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Blood Bowl Tactics/2016 Edition
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===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.
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