Page 1 of 2
Human Team help request
Posted: Thu Jan 29, 2009 9:52 pm
by ipnoom
I have looked over the lists here for information about popular Human team configurations and many reccomend either forgoing catchers or forgoing the Ogre initially and then expanding into those configurations as you acquire money. This seems reasonable to me, but I am curious as to opinions on which teams would be more inclined to help you make money (or cost you less money so that you net more). My thoughts are that a catcherless team would be tougher based on higher average armor, but would they be winning as many games as a catcher team, thus earning FF easily and thus gaining more loot?
I was planning on this configuration but now I am concerned that it may not be my best bet to build swiftly in the form of affording replacement players, apoth., etc.
140 ogre
360 Blitzer x4
140 Thrower x2
200 Lineman x4
150 TRR x3
10 undetermined
I am going to play in a long league with a strong mix of teams, though probabably more bash than anything else. I think the 3 TRR's are good to start, mostly because that is about all I need, and like the idea of not paying double later, and I really like having the flexibility of 4 blitzers, but otherwise I am open to other ideas on making a team that will make good money.
One more important point would be that there is a certain animus that exists between me and certain members of the league where they gain their pleasure from just killing my players and care nothing about the score when facing me, so I have a feeling that I may need to be using journeymen often

Re: Human Team help request
Posted: Fri Jan 30, 2009 12:04 am
by tenwit
ipnoom wrote:One more important point would be that there is a certain animus that exists between me and certain members of the league where they gain their pleasure from just killing my players and care nothing about the score when facing me, so I have a feeling that I may need to be using journeymen often

Consider dropping the Ogre and buying an apo and two more linefodder then. You might get fouled into the middle of next week otherwise
Still, assuming that you're moderately experienced, know the downsides of Bonehead, and are willing to have a slightly reduced chance of winning for your first three or so games, that's a solid lineup. I personally wouldn't start a human team without one catcher, but MA is everything to me.
If you're less experienced, the Ogre is a liability. Two catchers for the same cost will increase your chances of victory, and therefore of the +10k gold per game.
Posted: Fri Jan 30, 2009 4:00 am
by DoubleSkulls
I'd always start with the Ogre myself - because I'm confident in my use of him. Generally that means if performing a move action do it early in the turn so you've more opportunity to compensate for a failed bonehead. If blocking/blitzing do it late in the turn.
Remember that without Block 3 dice blocks (which you should be aiming for as much as possible) are less reliable with 2 dice with Block.
Ogres (and most big buys) skill up slower against experienced teams because they are generally better at protecting themselves. Once you've got Guard & Stand Firm he's a very useful piece, and if you get lucky and get a double then he's great.
Also Blitzers are fairly quick, and skill up faster without catchers on the team since they'll score most of the TDs.
Posted: Fri Jan 30, 2009 7:06 am
by mattgslater
I think an Ogre is a fine option for Humans, but not really a necessary one. If you don't take an Ogre, take two Catchers and a reserve, but otherwise the math is the same.
4 Blitzers: 36
4 Linos: 20
2 Throwers: 14
3 TRRs: 15
10k Treasury or FF1: 1
Remainder: 14, must hire 1+ players.
14 = 2 Catchers
14 = 1 Ogre.
Either way. It's all good.
Throwers are better than Catchers on Human teams for three reasons:
1) Blitzers are MA7, and can do 2-turners as receivers.
2) Blitzers and Linos can receive with a TRR, but picking up and passing with them is dangerous.
3) ST2 is a big disadvantage, especially on a team that can't spread the Dodge around.
Posted: Mon Feb 02, 2009 1:29 pm
by bjorn9486
From your original roster, I would drop the thrower and do one of the following:
1. Get a catcher
2. Get another lineman and bank the 20K
3. Get an apothecary and bank the 20K
Out of the 3 options, I would probably do number 1, then my next purchase would be a apothecary then my 3rd purchase would be a lineman. It will be hard at first as you would only have 11 people, but 4 would have block, 1 would be ST5 and 4 more you could replace with journeymen just fine. The catcher will give you the speed you need to get around the line. Screen him with 2 blitzers to deter any backfield defense and you should have a 3 turn scoring machine there.
Posted: Mon Feb 02, 2009 7:06 pm
by AK_Dave
People seem to hate on the Catcher because he is ST2 and AV7, but I think the Catcher has a lot of potential and shouldn't be ignored entirely. His mobility allows Humans to keep pace with faster agility teams, like Pro Elves and Skaven, and even play a bit of their game with them.
Posted: Mon Feb 02, 2009 7:07 pm
by Decker_cky
I think the roster is fine. In my opinion, humans need an ogre and at least 3 blitzers to start. Catchers are fine, but you never really *need* them. I'd consider downgrading a thrower to a lineman and banking the cash, but with 2 throwers you're a little more flexible and less at the mercy of KO's and CAS.
With the lineup you've got, humans can take a pretty good beating. Get an Apoth ASAP, and get guard on everyone possible. Anything that can outbash you, you're much faster than, so sometimes you'll take a beating to get the score. It happens, but with AV8, it usually doesn't end too bad.
Posted: Mon Feb 02, 2009 7:18 pm
by bjorn9486
AK_Dave wrote:People seem to hate on the Catcher because he is ST2 and AV7, but I think the Catcher has a lot of potential and shouldn't be ignored entirely. His mobility allows Humans to keep pace with faster agility teams, like Pro Elves and Skaven, and even play a bit of their game with them.
I don't think anyone here hates the catcher, its just that they feel that he is more of a liability than a help at the beginning. A blitzer can score almost as easily as the catcher, plus he starts with ST3 AV 8 and Block. With a couple blitzers, you never know who is going to get the ball and who is going to just block, but catchers on the other hand are one trick ponies, and if you can't protect them, then they are wasted TV.
Posted: Mon Feb 02, 2009 10:29 pm
by Decker_cky
Plus...humans don't really need to keep up with the faster races. With 4 AG3 MV7 players, you can use positioning to cover those players, and you have enough strength, armour and block to play bashy against those teams.
Posted: Mon Feb 02, 2009 10:41 pm
by mattgslater
That first Catcher sure is nice to have, though you certainly don't have to start with him. Especially on defense, paradoxical as it may seem. A single Catcher at safety is good for man-marking receivers or for turning the game over after the other ten players have broken the cage. Wrestle/DT/Sidestep against speed, and Wrestle/Sidestep/Jump Up if you fear bash. You don't need 3 or 4, really, but I'd try to have 2. I'd say go Apoth-Catcher-Catcher with your first three purchases if you start with 4/2/1 Blitzer/Thrower/Ogre and no Catchers.
Posted: Tue Feb 03, 2009 12:47 pm
by bjorn9486
mattgslater wrote:...A single Catcher at safety is good for man-marking receivers...
You my good sir have more guts than I do if you mark your opponents ball carriers with your catchers. Even if my catchers are Blodgers, in my experience, even if the carrier has a ST 2, he always has a escort that has ST 3 and will blitz me out of the way all day. The only time I have a catcher on defense is if I get him past the LoS and hope to get the ball to my defensive throw and Long Bomb to the catcher for a score.
On the subject of the number of catchers, I only field 2. The only way I would field more is if they got a ST 3 increase, in which case I might field another one, but I find generally 2 is enough for 1 decoy and one intended receiver.
Posted: Tue Feb 03, 2009 10:07 pm
by tenwit
That catcher is there to force your opponent to either dodge with the ball-carrier, or use up his blitz on a guy whose only job is to be blitzed. No bravery required, the catcher was bought to be a sacrificial lamb, he's just doing his job.
Later in your team's life you'll have offensive catchers that you protect with linemen and blitzers. But they're not this catcher. This guy gets Side Step before Block because it makes blitzing him off the ball-carrier less appealing. Then he dies doing his job. No biggy.
I don't agree with Matt's suggestion of Wrestle. That works wonders if the one blitzing you is the ball-carrier, but that's almost never the case. Blockis better, in order to keep the tackle zone/diving tackle working.
Posted: Tue Apr 21, 2009 5:01 am
by Lictor
Since this hasn't been used in 2 months I thought I might as well hi-jack it.
I took a Human Team into a new league simply to play more games of Blood Bowl and play with a different team/play style. Because of a lack of options I took a Human Team. It has been something of an unexpected dream start with very few set backs. My biggest problem is I just don't know how to develop a Human side. In 5 games I now have
Currently -
1. Ogre
2. Blitzer - Tackle
3. Blitzer - Dodge
4. Blitzer - Guard, Mighty Blow
5. Blitzer - Guard
6. Throw - Kick
7. Throw - Accurate
8. Catch - Block, Side Step
9. Catch - Block, St +1
10. Line-O
11. Line-O - Wrestle
12. Line-O
13. Line-O
I took a Thrower with Kick simply because I wanted the skill and my Line-o's are never quite where I want them to be to skill up faster. I did have a second Line-o with Wrestle but he got killed. And my Ogre got reduced to Av8 in his second game, so is he a TR risk or still useful?
My Problem is I don't know how I should skill up the Blitzers:
The Tackler I am thinking Strip Ball as he is my sweeper.
The Dodger I am thinking either Sure Hands or Fend so I have 3 Strong scorer types, but at the same time the only teams I concerned about are W'Elf and Liz and might need more Tackle ASAP.
What else do you give Guard players besides Might Blow?
What direction do I take a St 3 Human Blodging Catcher?
Posted: Tue Apr 21, 2009 8:24 am
by Glorian Underhill
Lictor wrote:
My Problem is I don't know how I should skill up the Blitzers:
1. The Tackler I am thinking Strip Ball as he is my sweeper.
2. The Dodger I am thinking either Sure Hands or Fend so I have 3 Strong scorer types, but at the same time the only teams I concerned about are W'Elf and Liz and might need more Tackle ASAP.
3. What else do you give Guard players besides Might Blow?
4. What direction do I take a St 3 Human Blodging Catcher?
From my humble human experiences:
1. Tackle, plus Strip Ball is the GutterRunnerbane. But as he is highly specialized he will be more than often on the wrong side of the field.
My Advice would be Frenzy. First, Frenzy brings the opponent to set up different on the sidelines. So with Kick, when you get a blitz you only need to blitz one player out of the way.
Second: Frenzy gives you a free Block-ReRoll, and the second one can also be Rerolled with a normal Reroll. sure Strip Ball is nice but having a Dodgekiller is just to much fun to miss.
2. Your Blodger seems to be you preferred runner. Fend is very nice, but im a strong supporter of Guard on every Blitzer. So Fend is nice as Guard.
3. Usually my Blitzers don't survive to the third skill.
But, Guard Mighty BLow is a fine thing. Consider maybe Frenzy as mentioned above. On Doubles Dodge is the first thing.
4. Actually is at the peak of his direction.

ST3 plus Blodge is a humans coach wet dream. I would use him on offence only as you can then protect him better. Sure he might be on defence just perfect, but he has a very big bullseye on his head. So I would transform him into a "Touchdownmaschine". On offence he can be put 3 paces into the opposing half and next turn he can Blitz himself through the offence and Score.
Skills:
-SideStep is allways fun. Especially that he will most likely survive the Block with ST3.
-Diving Catch: Depends if you like passing, and use the experimental rules where it will make him +1 on acurate passes.
-Fend: Allways fun.
-Stat increase: take MV, ST or AG. Armour would make him more ressillient, but the plan is that he scores, and isn't bogged down into fighting. And MV 9 on a ST3 player is the absolute hit.
Posted: Tue Apr 21, 2009 11:29 am
by Brokje
Hi there!
On Human Blitzers, Guard is always a solid choice.
I prefer to try and develop:
1) a killer blitzer; Tackle, Might Blow, Piling On (Jump Up)
2) a frenzier; Frenzy, Juggernaut, Stand Firm (Side Step)
3) 2 supportive Blitzers, Guard, Stand Firm, Mighty Blow (Dodge)
Regarding stat increases, a St or Ag increase is a no-brainer.
For the Mv/Av increase I would take +1 Mv as a first or second skill. When rolling 10 as a third skill or later I would go +1 Av, to help him survive.
Maybe I should add that I equip my Catchers as Blitzers too; Block/Dauntless or Wrestle/Strip Ball.
Cheers!
B