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Beginers guide to building a new Blood Bowl Team.
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Beginers guide to building a new Blood Bowl Team.
So you want to build a blood bowl team. Here is a quick how to and whats what. IF anybody has any questions please PM me or ask at club
Every coach gets a 1000K gold coins to spend on ther new team and you must buy at least 11 players. Teams are made up of linemen(0-16) and postionals(0-2), (0-4) or (0-6) and some teams allow for a BIG GUY! Trolls, ogres, minotores and the like. Exceptions to this are stunty teams, Goblins, Haflings and Ogers but if your new to blood bowl I'd stay clear of them for a while, lots of fun but verry challenging. Also chaos pact teams aloow 3 Big Guys and 3 (0-1) postionals and an other difficult team to start with. Also see Jhonny KTOU's Beginers guide in this forum or click this link https://warbunka.forumotion.net/t507-blood-bowl-for-beginners.
Re-rolls: It is usually recommended to start with 3 or more Re-rolls for the lower agility teams and 2 or more Re-rolls for the high agility teams (elves).Also when you create a team Re-rolls are half price.
Staff: These guys/gals don't need to be represented with miniatures. You can purchase assistant coaches (10k), cheerleaders (10k) and an apothecary (50k if your team race allows it) at this stage but most people would advise against it at this stage, other than an apothecary for lower armoured teams.
Fan Factor: You can also purchase Fan Factor from 0-9 at this point, at 10k per point. Fan Factor (FF) modifies your FAME roll at the start of a match. When rolling for FAME you and your opponent both roll 2xd6 and add your FF to the score, whoever has the higher roll has +1 FAME for the match. Fame affects several results on the kick-off table. If your modified roll is double that of your opponents then you will have +2 FAME which can almost guarantee success on the kick-off table results, so FF potentially has a large impact on the match. Fame also affects your teams winnings at the end of the game and adds 10k, or 20k to your winnings roll.
Here some sarting rosters for the 5 of the more basic teams.
Humans:
Variation 1
Variation 2
Variation 3
Amazons
Variation 1 (4 RR)
This is for a long-range build, leaving out your 2nd Catcher to prevent them from hogging the spps; use your 4 RR's to get those first skills on Blitzers and Linewomen.
Variation 2 (3 RR, 12 Players)
A similar roster to the first, only this time you start with 1 less Re-roll in place for an extra player on the roster in case of injuries.
Variation 3 (3 RR, 2 Catchers)
The second catcher on the team gives your opponent something to think about defensively. The improved option of a passing game suddenly becomes more of an option which can force your opponent to defend a little deeper, which in turn allows you to concentrate on the center of the pitch with your greater numbers. You also have 30k left toward a 12th player or (longer-term) wait till you have enough to get your 4th Re-roll
Variation 4 (4 RR, starting TV 910)
This variation focuses on one of the strengths of this race: they're cheap! You get maximum amount of Block from the start, 4 re-rolls will help you with Ag 3 ball-handling and to make better blocks, and you're almost guaranteed 50k in Inducements against other starting teams, and 100k v. even slightly developed teams. You start with 90k in the bank, so you wont need the Apothecary until you have some players that are worth saving.
Norse:
Variation 1: 4 RR, Apo
4 RR's is all you'll need for most environments, so this roster saves money there.
Variation 2: 3 RR, Apo, 13 players
13 players plus an apo gives a great buffer aganst losses. No positionals beyond the Ulfs.
Note - Trade out 2 linemen to take any 1 positional and 12 players total.
Variation 3: 3 RR, Apo, 11 players
This roster starts with 2 of your positionals* beyond the Ulf's.
(* Your choice, but no more than 1 Runner is recommended for a starting team - see General Comments above.)
Variation 3b
As shown, but without Apo. Cost = 930k.
This setup retains you 70k in bank to buy fresh players when needed and gives you easier early opponents and more inducements, especially in Blackbox.
As the Norse linos only cost 50k each, one really does not necessarily need an Apothecary. If the players get injured, retire them, and use Loners on the LoS and/or use your cash to buy fresh players.
Variation 4: 3 RR, 11 players
As #3 above, but trading out the Apo to upgrade a lineman to an additional positional Runner/Blitzer.
First purchase will be that Apo, and meanwhile hope that if you lose players early they're linemen - you can live with a journeyman or three on the LoS for a little while.
Variation 5: 3 RR, Apo, Troll
3 RR's plus all your +St positionals, with an apo as a safety net. First purchase is probably(?) a Runner, to Blodge up as a ball carrier.
Variation 1
Variation 2
New coaches should be aware that the Death Roller is a "secret weapon", meaning that it will always be banned from the game at the end of any drive it starts. If you start with this roster, you will have 10 players on the field sooner than later until you buy a 12th. The question, then, is how many your opponent will have...
Orcs:
Variation 1 (3 RR)
All positionals except the Troll & Goblin(s).
Variation 2 (2 RR, Troll)
All positionals including the Troll (but no Goblins). Only 2 RR means you'll have to play more conservatively.
Variation 2a
Swap the lineman for a Goblin, to add stunty dodginess and Throw Team-Mate threat.
Variation 3 (3 RR, 4 Goblins) You may not win many games but you'll have a lot of fun throwing the Gobbos about!
Dwarves:
Variation 1
Variation 2
New coaches should be aware that the Death Roller is a "secret weapon", meaning that it will always be banned from the game at the end of any drive it starts. If you start with this roster, you will have 10 players on the field sooner than later until you buy a 12th. The question, then, is how many your opponent will have...
These are just a guide feel free to go with what ever you want. Any money you have left after team creation stays in the bank and you can save this up for your next purchase.
Every coach gets a 1000K gold coins to spend on ther new team and you must buy at least 11 players. Teams are made up of linemen(0-16) and postionals(0-2), (0-4) or (0-6) and some teams allow for a BIG GUY! Trolls, ogres, minotores and the like. Exceptions to this are stunty teams, Goblins, Haflings and Ogers but if your new to blood bowl I'd stay clear of them for a while, lots of fun but verry challenging. Also chaos pact teams aloow 3 Big Guys and 3 (0-1) postionals and an other difficult team to start with. Also see Jhonny KTOU's Beginers guide in this forum or click this link https://warbunka.forumotion.net/t507-blood-bowl-for-beginners.
Re-rolls: It is usually recommended to start with 3 or more Re-rolls for the lower agility teams and 2 or more Re-rolls for the high agility teams (elves).Also when you create a team Re-rolls are half price.
Staff: These guys/gals don't need to be represented with miniatures. You can purchase assistant coaches (10k), cheerleaders (10k) and an apothecary (50k if your team race allows it) at this stage but most people would advise against it at this stage, other than an apothecary for lower armoured teams.
Fan Factor: You can also purchase Fan Factor from 0-9 at this point, at 10k per point. Fan Factor (FF) modifies your FAME roll at the start of a match. When rolling for FAME you and your opponent both roll 2xd6 and add your FF to the score, whoever has the higher roll has +1 FAME for the match. Fame affects several results on the kick-off table. If your modified roll is double that of your opponents then you will have +2 FAME which can almost guarantee success on the kick-off table results, so FF potentially has a large impact on the match. Fame also affects your teams winnings at the end of the game and adds 10k, or 20k to your winnings roll.
Here some sarting rosters for the 5 of the more basic teams.
Humans:
Variation 1
- 5 Lineman
- 1 Thrower
- 4 Blitzer
- 1 Ogre
- 3 Rerolls
- Total 970k
Variation 2
- 4 Lineman
- 2 Catchers
- 2 Throwers
- 4 Blitzers
- 3 Re-rolls
- Total 990k
Variation 3
- 5 Lineman
- 2 Throwers
- 4 Blitzers
- 4 Rerolls
- 1 Apothecary
- Total 1,000k
Amazons
Variation 1 (4 RR)
- 5 Linewomen
- 1 Thrower
- 1 Catcher
- 4 Blitzers
- 4 Rerolls
- 1 Apothecary
- Total 1,000k
This is for a long-range build, leaving out your 2nd Catcher to prevent them from hogging the spps; use your 4 RR's to get those first skills on Blitzers and Linewomen.
Variation 2 (3 RR, 12 Players)
- 6 Linewomen
- 1 Thrower
- 1 Catcher
- 4 Blitzers
- 3 Rerolls
- 1 Apothecary
- Total 1,000k
A similar roster to the first, only this time you start with 1 less Re-roll in place for an extra player on the roster in case of injuries.
Variation 3 (3 RR, 2 Catchers)
- 4 Blitzer
- 2 Catcher
- 1 Thrower
- 4 Linewoman
- 3 RR
- Apothecary
- Totall 970k
The second catcher on the team gives your opponent something to think about defensively. The improved option of a passing game suddenly becomes more of an option which can force your opponent to defend a little deeper, which in turn allows you to concentrate on the center of the pitch with your greater numbers. You also have 30k left toward a 12th player or (longer-term) wait till you have enough to get your 4th Re-roll
Variation 4 (4 RR, starting TV 910)
- 7 Linewoman
- 4 Blitzer
- 4 RR
- Totall 910k
This variation focuses on one of the strengths of this race: they're cheap! You get maximum amount of Block from the start, 4 re-rolls will help you with Ag 3 ball-handling and to make better blocks, and you're almost guaranteed 50k in Inducements against other starting teams, and 100k v. even slightly developed teams. You start with 90k in the bank, so you wont need the Apothecary until you have some players that are worth saving.
Norse:
Variation 1: 4 RR, Apo
- 2 Ulfwereners
- 1 Blitzer (or Runner)
- 8 Linemen
- 4 Rerolls
- 1 Apothecary
- Total 1,000k
4 RR's is all you'll need for most environments, so this roster saves money there.
Variation 2: 3 RR, Apo, 13 players
- 2 Ulfwereners
- 11 Linemen
- 3 Rerolls
- 1 Apothecary
- Total 1,000k
13 players plus an apo gives a great buffer aganst losses. No positionals beyond the Ulfs.
Note - Trade out 2 linemen to take any 1 positional and 12 players total.
Variation 3: 3 RR, Apo, 11 players
- 2 Ulfwereners
- 2 Blitzers (and/or Runners)
- 7 Linemen
- 3 Rerolls
- 1 Apothecary
- Total 980k
This roster starts with 2 of your positionals* beyond the Ulf's.
(* Your choice, but no more than 1 Runner is recommended for a starting team - see General Comments above.)
Variation 3b
As shown, but without Apo. Cost = 930k.
This setup retains you 70k in bank to buy fresh players when needed and gives you easier early opponents and more inducements, especially in Blackbox.
As the Norse linos only cost 50k each, one really does not necessarily need an Apothecary. If the players get injured, retire them, and use Loners on the LoS and/or use your cash to buy fresh players.
Variation 4: 3 RR, 11 players
- 2 Ulfwereners
- 2 Blitzers
- 1 Runner
- 6 Linemen
- 3 Rerolls
- Total 970k
As #3 above, but trading out the Apo to upgrade a lineman to an additional positional Runner/Blitzer.
First purchase will be that Apo, and meanwhile hope that if you lose players early they're linemen - you can live with a journeyman or three on the LoS for a little while.
Variation 5: 3 RR, Apo, Troll
- 2 Ulfwereners
- 1 Snow Troll
- 8 Linemen
- 3 Rerolls
- 1 Apothecary
- Total 990k
3 RR's plus all your +St positionals, with an apo as a safety net. First purchase is probably(?) a Runner, to Blodge up as a ball carrier.
Variation 1
- 5 Blockers
- 2 Runners
- 2 Blitzers
- 2 Troll Slayers
- 3 Rerolls
- Total 1,000k
Variation 2
- 6 Blockers
- 2 Runners
- 2 Blitzers
- 1 Deathroller
- 2 Rerolls
- Total 1,000k
New coaches should be aware that the Death Roller is a "secret weapon", meaning that it will always be banned from the game at the end of any drive it starts. If you start with this roster, you will have 10 players on the field sooner than later until you buy a 12th. The question, then, is how many your opponent will have...
Orcs:
Variation 1 (3 RR)
- 4 Black Orc Blockers
- 4 Blitzers
- 1 Thrower
- 2 Linemen
- 3 Rerolls
- Total 990k
All positionals except the Troll & Goblin(s).
Variation 2 (2 RR, Troll)
- 1 Troll
- 4 Black Orc Blockers
- 4 Blitzers
- 1 Thrower
- 1 Lineman
- 2 Rerolls
- Total 990k
All positionals including the Troll (but no Goblins). Only 2 RR means you'll have to play more conservatively.
Variation 2a
Swap the lineman for a Goblin, to add stunty dodginess and Throw Team-Mate threat.
- Total 980k
Variation 3 (3 RR, 4 Goblins) You may not win many games but you'll have a lot of fun throwing the Gobbos about!
- 1 Troll
- 2 Black Orc Blockers
- 2 Blitzers
- 1 Thrower
- 2 Linemen
- 4 Goblins
- 3 Rerolls
- 1 Apo
- Total 990k
Dwarves:
Variation 1
- 5 Blockers
- 2 Runners
- 2 Blitzers
- 2 Troll Slayers
- 3 Rerolls
- Total 1,000k
Variation 2
- 6 Blockers
- 2 Runners
- 2 Blitzers
- 1 Deathroller
- 2 Rerolls
- Total 1,000k
New coaches should be aware that the Death Roller is a "secret weapon", meaning that it will always be banned from the game at the end of any drive it starts. If you start with this roster, you will have 10 players on the field sooner than later until you buy a 12th. The question, then, is how many your opponent will have...
These are just a guide feel free to go with what ever you want. Any money you have left after team creation stays in the bank and you can save this up for your next purchase.
Jimmy_Jazz- LVL 2 Ogre Breath
- Posts : 102
EXP : 4645
Join date : 2012-09-27
Age : 43
Character sheet
Class:
Race:
HP:
(10000/10000)
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