Blood Bowl PlayBook

Asperon's take on ALL teams

by Asperon Thorn (Specialist Games Forum)

General

Human Teams

Humans
This team is an all around decent team. Thier strength lies in that they have no strengths or weaknesses. Everything is a 3+ roll. They have Movement 8 players, access to a Big Buy, access to all skills besides mutations. This team relies on its positionals but has enough of them to do what it needs to. In my opinion it is the best team to learn the game with because it can run, pass, bash, or finesse the ball into the endzone. After playing this team you can decide which part you like best and choose a team that is better for it. It is also a great team to revisit if you are bored with the one you chose, as it is a team that is decent with the style you like but refreshingly good at the parts you couldn’t do well before. It’s a good team throughout the TR ranges and don’t let anyone tell you different.

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It's big - it's Huge - it's High Elven Tactics!

by Douglas Webber' (www.blood-bowl.net)

High-Elves

Okay. This is my attempt at detailing out high-elf team building strategy. I may give away a lot to rival coaches, but for those of you that are interested in stuff like this, here goes!:)

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Dark Elf Strategy

by unknown (FUMBBL)

Dark-Elves

Dark Elves are the nearest thing you will find to a bashy elf team. However, they lack dedicated Catchers, and their Throwers are more expensive than their High Elf rivals. Dark Elves are quick, but not too quick, and can either play for the two-turn TD, or run the ball in over three or more turns, using a very mobile and adaptable cage until making the break for the endzone, with runners waiting in scoring positions.

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High Elf Strategy

by unknown (FUMMBL)

High-Elves

High Elves are arguably the best rounded elven team. With AV 8 on everyone except the Lion Warriors, and ST 3 catchers (4 players with Wardancer’s stats!) they can take more of a beating than Wood Elves while the 4 MA 8 players gives them an edge in speed and the long passing game over Dark Elves. In the early games, with few Catchers in the team, they will employ a mobile running game similar to the Dark Elves. As they develop, they become more and more a fast-scoring team, typically scoring in two turns, though they can delay against teams that aren’t likely to cause a rash of casualties.

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Chaos Dwarf Strategy

by Carl_Stoneyard (FUMBBL)

Chaos-Dwarves

Chaos Dwarf teams employ an interesting mix of strength and speed. Think of the Chaos Dwarf team as a 17th-century army: The blockers are the regular infantry that can be relied upon to survive and stand their ground. The big guy are the powerful but unreliable and expensive mercenaries. Your hobgoblins are the cheap auxillary troops used to plug gaps in the frontline or to do behind-the-line duty. And the bull centaurs? Well you guessed it. They are the cavalry.

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Nurgle's Rotters Strategy

by unknown (FUMBBL)

Nurgle

Nurgle’s Rotters strange starting skills enable them to be built into an excellent defensive team. Fragile for a primarily bashing team, they often use their skills to force mistakes from their opposition, using these to strengthen their position. The Beast of Nurgle is arguably the best Big Guy in the game, easily capable of occupying multiple opposition players.

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Norse Strategy Guide

by unknown (FUMMBL)

Norse

When starting a Norse team, it is important to consider that every single player (with the possible exception of the Big Guy) has Av 7. This means that you will inevitably lose players – a lot of players – unless you are very lucky. Thus a fan factor of nine isn’t a perk, but a necessity with this team.

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Kill-Kill-Khorne Karnage

by David Yellope (www.blood-bowl.net)

Chaos

Owning the biggest OLBBL team in history is no fun sometimes. You hardly ever get games, you become a target for extry team with 5 DP’s and a willingness to use it.. but thereare its upsides too. You become a kind of “Game Ettiquette” enforcer. People will say “if You continue to do that, I see a game against the Goats in the future”, which usually provides the impetus for change in people’s behavior. But I digress. You want to try to get your Chaos team to the level that I have. Well, first off, Good luck. It took 4+ seasons for the Goats to get where they are today, and a lot of luck. But here’s some hints.

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Putting The Boot in

by Ian Williams (Games Workshop)

General

For as long anyone can remember, kicking a player when he is down has been an integral part of the game. In fact, many Blood Bowl players would happily stamp on their own mother, let alone a dazed star holding his bits, if they thought it gave them an advantage. Even the daftest Goblin knows that a well-timed kick can win the adulation of the crowd and maybe even the game!

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Necromantic Strategy

by unknown (FUMBBL)

Necromantic

Necromantic teams are an interesting mix of power and scoring potential. This team is pretty much a Bashy team vs High speed teams and a speed team vs other bashers; note that the wolves must be placed so your opponent can block/foul them as little as possible as if he does he can kill them with a bit of luck, which will put your team in a bit of trouble.

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