Blood Bowl: First Look At The Khorne Team Stats – Return Of The ‘Electric Football’
We have our first look at the new Khorne Team stats for Blood Bowl – do they run themselves? Not exactly…
Players from a certain vintage may remember how a Khorne Army played in 40k. They would load up in Rhinos and come screaming at you as fast as possible. You see, most Khorne units had to move/charge at the closest enemy unit – the army pretty much ran itself. This was dubbed ‘Electric Football’ because of the way the army played like the old arcade machines.
So what does this have to do with the Khorne Team in Blood Bowl? Well, they aren’t exactly full-on ‘Electric Football’ there are some rules that force the Khorne players on the team to do some automatic actions. Let’s get into it.
Bloodborn Marauder Linemen
“In game, they’re light on the coffers at only 50,000 GP, but they differ from ordinary Human Linemen as they have a slightly lower AV of 8+ – armour is for the weak – and they come with the Frenzy skill as standard. So should they only manage to push back their opponent when they Block, your Bloodborn Marauders must follow up and make a second Block. “
Frenzy is really what causes the ‘Electric Football’ effect. As most of the players on the team have it, it’s going to force them to throw that second block if they only push on the first block. It’s not the WORST thing, but it can get them into trouble. Then again, getting more blocks is still getting more blocks! That’s how you get your opponent where you need them and gives you a shot at causing injuries – Khorne likes his bloodshed afterall!
Khorngors
“Khorngors are the only players on your roster without Frenzy, so they’re obvious ball-carriers, as they can Blitz their way clear of players who are Marking them without having to follow up.”
Strangely enough, it’s the beastman that have their rage in check. While they don’t have Frenzy, they do have both Horns and Juggernaut. They also come with one more Armor Value. They make for good targets if you need someone to make Blitz actions or ball carriers. Having a few of these on your roster should keep your team in the game by moving the ball around. At least you can count on them to NOT go full-on Bloodlust mode.
Bloodseekers
“With a highly-prized blend of Strength 4 and Frenzy, these champions of Khorne are worth their weight in GP. They’re on the gridiron to crack heads and forge a path to the End Zone for your ball-carrier, and few players in the game can do it better.”
These players are the real MVP of the list. High Armor, a Strength of 4 base, Frenzy, and a whole lot of the ‘angry’ in their bones! These are the players who you want to get that Bloodlust feeling. Perfect for tearing into the opposing team’s line and causing holes for your ball carriers to get through, Bloodseekers are going to be a key to victory.
So those are the Stats for the Khorne Team. However, we have a funny feeling they may have another big hitter on their roster at a later date.
It doesn’t play itself…but it does have some automatic actions!