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Blood Bowl Tactics/2016 Edition
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==Tactics/Teambuilding== Getting to know your players would be a good start. If you're new to the game, then each team is made up of an arrangement of different kinds of player ranging from the lowly Lineman up to the Blitzer or Big Guy. However the game is balanced in such a way that you simply cannot keep purchasing what you might consider to be the "best" players for your team and are often restricted to roughly two of each specialist. So final compositions of teams from the same race generally vary only in the most minor of fashions. *'''Linemen:''' your nobodies. Typically coming with no starting skills beyond what their race gets by default and their statline is what you compare the other players on your team to. The reason you have these guys is because you need to fill remaining slots on your roster after you've finished buying your primary players. That doesn't mean discount them, with good development your Linemen can find their individual niches after a handful of games and lend something invaluable ''(like a kicker)'' that you wouldn't have a different player doing. Even without development, particularly cheap linemen (such as Nurgle, Undead, or Underworld) are basically free roadblocks to tie up more effective opponents, forcing them to either risk a dodge or waste their once-a-turn block against a player you don't care about. *'''Blitzers:''' Almost universally comes with the ''Block'' skill and a higher speed than average. It's their job to either carry the ball through the enemy lines, or to create spaces for the ball carrier to move through. Thus, they'll often be some of the most active players on your team and will accumulate SPP quite quickly compared to some of the others. *'''Blockers:''' If your team has them then they will the slowest member of the squad, but either come with the ''Block'' skill ''(Dwarfs)'', or a higher strength than the average for your squad ''(Orcs)'', essentially they are like elite linemen that you want to create walls with. *'''Catchers/Runners:''' usually the fastest members of your team but with the lowest AV value amongst them. Get the ball to these guys and have them run to the touch line. The difference between a Catcher and a Runner is generally whether they have default access to the ''Catch'' skill. Runners usually have something else more relevant to their teams overall play style. *'''Throwers:''' Exactly what it says on the tin, these guys come with ''Pass'' as a default skill and its often their job to deliver the ball to the Catcher/Runner. They are generally some of the first players to get their hands on the ball at the start of a drive and look for the best place to fob it off to before they get sacked *'''Big Guys:''' The name says it all. Usually only one per team, these guys hit like trucks, usually have some neat skills like Frenzy or Throw Teammate, but are slow as hell and usually have some sort of “skill” that gives them a chance to lose a turn or something equally wonderful and drive-ruining. Good for breaking castles or just really laying into some poor Lineman, but for the love of Nuffle don’t give them the ball if you intend to actually score this drive. In League play it is possible to circumvent the normal restrictions on the number of special players you can have by hiring on Mercenary players. Though they only stay on the roster for a single match, never accumulate SPPs and cost more than normal players of their type. So this is generally not a great use of funds unless you have an injured player and need to fill a slot in a pinch.
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