My brother has just gotten blood bowl team manager card game by fantasy flight games and it is a really good game. But as will always happen in this case is that it makes me want to play proper blood bowl again.
It is a game I have had since I was 7 (the polystyrene pitch version) and I have 4 teams for the latest version
undead - I generally win with this team. Crap but cheap fillers but the specialist players are great
skaven - probably the easiest team to score with in bloodbowl but struggle to defend. I usually win by scoring more touchdowns.
orc - love to fight. If i win its because ive smashed all their team and they have no defenders left to stop me scoring. If it lose its because orcs suck when they arent winning fights
pro elf - i really suck with this team. on paper they look good but i have never scored a touchdown with them, really struggle to defend and just end up splatted even off teams like humans.
so, if i am going to get back into blood bowl, im going to do chaos dwarfs. my question is this? should I do chaos dwarf models to play as regular dwarfs? or go for the chaos dwarf team.
The reason I would prefer using not-chaos dwarf rules would be a bigger variation in positional players on the pitch. I think i could easily convert models to represent each player as chaos dwarfs, even the death roller.
But, the chaos dwarf team has hobgoblins. My reservation here is the team is a bit bland with only 3 player types, it just seems like a weaker version of the chaos team. But im not bothered about playing with teams that arent very good (see pro elfs above) but I like a lot of variation in my players.
So I am asing this, who has had experience with blood bowl dwarfs or chaos dwarfs, and can anyone swing me one way or the other?
I tried playing BB both online via some client and on that fancy game thats on steam. Only went CDs naturally and got smashed. Bloodbeard is rumored to be a real fine chaos dwarf bloodbowl specialist
I’ve played BB with a CD team and enjoyed it. A good tactic I’ve found is a ‘refused flank’ setup - place two guys on one flank then put the remaking guys in an upside-down L shape with a minotaur inside the L and smash through the enemy lines (or into the side if they try running around you). If you can get the ball onto the mino and can keep the momentum up you can easily get a touchdown with him as he can Juggernaught through (especially if he levels up and rolls skills).
Go for the Chaos Dwarfs man - they are a great team. I played a couple of years in the local Ratt League. And even though I dropped out some years ago, my chaos dwarf team - 13th Danger Zone still hold the “longest no loss streak”. 19 games in a row.
I don’t think you should play them as regular dwarf, because they have only one play. No matter is you take slayers, runners, blitzers, linemen there’s one play. Bunker up, walk the ball, take your time. You’ll never play the running game, because there’s not fast enough players to protect the runners. Personally I get sick and tired of that gameplay.
Chaos Dwarfs, even though they have only have three player options, can deliver a very varied play.
Bull Centauers
A very strong player, one of the best in the game. Almost all skill rolls are good for the guy. Strength, he’s a fast no stupid big guy. Agility, he plays like a human. Double, give him dogde. Make on into a break tackle, ball stripping, defensive-ish blitzer and destroyer. Another into a ball player, touch down scorer, runner. And always get block of cause.
Multible roles for these cool guys. An opens for some of the hardest counter play in the game.
Chaos Dwarf Linemem
Tough as nails dwarf lineman - with a chance of mutations! You field 6 of them on your team. This means you can, with your BCs, cover the entire front line. Or put 3 on the line of scrimmage and cover everything behind.
If you want you can get the ClawPoMb’ers all around. Not that interesting to play with, but the most “broken” skill line in the game. Claw, pilling on, mighty blow. With further mutations go for all kind of annoying stuff. Tentacles, disturbing pressence etc.
Hobgoblins
these guys are fun. Cheap as dirt. Keeping the price of the team down. Make sure to get some touchdowns in with them, after the BCs have a skill or two. And what really makes the CD team able to play a lot of different styles.
Over time you get at ball picking, throwing hobgoblin - for some very quick plays combined with an AG3 (or maybe 4) BC.
A cathing, dodging, side stepping, hobgoblin. A guy to stand near the sideline, protected front and back by a lineman or BC. Makes for two turn touchdowns in a hard spot.
A hobgoblin with kick.
But best and most fun of all: The dirty playing sneaky git! It’s awesome! He cost next to nothing and can send enemies to the pits, when they lie surronded by linemen.
Hogoblins with 1 or two skills can really enhance your game. And you quickly get two guys to help only with defence and two guys for offence.
Tought start
Hope for some easy games to start out, perhaps go for the draws. The team has no skill re-rolls to start with and they are 70k. So start out with 3 re-rolls if possible and get an apothecary fast - players are expensive. So the take a couple of games to get really rolling.
I really enjoyed my CDs. A great team, that let’s a player do multible things. And that makes it a fun team in the long run.
A CD team have way more versatility than a Dwarf team. As I see it with dwarves they hit hard and ideal your opponent doesn’t touch the ball after turn 2. But a CD team have a lot of the dwarf hitting power(with the option of CLAW depending on meta), but also some OK ballhandeling options in both the Centaurs and Hobgobbos. But I guess you should consider a Centaur your main ball carrier and keep a Hobbo for back up. Btw, heres a league I commiss http://www.tloeg.bloodbowlleague.com
Edit: Oh, and did I mention that Guard is useful for our short friends… TLoEG Blood Bowl league
I think the main problem for me is we usually dont play with experience/upgrades. because its difficult for our gaming group to keep track of everything and also to keep the game balance equal we started playing more like warhammer where every game has a set gold limit to buy a new team. Therefore I would be playing the team as it comes fresh out of the box every time.
A good starting line-up (under LRB6 rules) is: 2 bull centaurs, 4 CDs, 5 hobbos, 3 rerolls and an apothecary. Use the CDs to hold the center (with assists from hobbos), and keep the bull centaurs to break through on at least one flank.
If you ever play in a league:
Always try to get block for your BC, break tackle if you can’t get dodge, and anything that makes them get a hold of the ball easier… they are your fastest and strongest players… guess who should do the scoring?
Never ever let your hobbos gain a level, except if they can get something really usefull (like +1 STR). Keeping your rating low is as important as having good positionals.
Always try to get Claws + Mighty Blow on your CDs… that combo is one of the best in the game (just behind blodge).
If you’re looking for great resource material for leagueplay, or keeping tabs on XP, I’ve got a great Excell-format roster that incorporates all teams, and which counts advances in levels, team rating etc. automatically.
I think the main problem for me is we usually dont play with experience/upgrades. because its difficult for our gaming group to keep track of everything and also to keep the game balance equal we started playing more like warhammer where every game has a set gold limit to buy a new team. Therefore I would be playing the team as it comes fresh out of the box every time.
torn
Why not play higher point value games and use the rules for working out TV to cost stat and skill upgrades? Should give your games more variety and should allow everyone to get more out of the game - personally I think by not using the XP rules you're missing out on a big part of the game (just like people who play Mordheim or Necromunda and don't use the XP rules for those); don't know about everyone else, but personally I think half the point of the Specialist Games games with XP systems is to take your team/warband from a buch of pathetic losers to being well trained and equipped elites.
dont get me wrong I have used xp rules many times in the past but what usually happens is that because our group isnt really that big somebody always comes out as a runaway leader. It happened to me in gorkamorka and I had about 15 gang members and 3 fully kitted out vehicles. Nobody had a chance. necromunda isnt so bad because the technology balances it out, i.e. you can be really experienced and upgraded but the guy your playing has rolled up a power fist.
With blood bowl I think the effects are amplified and if a player with an experienced team goes up against a new team its a no contest. In our group we like to play balanced games.
higher starting gold and extra cash to buy upgrades might take some of the randomness out and keep the balance but im not sure how to cost it.
dont get me wrong I have used xp rules many times in the past but what usually happens is that because our group isnt really that big somebody always comes out as a runaway leader. It happened to me in gorkamorka and I had about 15 gang members and 3 fully kitted out vehicles. Nobody had a chance. necromunda isnt so bad because the technology balances it out, i.e. you can be really experienced and upgraded but the guy your playing has rolled up a power fist.
With blood bowl I think the effects are amplified and if a player with an experienced team goes up against a new team its a no contest. In our group we like to play balanced games.
torn
That's where tourneys or league play comes in - set a limit on how many games get played or set up a structure of who plays who and when. If someone joins in at a later date, then maybe give them higher starting gold to compensate somewhat? Also, remember teams with a lower rating get inducements essentially for free so it balances it out somewhat.
higher starting gold and extra cash to buy upgrades might take some of the randomness out and keep the balance but im not sure how to cost it.
Use the Team Value modifier table in the Leagueplay section of the rulebook; it sets out how to alter the Team Value of your team for leagues where you are using the XP side of things so should work as a way of purchasing skill and stat increases for one-off games.
I played half a game of bloodbowl yesterday using my necromantic team against humans. The humans received first and managed a pass then run to put them in a good scoring position to score after 5 turns. I then received and managed to run for a touchdown in my 3 turns with a ghoul using the werewolves as upfield blockers. Was good to play again.
Im just curious for those who didnt buy the game in the 90’s like i did where would you get boards and range rulers from nowadays?
After my test game im thinking chaos dwarfs would be better than dwarfs as the variety in the 3 player types will come in handy.
Ok so I havent made chaos dwarfs yet, but I will do. I just have a question is LRB 6 the newest ruleset?
I have downloaded blood bowl chaos edition on steam and im slowly getting the hang of it. unfortunately the tutorial on the game tells you how to play bloodbowl, which I can do fine its using the computer i need help with!
Im using necromantic as thats my favourite real life team but will trying chaos dwarfs soon. In fact the idea for downloading was that I would be able to try out any team for £6, without having to buy and paint models and arrange games. In real life ive played a half of necros vs humans 1 - 1, and the same with my pro elves vs humans 1 - 1, actually passing a ball!
LRB6 and CRP are the same! I don’t play the computer game, but as far as I know there are a few skills that don’t work the same. If I remember correct Grab is one of them…
For the computer game Chaos edition, I found that the best thing you can do in a campaign is to grind up the skill levels of all your players until they all have block and lots of other skills, until they become nothing short of killing machines. I made do with only one or two Hobgoblins with some ball skills, all the rest were combat geared. It hardly matters if you slink down to the bottom rung whilst doing so, because once you can massacre every other team (even Nurgle teams), you’ll have a good chance at victory in every game. The Achilles’ heel is the Minotaur, since he can’t block.
yes, deduct three squares for standing up. If you have the Jump Up skill you can blitz without the getting up movement penalty, and even get up and block in a square adjacent as if a blitz action, without using your blitz action on a successful roll.