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Daemons of Tzeentch Teams

 0-16  Blue Horror  40,000  6  2  3  7  Stunty, Right Stuff, Dodge, Big Hand  AM  GSP 
 0-4  Pink Horrors  120,000  6  4  3  8  Extra Arms, Throw Team Mate, Regeneration  GSM  AP 
 0-2  Flamers  70,000  7  3  4  8  Secret Weapon, Bombardier, No Hands, Regenerate  A  GSP 
 0-1  Lord of Change  200,000  7  5  3  9  Loner, Wild Animal, Regeneration, Mighty Blow, Leap, Very Long Legs, Foul Appearance  SM  GAP 
 Re-roll counter  70,000 gold pieces each 
 Apothecary  No 
 Star Players  Chaos 

Player Pics

Player Icons
Blue Horrors

Pink Horrors


Lord Of Change

Daemon teams used to play Blood Bowl to entertain their gods in the warp realm. When papa Nurgle sent daemons into the mortal realm to spread its disease through the Blood Bowl pitches of the world Tzeentch followed suit and sent its daemons in to the realm to destroy Nurgle, recruit followers for and spread the word of Tzeentch.

Tzeentch is known mostly for his magical abilities so I needed this roster to represent that in the best way possible while staying true to the game and the rules. So it needed to be very unique and unlike any other team out there.

First of all I designed the flamers, they have no hands so No Hands was an obvious choice, also they do not get access to G skills on a normal roll for this reason too. They fire fireballs so get Bombardier, so they also get the Secret Weapon negatrait. They needed to be fast and extremely agile to match the source material as they hover, leap and bound about so they got Ma7 and Ag4 though this isn’t much of a threat really as they cannot move and throw bombs in the same turn and they are unable to score. So the Ag4 is really just for firing bombs and being a nuisance for opposing teams. They only have access to A skills on a normal roll, this seemed like the best fit, P would make them too good at throwing bombs and HMP bombs should only be possible on doubles. G access was a no go for the reasons mentioned before. S skills again didn’t seem appropriate as I do not see these players delivering mighty blows, or piling on opposing players etc… A was given because the fluff describes them as being able to leap about and being very agile so it was a natural fit.

Next up were the Horrors, Pink and Blue. Originally the Pink Horrors had Split so when they died because two Blue Horrors, but we could not get this to work on the site, so instead gave the Pink Horrors Regeneration, but for balance reasons and Pink Horrors can regenerate. The Blues are significantly smaller and weaker than the Pink Horrors so it was clear that they were Stunty players, also in 4th edition Bloodbowl they were stunty players. Based on the old models and art work the blue horrors have huge hands so Big Hands was a must, they do not all have extra arms, most do not, so I did not give them that skill. Their stat line is just your typical stunty player. The Pink Horrors were a lot more powerful so St4 seemed appropriate though Av8 was given to them as they are not that tough. They were given extra arms based again on the artwork, fluff and models. Big Hand was not given to them because only the old models had big hands, it is not a staple of their fluff or design, typically they just have extra arms and I also wanted them to have a different purpose to the Blue Horrors tactically speaking. I also decided to give them TTM for a few reasons. Firstly it makes the roster very unique, no teams have players without a negatrait with this ability, they also have S access so creating TTM specialists with Strong Arm is possible which adds a bit more diversity to building the team. I also felt this was another way of adding to the teams themes of unusual quasi magical abilities.

Finally came the greater daemon – The Lord of Change. Loner and Wild Animal were a must as this is a Big Guy and he is highly intelligent, so bone head and realy stupid didn't fit. Leap and VLL were added because of its big wings and unlike the Bloodthirster I wanted this big guy to be leaping about. FA was given to him for obvious reasons. He was given Ma7 again because of his wings and I wanted him to be a serious threat to cages albeit a little unreliable because of the negatraits.

M access was given to everyone which is unlike the other Daemon teams because Tzeentch is all about change so it was a must from a fluff perspective. However the Flamers do not get access as they are not typical servants of chaos.

Season 2 Changes
No change made to Daemons of Tzeentch, They are performing as expected. 385 games and a win percentage of 43%. Which puts them in Tier2. Which is where I wanted all the Daemons of Chaos teams to be other than Daemons of Slaanesh.

Season 3 Changes
They are still performing as expected in the open league with 328 games played in year 2 and a win percentage of 43.75%. Which puts them in Tier2. This is about the level I wanted, however in scheduled leagues Daemons of Tzeentch were becoming very dominant at high TV, because the Pink Horrors were so powerful. This was one of the toughest changes because at low TV the team is hard to get going, but I had to reduce the number of Pink Horrors from 6 to 4 to stop them being so over powered at high TV. That aside I reduced the cost of the flamer to encourage their use. This change does change the dynamic of the roster somewhat, meaning flamers and big guy use become more necessary now. It's also worth keeping in mind, Pink Horrors weren't meant to have Regen, they originally had a skill called split which we couldn't get to work on the client. So instead they were given Regen which was a very big buff.

Team design, background and rationale by Garion
Player Pics drawn by Knut_Rockie and coloured by Duder
Icons by Cowhead and Misterfurious

Last update: November 4, 2019