Hi. Take Orcs and Chaos for example, they perform about equal early in development and have comparable basic stats. Is it Chaos somewhat better movement and agility that does so they perform considerably better at high team values? I can see why say Norse falls behind with that AV, but why orcs does it i dont know.
What is the biggest reason that elves evolves so very good, is it just that AG is so very important?
Biggest reason for why some teams develop better?
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Re: Biggest reason for why some teams develop better?
Skill access across the team makes some teams more able to take highly efficient skills for longer, imo, meaning they stay highly efficient (possibly increasing in efficiency) as TV increases.
Looking at Orcs vs Chaos, the Orc Blitzer killer is pretty much complete at 31SPP once he has TPOMB. The Chaos killer can take Block, CPOMB and tackle, so 2 extra skills. The support player (BOB or CW, if you choose to go that way) are similar, but the CW has the extra MA and AG to be more useful and mobile, making the guard more able to get where it needs to go. Then there's the fact that the Orc lineman has only G access, or the troll has only S access. An Orc team doesn't need to take linemen, but those GS skills are only available on 8 players compared with the Chaos team's 16. The same principle holds for elves, I think. GA access across the board means that blodge and SS are instantly very useful, with tackle also available and a host of more specialised skills for the more specialised players.
I don't have any data to back that up, but it's my opinion on it
Looking at Orcs vs Chaos, the Orc Blitzer killer is pretty much complete at 31SPP once he has TPOMB. The Chaos killer can take Block, CPOMB and tackle, so 2 extra skills. The support player (BOB or CW, if you choose to go that way) are similar, but the CW has the extra MA and AG to be more useful and mobile, making the guard more able to get where it needs to go. Then there's the fact that the Orc lineman has only G access, or the troll has only S access. An Orc team doesn't need to take linemen, but those GS skills are only available on 8 players compared with the Chaos team's 16. The same principle holds for elves, I think. GA access across the board means that blodge and SS are instantly very useful, with tackle also available and a host of more specialised skills for the more specialised players.
I don't have any data to back that up, but it's my opinion on it

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Re: Biggest reason for why some teams develop better?
Thank you very much for that thorough explanation.
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Re: Biggest reason for why some teams develop better?
Chaos at high TV has regular access to clawpomb, one of the best combos in the game, and it can develop a better ball carrier than Orc thrower, thanks to 2 heads and starting MA 6.
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Re: Biggest reason for why some teams develop better?
In a word: yestheghr wrote: What is the biggest reason that elves evolves so very good, is it just that AG is so very important?
Without an inexhaustable list of assumptions (rule and house rule options, league composition, coaching ability, cherry picking matches vs random) it is hard to be declarative and definitive but, at the basis of play, teams with more starting skills and stat increases do better.... Ag 4 on players provides superior avoidance ability and negates, to a great extent, the skills (superior or otherwise) of the opponent.... Options are limited to attempts at eliminating players who are designed to avoid you....

Ag is profoundly important in this game....
The reason clawpomb is so used/feared in this game is that it has an improved chance of eliminating the avoiders (ag4+) as well as the heavy armored abusers (dwarves).... So, yeah, lots of inherent balance issues....
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Re: Biggest reason for why some teams develop better?
I would say two reasons, above average stats and clpomb. In the first case the discount for stats at creation is better than the discount for skills at creation. Adding skills is relatively cheap and reliable compared to adding stats which can be both rare (almost 80 games in the OCC, only 2 stat increases for my orcs being a bitter and unlucky example) and expensive. Also as has been said a high stat low skill player gets more development utility from skills.
And then clpomb gives the ability to wipe out other teams with a lucky set of dice, especially the teams that are supposed to be able to bash.
In my fantasy shake up of the rules something happens to clpomb (either it is changed, or you get a counter skill like heavy armour added to strength skills that negates it) and agility is split into two stats, one for the ball and one for movement.
And then clpomb gives the ability to wipe out other teams with a lucky set of dice, especially the teams that are supposed to be able to bash.
In my fantasy shake up of the rules something happens to clpomb (either it is changed, or you get a counter skill like heavy armour added to strength skills that negates it) and agility is split into two stats, one for the ball and one for movement.
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Re: Biggest reason for why some teams develop better?
1) Skill imbalance (players that can take overpowered skills all the way up get relatively better)
2) Armour (kill skills work really well on AV7, not so well on AV9)
3) Stat synergy (Dodge and AG4 make an extremely good pair)
Also Orcs outperform Chaos at TV1000, mainly due to 4x Block.
2) Armour (kill skills work really well on AV7, not so well on AV9)
3) Stat synergy (Dodge and AG4 make an extremely good pair)
Also Orcs outperform Chaos at TV1000, mainly due to 4x Block.
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