dode74
Ex-Cyanide/Focus toadie
Posts: 2565
Joined: Fri Jul 24, 2009 4:55 pm
Location: Near Reading, UK

Re: Slannesh Roster

Post by dode74 »

babass wrote:and actually, adding to the game a new powerroster (for naf-tourney standards) is not something that would make for sure less strong the über-powerrosters like Woodelves...
in particular if this new roster is strong against the rosters which are strong against the über-powerrosters, but weak against the über-powerrosters
I think perhaps you misunderstand me. I'm not saying that a T1 team should never be added, I'm saying that when adding a team you should aim for lower power with a plan to improve them as necessary. It's very easy to miss your target and make them too powerful, and if you aim for T1 make them T0 then it will have a highly detrimental effect on the meta, as opposed to aiming for T1.5 and hitting T2. Both will result in a need to adjust the roster, but only one of them will result in warping the metagame.

BTW, what do you mean by "über-powerrosters"? How are you defining them?

Reason: ''
SlannMann
Experienced
Experienced
Posts: 77
Joined: Thu Sep 12, 2013 8:23 am

Re: Slannesh Roster

Post by SlannMann »

This was my thought for a Slaanesh team (just to add to this topic)

Beautiful and alluring, Slaanesh players are much less armoured than other Chaos teams but are fast enough to score a touchdown before any heavy team can move. Although not being any more agile than a human, Slaanesh teams take to the pitch in the sensual and violent style of Dark Elves inspite of the results turning out not quite as successful as their pointy-eared role models. They can also include daemonettes, some of the most frightening and seductive creatures of the Lord of Pleasure.

0-16 Linemen - 60k - 7/3/3/7 - GA / SPM
0-2 Pleasgors - 90k - 7/3/3/7 - Disturbing presence, Horns - GA / SPM
0-2 Daemonettes - 110k - 7/3/3/7 - Claws, No hands*, Foul appearance, Regeneration - GA / SPM
0-2 Slaanesh Warriors - 110k - 6/4/3/8 - GS / APM
0-1 Keeper of Secrets - 180k - 6/5/2/8 - Loner, Bone Head, Claw, Disturbing presence, Horns, Regeneration, T.Skull - S/GAPM
0-8 Rerolls - 70k
Apothecary: Yes
Stars: Grashnack Blackhoof, Lewdgrip Whiparm, Lord Borak, Max Spleenripper, Morg 'n' Thorg, Roxanna Darknail

With the Daemonettes, No hands is optional. My original idea was to use the miniatures with one claw and one hand so they could ball handle to be able to score. Having said that, I like the idea of No hands as something really fun and different but as mentioned earlier they will be a very specialised blitzer type as SPP only come from gaining CAS and MVP's. I also thought Foul appearance reflects a sort of disturbing grotesque beauty they have which would cause people to hesitate as to not being sure whether they are something gross to be smashed or beautiful and to be entranced by.
The Pleasgors give off an alluring musk pheromone hence D.Presence. Alternatively, they could just be 6/3/3/8 D.Presence, Horns with the GA access at 80k.
I don't see the Keeper as a frenzied wild animal. I gave it Bone head to represent how it's mind may wander off into some ecstatic flashback or experiences of mystic self-transcendence

Reason: ''
SlannMann
Experienced
Experienced
Posts: 77
Joined: Thu Sep 12, 2013 8:23 am

Re: Slannesh Roster

Post by SlannMann »

Maybe a slight change it so, just like the beastmen/ Pestigors (GSM) and the Warriors (GSM) on the other Chaos teams, the Pleasgors and Slaanesh warriors have M access on a normal roll instead of a double? So Pleasgors (GAM) Slaanesh Warriors (GSM)

Reason: ''
User avatar
Bakunin
Star Player
Star Player
Posts: 516
Joined: Fri Sep 02, 2011 3:39 am
Location: Norsca

Re: Slannesh Roster

Post by Bakunin »

SlannMann wrote:This was my thought for a Slaanesh team (just to add to this topic)

Beautiful and alluring, Slaanesh players are much less armoured than other Chaos teams but are fast enough to score a touchdown before any heavy team can move. Although not being any more agile than a human, Slaanesh teams take to the pitch in the sensual and violent style of Dark Elves inspite of the results turning out not quite as successful as their pointy-eared role models. They can also include daemonettes, some of the most frightening and seductive creatures of the Lord of Pleasure.

0-16 Linemen - 60k - 7/3/3/7 - GA / SPM
0-2 Pleasgors - 90k - 7/3/3/7 - Disturbing presence, Horns - GA / SPM
0-2 Daemonettes - 110k - 7/3/3/7 - Claws, No hands*, Foul appearance, Regeneration - GA / SPM
0-2 Slaanesh Warriors - 110k - 6/4/3/8 - GS / APM
0-1 Keeper of Secrets - 180k - 6/5/2/8 - Loner, Bone Head, Claw, Disturbing presence, Horns, Regeneration, T.Skull - S/GAPM
0-8 Rerolls - 70k
Apothecary: Yes
Stars: Grashnack Blackhoof, Lewdgrip Whiparm, Lord Borak, Max Spleenripper, Morg 'n' Thorg, Roxanna Darknail

With the Daemonettes, No hands is optional. My original idea was to use the miniatures with one claw and one hand so they could ball handle to be able to score. Having said that, I like the idea of No hands as something really fun and different but as mentioned earlier they will be a very specialised blitzer type as SPP only come from gaining CAS and MVP's. I also thought Foul appearance reflects a sort of disturbing grotesque beauty they have which would cause people to hesitate as to not being sure whether they are something gross to be smashed or beautiful and to be entranced by.
The Pleasgors give off an alluring musk pheromone hence D.Presence. Alternatively, they could just be 6/3/3/8 D.Presence, Horns with the GA access at 80k.
I don't see the Keeper as a frenzied wild animal. I gave it Bone head to represent how it's mind may wander off into some ecstatic flashback or experiences of mystic self-transcendence
Linemen, Pleasgors, Daemonettes and Warriors are all overpriced by 10k

Reason: ''
Galak 3:16 says "There is a point in time that a player really should read the rulebook."
SlannMann
Experienced
Experienced
Posts: 77
Joined: Thu Sep 12, 2013 8:23 am

Re: Slannesh Roster

Post by SlannMann »

I priced them using the same system in the "Creating your own team for Blood Bowl" post (which looks to be the same as the rules I have on my PC). So as far as I am aware the prices are correct. I feel like No Hands negatrait would be -20k, but I didn't include that in the final cost of my daemonettes. If they are 10k out then that's an easy fix, no problems :)

Reason: ''
SlannMann
Experienced
Experienced
Posts: 77
Joined: Thu Sep 12, 2013 8:23 am

Re: Slannesh Roster

Post by SlannMann »

Sorry, correction, yes I am 10k over priced on the Linemen, Pleasgors and warriors!

But the daemonettes are 50k (6338). MA 7 +20k, Regen +30k, Claw +20k, F. app +20k. Totals 140k. Then -20 for AV 7 (as they have skills and stat increase instead of -10k if they had no skills or stat increase) which comes to 120k. Divide the amount of the player's price over 100k by 2 to determine the player's final calculated price. Final price 110k. Unless I am missing something for no hands?

Reason: ''
mushoomy
Rookie
Rookie
Posts: 42
Joined: Mon Apr 27, 2015 8:29 am

Re: Slannesh Roster

Post by mushoomy »

I was thinking something like this for a Slaanesh team...

0-16 Slaanesh Cultist - 60k - 6347 - GA/SPM

0-4 Deamonette - 100k -6347 - claws, hypnotic gaze, regeneration, no hands - GA/SPM

0-1 Fiend of Slaaneesh - 140k- 5518 - loner, wild animal, claw, horns, no hands - S/GA

I was thinking that a Slaanesh roster would be a mix of elf-game with the aggressive Chaos-game. I like the idea of having no hands on the Deamonettes as it means their spp gain is entirely from casualties and mvp's (which isn't a huge issue as they have claw). The fiend of Slaanesh is to add more punch to the team. I think this team would focus on the spread of spps with the cultists and would use the Deamonettes and the fiend to support them.

Reason: ''
User avatar
Bakunin
Star Player
Star Player
Posts: 516
Joined: Fri Sep 02, 2011 3:39 am
Location: Norsca

Re: Slannesh Roster

Post by Bakunin »

mushoomy wrote:I was thinking something like this for a Slaaneesh team...

0-16 Slaaneesh Cultist - 60k - 6347 - GA/SPM

0-4 Deamonette - 100k -6347 - claws, hypnotic gaze, regeneration, no hands - GA/SPM

0-1 Fiend of Slaaneesh - 140k- 5518 - loner, wild animal, claw, horns, no hands - S/GA

I was thinking that a Slaaneesh roster would be a mix of elf-game with the aggressive Chaos-game. I like the idea of having no hands on the Deamonettes as it means their spp gain is entirely from casualties and mvp's (which isn't a huge issue as they have claw). The fiend of Slaaneesh is to add more punch to the team. I think this team would focus on the spread of spps with the cultists and would use the Deamonettes and the fiend to support them.
I really like this roster but the fiend is overpriced, and mv5 does not really fit with the fluff of being very fast. So I would change it this way:


0-16 Slaaneesh Cultist - 60k - 6/3/4/7 - GA/SPM

0-4 Deamonette - 100k -6/3/4/7 - claws, hypnotic gaze, regeneration, no hands - GA/SPM

0-1 Fiend of Slaaneesh - 150k- 7/5/1/8 - loner, wild animal, claw, prehensile tail, sure feet, no hands - S/GA

Apo yes; Reroll: 60k

Reason: ''
Galak 3:16 says "There is a point in time that a player really should read the rulebook."
mushoomy
Rookie
Rookie
Posts: 42
Joined: Mon Apr 27, 2015 8:29 am

Re: Slannesh Roster

Post by mushoomy »

Bakunin wrote:
mushoomy wrote:I was thinking something like this for a Slaaneesh team...

0-16 Slaanesh Cultist - 60k - 6347 - GA/SPM

0-4 Deamonette - 100k -6347 - claws, hypnotic gaze, regeneration, no hands - GA/SPM

0-1 Fiend of Slaanesh - 140k- 5518 - loner, wild animal, claw, horns, no hands - S/GA

I was thinking that a Slaanesh roster would be a mix of elf-game with the aggressive Chaos-game. I like the idea of having no hands on the Deamonettes as it means their spp gain is entirely from casualties and mvp's (which isn't a huge issue as they have claw). The fiend of Slaanesh is to add more punch to the team. I think this team would focus on the spread of spps with the cultists and would use the Deamonettes and the fiend to support them.
I really like this roster but the fiend is overpriced, and mv5 does not really fit with the fluff of being very fast. So I would change it this way:


0-16 Slaaneesh Cultist - 60k - 6/3/4/7 - GA/SPM

0-4 Deamonette - 100k -6/3/4/7 - claws, hypnotic gaze, regeneration, no hands - GA/SPM

0-1 Fiend of Slaaneesh - 150k- 7/5/1/8 - loner, wild animal, claw, prehensile tail, sure feet, no hands - S/GA

Apo yes; Reroll: 60k
Cheers :)
I like the changes you've made for the fiend (prehensile tail especially), but it may be a bit too fast for a big guy (that'd be the fastest big guy in the game!). Maybe MA 6 with sprint is a better idea, making it as fast as your fiend but the extra move makes it riskier (especially with loner).
Another idea is to make the fiends bull centaur-esque; make them strength 4 but allow them to have 2 and remove wild animal/loner. Although, this may be a bit OP along side Deamonettes as they can waltz into a cage after hypnogaze, but that'd mean 6 players max on the pitch with no hands which evens it out a bit.
I like the idea of having the rerolls at 60k, it'd mean the starting roster would be 7 cultists, 4 deamonettes and 3 rerolls. It also makes it so you can't start with all positionals.

Reason: ''
User avatar
Bakunin
Star Player
Star Player
Posts: 516
Joined: Fri Sep 02, 2011 3:39 am
Location: Norsca

Re: Slannesh Roster

Post by Bakunin »

mushoomy wrote:
Cheers :)
I like the changes you've made for the fiend (prehensile tail especially), but it may be a bit too fast for a big guy (that'd be the fastest big guy in the game!). Maybe MA 6 with sprint is a better idea, making it as fast as your fiend but the extra move makes it riskier (especially with loner).
Another idea is to make the fiends bull centaur-esque; make them strength 4 but allow them to have 2 and remove wild animal/loner. Although, this may be a bit OP along side Deamonettes as they can waltz into a cage after hypnogaze, but that'd mean 6 players max on the pitch with no hands which evens it out a bit.
I like the idea of having the rerolls at 60k, it'd mean the starting roster would be 7 cultists, 4 deamonettes and 3 rerolls. It also makes it so you can't start with all positionals.
well if you go by the age of sigmar rules, a wardancer moves "8" inches, a skaven assassin "7" inches and a Fiend of Slaaneesh moves "12".
So fluff wise it should have to be about MV10, but than would be a little to crazy, and its not as strong as other deamons, so 'horns' is a no-go.
you could make it this way, to put it in line with galaks rules for creating players:
0-1 Fiend of Slaaneesh - 150k- 6/5/1/8 - loner, wild animal, claw, prehensile tail, sure feet, sprint no hands - S/GA

but it would be less fluffy. Another thing to consider is giving it "Disturbing Presence", as they sing some kind of death song when going into battle....
So maybe:

0-1 Fiend of Slaaneesh - 150k- 7/5/1/8 - loner, wild animal, claw, prehensile tail, Disturbing Presence, No Hands - S/GA

AG4 players and str4 blockers on a team is to op to begin with....

Cant figurer out with team is better, but your roster is probably more high risk/high reward (with the big guy) and therefore better in a resurrection style tournament, but all the no hands probably makes my roster better suited for league play


"Slaanesh Cult Teams
QTY Position Cost MV ST AG AV
0-16 Linemen 60 6 3 4 7 GA SPM
0-2 Deamonettes 100 6 3 4 7 Claws, No Hands, Hypnotic Gaze, Regeneration GA SP
0-2 Witch Elves 110 7 3 4 7 Frenzy, Dodge, Jump Up GA SP

Reroll: 70K"

Reason: ''
Galak 3:16 says "There is a point in time that a player really should read the rulebook."
mushoomy
Rookie
Rookie
Posts: 42
Joined: Mon Apr 27, 2015 8:29 am

Re: Slannesh Roster

Post by mushoomy »

[quote]
"Cant figurer out with team is better, but your roster is probably more high risk/high reward (with the big guy) and therefore better in a resurrection style tournament, but all the no hands probably makes my roster better suited for league play


Slaanesh Cult Teams
QTY Position Cost MV ST AG AV
0-16 Linemen 60 6 3 4 7 GA SPM
0-2 Deamonettes 100 6 3 4 7 Claws, No Hands, Hypnotic Gaze, Regeneration GA SP
0-2 Witch Elves 110 7 3 4 7 Frenzy, Dodge, Jump Up GA SP

Reroll: 70K"[/quote]

Guess so. With my roster I feel that'd be more of a long term development for leagues, especially with the lack of ball carriers. That's something a coach would consider; how much no hands do I want on my team? It also adds a lizardmen aspect to the team; if you take out the cultists you're screwed. But I feel the big guy does add to the roster, providing it much needed strength.
With your roster, I feel there'd be a heavy development on Witch elves especially with the extra movement. However witch elves on a slaanesh roster could work quite nicely (especially as ball carriers, which my roster lacks). And yeah, all the no hands in league play would suck, but I feel it'd be a cool risk to the team and would make it a fun team to play with/against in a league.

We could possibly merge the two like...

0-16 Slaaneesh Cultist - 60k - 6/3/4/7 - GA/SPM

0-4 Deamonette - 100k -6/3/4/7 - claws, hypnotic gaze, regeneration, no hands - GA/SPM

0-2 Witch Elves 110 7 3 4 7 Frenzy, Dodge, Jump Up GA SP

0-1 Fiend of Slaaneesh - 150k- 7/5/1/8 - loner, wild animal, claw, prehensile tail, disturbing presence, no hands - S/GA

Apo yes; Reroll: 60k

That way, coaches can think about a broader roster. 'Do I really want 5 no hands?', 'how will I break dwarfs without claw?', 'But I need the defensive roles of the deamonettes and fiend' Etc. and decide on a roster that fits how they'd want to play them.

Idk really, I think the fiend would work quite nicely with the fluff and play of the team + I like the high risk high reward factor of my roster. But the witch elves would be good for the long run and would provide much needed ball handling.

Reason: ''
babass
Super Star
Super Star
Posts: 779
Joined: Tue Feb 12, 2013 4:05 pm

Re: Slannesh Roster

Post by babass »

150k for a mv7 bigguy with potential clawpomb... (only on simple skills) is way too cheap.
compare to the mino or to the snow troll...

Reason: ''
Image
mushoomy
Rookie
Rookie
Posts: 42
Joined: Mon Apr 27, 2015 8:29 am

Re: Slannesh Roster

Post by mushoomy »

babass wrote:150k for a mv7 bigguy with potential clawpomb... (only on simple skills) is way too cheap.
compare to the mino or to the snow troll...
Maybe 160-180 then? (That's the same/more than a death roller!)
Or take away the disturbing presence then make it 150-160?
What would you suggest?

Reason: ''
Post Reply