Taken as they are from the Warhammer fantasy universe,
Dwarves are a fan favourite and had a massive following and still do now (even
though there now flying in massive airships….)
Indeed, they are iconic. Their Troll Slayers which brings
visions of Gotrek Gurnisson and Snorri.
Halflings on the other hand were more well known for the
Moot than anything else and an imitation of the Hobbit. Indeed, as they are
supported by the treemen it is as if they are much more like their Lord of the
Rings counter Parts.
So how about it guys should be have a look at the stunty and
the Stubborn?
Dwarves
As I mentioned a fan favourite team and easy team to use.
The Linemen start with AV9, block and tackle but handily
have access to strength skills meaning a skilled dwarf line is horrible difficult
to break through (lots and lots of guard). What lets these guys down is speed.
A mv of 4 can mean dwarfs struggle against a team that can shift their attack
effectively (Wood Elves Lizardmen)
Dwarf Positionals are nice as well. Runners add an element
of speed which allows the ball to be gathered easily. Although not overly
impressive in stats, they do get access to pass skills which means they can get
leader. That and block is the only skills from general id take for these guys.
Blitzers are the same as long beards but without tackle and
with extra movement and agility. These players there for additional ball
carriers.
Troll slayers are blitzers with dauntless and frenzy and
give the team options for facing big guys. They also have the speed of blitzers
but suffer with AG 2.
Lastly the team has the deathroller, the funniest big guy in
the game (Imagine your death roller steamrolling a troll… yep it can do that!)
Strength 7 break tackle might blow make this big guy a horror at cage breaking.
Only issue is that it’s a special weapon so you’ll mostly have it for one drive.
The issue I have and always have had with Dwarves is twofold.
Firstly, there’s one way to play with them. Every play your
runner will grab the ball run it into a cage where it will sit as you slowly
grind your way down the field. If you enjoy this way of playing and many people
do Dwarves are brilliant. They are very forgiving (Everything has block!) which
means you can throw one dice or two dice against blocks and still be ok.
Secondly well it’s hard to make a unique dwarf team. Linemen
get guard then might blow. Troll slayers get mighty blow and tackle. Blitzers
get…. Mighty blow and tackle. The only unique players would be the runners but
even then, they usually go block then leader.
Dwarf teams are very slow as well so defence is harder than
you would expect because pulling dwarves out of position is easier than say
humans whose linesman can move 6 without going for it.You'll need to position your self very carefully when defending and often set up narrower in order to offset your speed deficit.
If you want an efficient team though dwarves are it. Lots of
inbuilt rerolls from the get go, easy to use and very very VERY forgiving. A
very good beginner team although I suspect for the most people one season is
enough before they go onto a more dynamic team.
Mikes starter Team
2 Blitzers
2 Trolls Slayers
2 Runners
5 Blockers
3 rerolls
Get the apothecary and then the death roller followed by
another lineman or 2. Dwarfs don’t take many casualties due to their high
armour. Focus on skilling the blitzers and the Troll Slayers, the blockers will
skill up from Cs as they will be blocking a lot.
Halflings
Halflings are how do I put this lightly….. are terrible.
This is not a team for the faint hearted. There linemen are halflings and are
stunty str 2, mv 5 and av 6….. these guys implode when they get taken down!
They are however supported by 3 erm advantages? Maybe?!?!
Firstly, they get the excellent halfling master chef. This
means up to 3 rerolls are taken from the enemy team and added to their own
pool. This may leave with an opponent 1 rerolls or none. It also leaves the
halflings who need to take a lot more risks with a lot of rerolls. This is an
inducement that anyone can have but usually it costs £300k. Halflings get this
for £100k. It is an inducement so basically aim to have your team, at least
100k in value (believe me it probably will be!)
Secondly it has access to treeman. These guys are the
strongest big guys that aren’t also secret weapons. These can also use rerolls
as they don’t have the loner skills. A lot of how the team does will depend on
these guys. Breaking the cage will be down to the treemen knocking a whole in a
defence will be their responsibility too.
Lastly, they have a lot of star players available to them
all of whom are high strength. With a low team ranking you are more likely to
be able to use these guys. Having deeproot strong branch would mean three
treemen…. Not sure you can name a stronger front line than that!!
Overall this is possible the hardest team in the game other
than ogres or vampires to use. There are no special weapons that goblins can
rely on, there armour is also weaker than goblins. A lot of how this team works
will be through the treeman. Try and force gaps that halflings can then swamp
the enemy with. Remember they can only blitz once a turn. If every halfling is
out of tackle zones, you won’t be hit hard.
Extensive use of fouling is needed to even the odds here
however that is unreliable at best!
A huge challenge for any Blood bowl player and one to shy
away from if you’re a beginner. A great challenge for an experienced head.
Mikes starter team
13 halflings
2 Treemen
3 rerolls
2 Assistant coaches
2 Cheerleader
Apothecary
There’s nothing else to get so replace injured players regularly.
I’d be tempted to replace unskilled halflings that MNG if you have the cash! I’m
not gunna say who to level up as that should be obvious. When the halflings do
get SPP try and focus it on one or 2 of them. I would even say if they haven’t got
a double or a stat increase by their second skill fire them.
Until next time!
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