BB races and percieved pro's and con's
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- popsical
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BB races and percieved pro's and con's
I'd like to know the forum members thoughts on the 24 teams pro's and con's.
I have personally wanted a Slann team (since the good old 1st ed), but never got round to getting one.
I will be buying the Gaspez arts team soon. So thoughts on the Slann would be great too.
I am also interested to hear if Thrud still menaces the BB field, or has he become an Ogre?
I have personally wanted a Slann team (since the good old 1st ed), but never got round to getting one.
I will be buying the Gaspez arts team soon. So thoughts on the Slann would be great too.
I am also interested to hear if Thrud still menaces the BB field, or has he become an Ogre?
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- Darkson
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Re: BB races and percieved pro's and con's
Games Workshop no longer have the rights to use Thrud, so he's no longer in the rules.
That says, he does menace the Thrudball, held in Bogner Regis in August.
That says, he does menace the Thrudball, held in Bogner Regis in August.
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- DoubleSkulls
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Re: BB races and percieved pro's and con's
bbtactics.com has good sections on all the races.
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Ian 'Double Skulls' Williams
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Re: BB races and percieved pro's and con's
all races are great...except one.
Can you guess which?
Can you guess which?

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Re: BB races and percieved pro's and con's
The one Heff is playingHeff wrote:all races are great...except one.
Can you guess which?

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Ian 'Double Skulls' Williams
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Re: BB races and percieved pro's and con's
Stop trying to psych me out beardmeisterDoubleSkulls wrote:The one Heff is playingHeff wrote:all races are great...except one.
Can you guess which?
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Re: BB races and percieved pro's and con's
So whats with the stuntie hatred heff?
I must say i hate painting the little buggers!
Consequently i havent painted one since 1990, and wont ever again.
I must say i hate painting the little buggers!
Consequently i havent painted one since 1990, and wont ever again.
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- inkpwn
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Re: BB races and percieved pro's and con's
Can we please not have yet another thread that devolves into a discussion about heffs raging pogonophobia.
Right, pros and cons, here's how I perceive them.
Amazons
Pros- Cost effective, blodge, varied skill acccess, no weak or low AG players.
Cons-No excelling players, no break away players, Low armour.
Chaos
Pros- AG3 ST4 players, Horns on all the beast makes each lineman a dangerous blitzer, evolves into killer at high T.V., decent armour.
Cons- No break away players, lack of starting skill, Doubles only agility access.
Chaos dwarfs
Pros- High movement ST4 pieces, fantastic blockers, eight AV9 players.
Cons- AV7 lineman with G access only, Agility access for the entire team on doubles only, can be victim to slow progression.
Chaos Pact
Pros- Varied pieces with lots of development options.
Cons- 3 players with loner and negative activation skills, animosity limits passing game, lack of starting defensive team.
Dark elf
Pro- AG4, decent armour, decent skills.
Con- Lower speed than the other elf teams, average strength across the board, strength access only on doubles.
Dwarf
Pros- Best cage builders in the game, block on almost every piece, tackle on the lineman, excellent armour.
Cons- Low movement speed, low AG, agility access only on doubles, secret weapon big guy, heff won't shut up about them.
Pro Elf
Pros- Cheapest elf team, great blitzers, amazing catchers.
Cons- Low armour, Strength access only on doubles.
Goblin
Pros-Fun secret weapons, great at dodging.
Cons- The need to constantly monitor team value, losing players due to secret weapon skill, unreliable big guys and low strength.
Halflings
Pros- Dodge well, easiest one turn touchdown in the game, reliable big guys, low tv allows for a chef almost every game.
Cons- Squishy, low speed, they are the joke team.
High elf
Pros-High speed, great passing game, decent armour, AG4.
Cons- No high strength, strength access only on doubles, expensive players.
Human
Pro- Jack of all trades, higher than average speeds.
Cons- Low strength runners, doesn't excel in any particular area.
Khemri
Pros- Four reliable strength five players.
Cons- Low AG, Low AV, Low AG, Low movement, agility access only on doubles.
Lizardmen
Pros- MV8 stuntys, six strength four players, fairly priced.
Cons- Saurus are slow to develop.
Necromantic
Pros- Werewolfs are awesome, only team with starting standfirm, regeneration, the ability to raise zombies.
Cons- Pricey, ghouls can't be protected from injury.
Norse
Pros- Block on almost every player, big guy with starting claw.
Cons- Low armour.
Nurgle
Pros- Lots of intresting starting skills, great development protection, the ability to raise rotters, decent AV.
Cons- Double only AG access, low AG, lower than average movement.
Ogre
Pros- Six big guys, excellent dodging titchys.
Cons- Six bone heads, low movement, AV5 and ST1 players, limited skill access.
Orc
Pros- High AV, four ST4 players, the ability to move the ball better than some other bash teams.
Cons- Unreliable big guy, lack of agility acces except on the goblin.
Skaven
Pros- They have the fastest pieces in game, good skill access, cheap.
Cons-Very squishy.
Slann
Pros- Leap allows for some great high risk high reward gameplay, fairly unique as teams go.
Cons- Squishy, risky, expensive, no starting defensive skills.
Undead
Pros- Decent mix of speed and bash, regeneration, varied skill access, well priced, 2 reliable ST5 players, can raise zombies.
Cons- Can't protect the ghouls once injured, slow low AG linemen.
Underworld
Pros- Great development prospects, cheap.
Cons- Squishy.
Vampire
Pros- Six ag4, strength four players, good development prospects.
Cons- Bloodlust, low av linemen.
Wood elf
Pros- Fast, AG4, starting blodge, great passing game.
Cons- Squishy, expensive.
I will probably flesh this out a bit more later, I'm tired.
Right, pros and cons, here's how I perceive them.
Amazons
Pros- Cost effective, blodge, varied skill acccess, no weak or low AG players.
Cons-No excelling players, no break away players, Low armour.
Chaos
Pros- AG3 ST4 players, Horns on all the beast makes each lineman a dangerous blitzer, evolves into killer at high T.V., decent armour.
Cons- No break away players, lack of starting skill, Doubles only agility access.
Chaos dwarfs
Pros- High movement ST4 pieces, fantastic blockers, eight AV9 players.
Cons- AV7 lineman with G access only, Agility access for the entire team on doubles only, can be victim to slow progression.
Chaos Pact
Pros- Varied pieces with lots of development options.
Cons- 3 players with loner and negative activation skills, animosity limits passing game, lack of starting defensive team.
Dark elf
Pro- AG4, decent armour, decent skills.
Con- Lower speed than the other elf teams, average strength across the board, strength access only on doubles.
Dwarf
Pros- Best cage builders in the game, block on almost every piece, tackle on the lineman, excellent armour.
Cons- Low movement speed, low AG, agility access only on doubles, secret weapon big guy, heff won't shut up about them.
Pro Elf
Pros- Cheapest elf team, great blitzers, amazing catchers.
Cons- Low armour, Strength access only on doubles.
Goblin
Pros-Fun secret weapons, great at dodging.
Cons- The need to constantly monitor team value, losing players due to secret weapon skill, unreliable big guys and low strength.
Halflings
Pros- Dodge well, easiest one turn touchdown in the game, reliable big guys, low tv allows for a chef almost every game.
Cons- Squishy, low speed, they are the joke team.
High elf
Pros-High speed, great passing game, decent armour, AG4.
Cons- No high strength, strength access only on doubles, expensive players.
Human
Pro- Jack of all trades, higher than average speeds.
Cons- Low strength runners, doesn't excel in any particular area.
Khemri
Pros- Four reliable strength five players.
Cons- Low AG, Low AV, Low AG, Low movement, agility access only on doubles.
Lizardmen
Pros- MV8 stuntys, six strength four players, fairly priced.
Cons- Saurus are slow to develop.
Necromantic
Pros- Werewolfs are awesome, only team with starting standfirm, regeneration, the ability to raise zombies.
Cons- Pricey, ghouls can't be protected from injury.
Norse
Pros- Block on almost every player, big guy with starting claw.
Cons- Low armour.
Nurgle
Pros- Lots of intresting starting skills, great development protection, the ability to raise rotters, decent AV.
Cons- Double only AG access, low AG, lower than average movement.
Ogre
Pros- Six big guys, excellent dodging titchys.
Cons- Six bone heads, low movement, AV5 and ST1 players, limited skill access.
Orc
Pros- High AV, four ST4 players, the ability to move the ball better than some other bash teams.
Cons- Unreliable big guy, lack of agility acces except on the goblin.
Skaven
Pros- They have the fastest pieces in game, good skill access, cheap.
Cons-Very squishy.
Slann
Pros- Leap allows for some great high risk high reward gameplay, fairly unique as teams go.
Cons- Squishy, risky, expensive, no starting defensive skills.
Undead
Pros- Decent mix of speed and bash, regeneration, varied skill access, well priced, 2 reliable ST5 players, can raise zombies.
Cons- Can't protect the ghouls once injured, slow low AG linemen.
Underworld
Pros- Great development prospects, cheap.
Cons- Squishy.
Vampire
Pros- Six ag4, strength four players, good development prospects.
Cons- Bloodlust, low av linemen.
Wood elf
Pros- Fast, AG4, starting blodge, great passing game.
Cons- Squishy, expensive.
I will probably flesh this out a bit more later, I'm tired.
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Re: BB races and percieved pro's and con's
The linemen, block+tackle+thick skull+AV9. This is a positional on any other team.popsical wrote:So whats with the stuntie hatred heff?
I must say i hate painting the little buggers!
Consequently i havent painted one since 1990, and wont ever again.
That and they are boring, Lets spam guard and MB (and Piling on if you are that way inclined) ANY other development path is so sub optimal as to be stupid.
Fix the linemen and make them worse than the blitzers and I have no problem at all. I actually like the chaos dwarf team a lot and will be buying one soon.
Hates em my precious, they are the worm in the apple of my blood bowl existence.
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Re: BB races and percieved pro's and con's
Pretty much agree with Inkpwn except a few pointers. Ag skill access on doubles on bashy teams isn't that big a deal. Sure dodge is cool on a ballcarrier, but thats about it.
Chaos, CPact, Cdwarves (underworld, skaven) > mutation access (claw) is huge.
Chaos dwarves> Early the bulls are easily tied up and then you have a really slow team. No ballhandling skills early.
Dark elves> Pro: Blodge on 6 players with just one skill up on each. Con: Really pricy.
Necro> Not so sure about pricey, they have so cheap linemen that makes up for the expensive ww's and golems imo. Pro: claw on wolves, they just need a double for mb, then they are a true terror.
How can nurgle both be decent and low AV? I guess decent is the correct one
Chaos, CPact, Cdwarves (underworld, skaven) > mutation access (claw) is huge.
Chaos dwarves> Early the bulls are easily tied up and then you have a really slow team. No ballhandling skills early.
Dark elves> Pro: Blodge on 6 players with just one skill up on each. Con: Really pricy.
Necro> Not so sure about pricey, they have so cheap linemen that makes up for the expensive ww's and golems imo. Pro: claw on wolves, they just need a double for mb, then they are a true terror.
How can nurgle both be decent and low AV? I guess decent is the correct one

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- inkpwn
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Re: BB races and percieved pro's and con's
Woops, I ment AG, and your other points are also great.
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Re: BB races and percieved pro's and con's
I think Inkpwn has it down.
I would like to point out one more pro of the Humans which is their four (!) amazing Blitzers.
I would like to point out one more pro of the Humans which is their four (!) amazing Blitzers.
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- burgun824
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Re: BB races and percieved pro's and con's
But Heff. They are worse then the Blitzers. They are MA4 AG2 vs MA5 AG3. LOL.Heff wrote:Fix the linemen and make them worse than the blitzers and I have no problem at all.
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