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Blood Bowl Tactics/2016 Edition
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==Getting Into The Game== You have two routes into the game: 1) Buy the starter set, which contains all your dice/templates/rules/manual plus the Orc and Human teams and pitch. 2) Buy that stuff separate online (its an old game, so between all the old/new there's plenty available), download the rules, then buy a pitch and team individually. Games Workshop offers their products between their main website, additional products on Forgeworld, and through Miniatures Markets which may be a cheaper option than their main site. At any given time they have one pitch for sale, each two-sided and themed with one of the teams. Unfortunately they are limited production, when the new pitch comes the old one is discontinued, so its good to keep an eye out for the team you want if it isn't already out because the secondary market isn't friendly for most of them. The other side of each pitch depicts the same field under worse conditions, such as rain or an invasion of ghosts. The Starter Set pitch has the Orc pitch on one side, and the Human one on the other. The actual extra rules of the pitches will be down below. Each team also has some expensive glittery dice with the team symbol for the 1, just as limited as the pitches. If that's your thing. There's also supplementary material. A phone app exists for the game which helps keep track of information for your team. There's also the two '''Death Zone''' books, which come in physical and digital forms. These were essentially large magazines containing lore, artwork, and additional rules which were largely things from previous editions of the game being brought into the current one. These, plus some Blood Bowl [[White Dwarf]] articles, were later compiled into the '''The Inaugural Blood Bowl Almanac'''. There is also '''Spike! Journal''' (named for the real like Spike Magazine most likely), which comes out alongside each team and provides the bulk of their lore and some paint scheme fun. The first three were compiled into the '''The 2018 Blood Bowl Almanac''', which on the cover looks like its called the "Spike! Presents: The 2018 Blood Bowl Almanac". ===Choosing A Team=== Barring meta creep, which tends to be very slow and the game emphasis on local rules and silliness helps negate it anyway, your team of choice mostly comes to your preferences. There's even teams which intentionally are hard to play and almost impossible to win a serious tourney with, literally forcing you to make your own winning conditions other than actually winning. How's that for a balanced game? ===Default Teams=== Teams that are supported currently under the core rules. *'''Humans:''' Your jack of all trades. Shockingly not that forgiving a team, since it relies on you knowing how all the moving parts work. You can counter your opponent's team slightly if you know what you're doing, but you'll also have to mitigate their strengths as well. Additionally, they're one of the fastest teams in the game with their Catchers able to outrun most of a Skaven team, bar Gutterrunners, and their Blitzers able to keep pace. A good rule of thumb is to play them like bashy Skaven - run away as best you can while making strategic blocks. *'''Chaos:''' A mixed-Chaos team, although one mostly patterned after Khorne. Like the midpoint between Orcs and Humans, and one of the better pure teams. *'''Chaos Renegades:''' Human Linemen, with a Goblin, a Skaven, a Dark Elf and an Orc. On the face of it this seems like a crap team to play since none of those players stand out in any meaningful way, but on the plus side they have access to THREE big guys, so their scrimmage needs are covered. They also have access to Mutation upgrades, so those crappy linemen can transform into specialists after a few games. Better for Tournament play where progress carries over, unless you just enjoy bringing several big guys to pick-up games. *'''Dark Elves:''' "Bashy" elves. Come with two extra blitzers over other Elven teams, while their special players are Assassins and Witches, meaning they have a strong focus on blocking and stabbing. Their players cost more but can actually fight. They don't have throwers or catchers though, meaning it is slightly more difficult for them to master the same positional play as their other Elven counterparts. *'''Dwarfs:''' Pretty great at fighting, they have Blockers instead of Linemen meaning virtually the whole team can ignore the ''"Both Down"'' result on the block table and the whole team has ''Thick Skull'' and good AV so they are resistant to injury. This is all without sacrificing much ball handling. Unfortunately they are SLOW AS HELL and don't have any access to Agility upgrades without rolling doubles. *'''Elven Union:''' A mixed-Elf team, the most well rounded Elven team to play. They have the above average agility that all Elves benefit from, and their players come with better starting skills ''(Nerves of Steel for Catchers, Sidestep for Blitzers)'' often making them a great team straight out of the packet. Though they have ''slightly'' lower average AV compared to other Elves (But not Wood Elves) they do have an overall reduction in price to make up for it. *'''Goblins:''' Obviously you'd prefer to mix them with Orcs. As it stands, they're weak as hell. As a pure stunty team think of them as playing the game on Hard Mode. They do have access to lots of Secret Weapons that need to be utilised properly otherwise they get wasted at the end of a drive. Definitely not a team for beginners. *'''Halflings:''' Given a much needed update by GW adding in positional players like Catchers who will become invaluable players, and Hefties ''(kind of like Halfling Blitzers, but can't be called Blitzers without being laughed at!)'', they're still a Slow and Stunty team meaning that you will have big difficulties keeping them alive, moving them around, or playing the long passing game, but are the only team with access to two Treemen players. *'''High Elves:''' Like humans with +1 Agility across the board at a cost of some default skills on your special players. A very good introductory team for absolute beginners since they can make most rolls with reliability, though GW hasn't released models for them yet. *'''Nurgle:''' Cheap players, great on offensive and defense, and with traits that help them in leagues. But come at the cost of a limited roster and being slow. *'''Orcs:''' You can mix them with Goblins as you may expect, and probably should to handle the ball, but a pure Orc team is based mostly on trying to hurt the enemy team as much as possible to leave them unable to prevent you from scoring in the latter half of the match. *'''Skaven:''' Great at handling the ball, and the fastest team. But they are as flimsy as they come. *'''Undead:''' Combine cheap disposable players, some specialized players, and the best offensive option in most versions of Blood Bowl. But they require knowing what you're doing, so aren't as friendly for beginners albeit possibly more so than the Humans since they have more clearly defined roles. *'''Underworld Denizens:''' Goblins with access to Skaven players, or Skaven with access to Goblin linemen and a Troll depending on your perspective. They are easier to play than pure Goblins ''(since they're actually playing Blood Bowl rather than looking for excuses to test weapon prototypes!)'' but don't have the speed or the synergy of pure Skaven teams. What they do gain is universal access to the mutation table, meaning your players can develop in unique ways. Like Chaos Renegades, this does make them more suited to Tournament play rather than pick-up games. *'''Wood Elves:''' Fucking FAST, but low AV compared to other Elven teams means they are more likely to get injured. To counter this they have Wardancers instead of Blitzers, which are basically still Blitzers with the default ability to Dodge ''(handy)'' are also the only Elven team to get a Big Guy in the form of a Treeman. *'''Lizardmen:''' The scaly dudes return to the gridiron! Like always they are highly specialised with Saurus Blockers being scarily fast and strong whilst Skinks and Chameleon Skinks pass the ball at stupid levels of speed. You can also get a Big Guy in the form of a Kroxigor who is the definition of an absolute UNIT. He wont be speeding up the field but Nuffle help whoever gets in his range. *'''Ogres:''' Up to SIX Big Guys (not counting Star Players, who include both Morg and Biff, along with assorted goblins and halflings) and plenty of gnoblars to carry the ball while you beat up the other team. Speed is a problem, which can be mitigated by throwing and punting gnoblars. ===Teams of Legend=== Teams that aren't specifically listed under the current material, but were added back into the game under a [https://www.games-workshop.com/resources/PDF/blood_bowl/teams_of_legend_en.pdf free .pdf file offered by GW] They still get Star Player support, but currently have no official models. *'''Amazons:''' The women of Lustria are superb dodgers and not much else. Much like the Humans, they are a solidly jack-of-all-trades team with not much going on in terms of defining characteristics. They have below average speed and relatively low armour as well, meaning they snap like twigs if you let anyone get too close and can only reliably bash on Skaven and Goblins, otherwise they have to run and pass. *'''Chaos Dwarfs:''' Dwarfs, but aligned to the forces of Chaos. Similar to their non-ruinous cousins, they have horrendous Agility stats, and can't pass the ball for shit. However, they are a lot more bulky and hit harder as a tradeoff, and a solid Chaos Dwarf line against a team that isn't suited for bashing will always end up in your favor. They have cheaper, more fragile players, such as the Hobgoblin, available should you need them. *'''Necromantic:''' Old School Horror team with a focus on aggressive ball play. They are quite similar to the Undead team but are far faster and play a lot more around the ball. Treemen can block like nobody's business, but expect them to take root wherever they are because they can't move very fast. If you don't make sure to keep your werewolves alive, you're basically just worse Undead, and it's gonna be an uphill battle to reclaim victory. *'''Norse:''' Hard hitting [[Warriors of Chaos]] with less armour than the standard Imperial human counterparts. Easy access to the Block skill, very good on the offense, but must play more passive and pass-focused when facing an opponent that also wants to bash face, especially due to their AV 7. Typically more costly than standard Human teams (in leagues where money is a thing,) but if you can stick with them, they pay dividends when it comes to sending the enemy to an early retirement and scoring handsomely to boot. *'''Vampires:''' Who doesn't love a good vampire? This team revolves around the gimmick of Bloodlust, and having your thralls set up in such a way to prevent turnover and having your vampire running off the pitch to suck off an audience member. If you can account for Bloodlust properly, you can easily get Vampires to ridiculous power levels. It's not unheard of (and not even all that uncommon) for decent level Vampires to have an Agility of 6, all but guaranteeing free games and flipped tables. As for abilities, Vampires have access to Hypnotic Gaze (a sublime cage breaker tool,) and Regeneration. That being said, they do not start with any core skills, so they are gonna have shitty blocking and passing. Vampires are a fun team for the tactician that rewards skillful positioning and patience. ===Special Teams=== Special teams found in supplementary material representing specific teams from the history of the fluff, or new and interesting ways to play existing teams. * Crusaders An intentional hard mode team. Why? They cannot cheat. Their models are found on Forgeworld, so you're intentionally paying more money for an intentionally weaker team. But upon winning you can say you didn't cheat, literally.
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