So here we have it the last one in the series. A quick note
on Khorne and Bretonian teams, I won’t cover these mainly because they are both
unofficial until GW says so. There both a bit rubbish anyway!
Lizardmen and Slaan are based on the original Lizardmen army
in fantasy (Now seraphon). All the fantasy armies Lizardmen however were the
exception as they got 2.
The main Lizardmen team includes the mainstays of any
Lizardmen community (Skinks and Saurus) although the Slaan were a surprise. I
believe this team arrived from the community (Along with Chaos renegades). It’s
hard to think of a team full of frog bloodbowl players especially since the
fantasy miniature was a fat toad sitting on a palanquin.
Lizardmen are a powerhouse of the current game and Slaan are
a very interesting team very different to most teams. Let’s delve in shall we?!
Lizardmen
I am quite biased when it comes to these guys as they are my
tam. However Lizardmen are an exciting blend of strength and speed. Just don’t
expect any passing plays! This team consists of only 3 players but all are
excellent.
Skinks are the linemen of the team and are essentially
goblins with movement 8. Now stunty players are often seen as the weak link in
teams best used for throwing. In my opinion skinks are possibly one of the best
linemen any team can take. This is because of two things. Their speed and their
stunty status (and dodge!) means that these guys can and will get anywhere on
the pitch and there is little an opponent can do to stop them. They are
excellent in a stand-off defence (Especially with side step).
Obviously skinks won’t be standing on the line which is
probably something only orc linemen can also say. Therefore if you start losing
Saurus the team weakens after 1 or 2 are out of the game.
Undeniably however
there speed can and will exploit the smallest gab in an opponent’s defence to
score.
Saurus are more simple beasts. Strength 4 ag1 means these
guys will do a lot of hitting. What puts them above most other high strength
blockers is their movement 6. They act as linemen, blockers and blitzers.
Having 6 of these players really does balance well with the skinks who can’t
stand up to anyone really! Lack of starting skills however means these guys are
turnover machines early on. As soon as they get block however they become more
reliable and very good players. High armour also helps with their resilience.
Kroxigors in my opinion are the best big guys in the game.
Movement 6 and bonehead mean they will mostly move and can get back into
position and even support an attack easily. They have the best negative skill
in my opinion as well and add extra strength to an already formidable line up.
So this team have 3 great players so they must be the best
team in bloodbowl right? Well that can be argued. Good players can really run
rings around everyone. However this is a team that requires patience and
balance.
Firstly the team starts however you start it with no players
with any skills except dodge on the skinks. This means the team is liable early
on in a league to turnover at the most annoying time. The pick up the ball fail
on your own drive is an especially frustrating one!
Secondly skinks are the
ball carriers and are strength 2. So if the ball carrier is vulnerable chances
are he’s going down.
Skinks as well only have access to agility and as such
without rolling a double or a stat increase, don’t level well which is annoying
as it’s the Saurus that need the SSP.
Lastly the low agility of the saurus really means if you
lose 1 or 2 skinks it can begin to be a trouble to score at all.
Lizardmen focus on the running game and as you can expect
with Saurus great a great cage as well.
A great team for someone with a bit of experience. Requires
a bit of getting used to for a new player
.
Mikes starting team:
6 Saurus
5 Skinks
3 Rerolls
Get that apothecary after game 1 and then go for the
Kroxigor. You’ll find your Saurus should stick around most games with their
high strength and armour they tend to stay around. Always MVP your Kroxigor and
saurus and spread the touchdowns around your skinks. One of them is bound to
get a double and therefore block to become the ball carrier. Your Saurus will
level through casualties intermittadly but get all 6 block asap then you can
put them into various roles where required.
Slaan
These space frogs haven’t had great love over the years. Ask
what a slaan looks like they think of fat frog on palanquin. The idea of
athletic frogs are to GW anyway, a bit of a problem. Cyanides (Bloodbowl 2
developers) came up with a solution however. They have reskinned them as Kislev
acrobats.
If these guys get released by GW I’d say that it’s more
likely they’ll be the circus rather than as Frogs but hey who knows.
Whats special, about Slaan then? Well that’s easy. They all
have leap and very long legs…
It means as a team all players leap on a 3+ which is quirky
and fun but does this convert into a good team? Well I think so. These guys are
probably in the same league as both high elves and humans.
Their lineman is a
human with leap and long legs, but is £10k more. This does make a lot more of a
difference than it seems though as it really restricts what the team can take
initially.
Their big guy is the Kroxigor so I won’t go more into him as
there’s not much more to say than I already have! In this team he’s the teams
muscle and a greater emphasis is put on him for this task however.
The ace in the hole here is their positionals. The catcher
is AG4 and strength 2 and movement 7. This means he leaps on a 2+ and is very
speedy. Brilliant for breaking defensive set ups, Strength 2 does limit them a
little. Lack of dodge initially does harm them however they are great scorers.
Starting with diving catch means that they can catch in tackle zones leap out
then score or pass.
The blitzer is strange as instead of block he gets jump up
and diving tackle. This makes him an utter nuisance. These are very versatile
players with access to all but passing skills on a normal skill roll make them
incredibly versatile. They are costly at 110k and need time to develop them.
This limits the starting roster.
This team is a running team that focus on dodging rather
than bashing openings like the Lizardmen. Throwing plays are a great option
with Ag 4 catchers leaping into position for other catchers to throw the ball.
One thing not to do is to constantly leap. It’s a 3+ for
most players and should be used only when needed and shouldn’t be relied upon.
This team also struggles from a lack of block and doge
initially so turnovers will be high initially. A challenge but a good challenge
for an experienced player. The lack of block and the various ‘exotic’ abilities
of the blitzers and catchers however might mean this is one to avoid for a beginner.
Mikes starting roster
2 Blitzers
2 Catchers
7 Linemen
4 rerolls
Get an apothecary then start getting the positionals. I’d
get in this order…. Catcher/Blitzer/Blitzer/Krox/Catcher. Your team will take
damage and any lost linemen can go in the bin to be replaced by positionals.
Level the blitzers first and foremost and catchers if that isn’t possible.
Catchers start with dodge and then boringly probably block. Blitzers well,
probably these guys will need a mix of wrestle and strip ball ball breakers to
block mighty blow tackle guys to the sidestep guard types. It’ll be see how
things go and what you need. This is definitely a team that requires just levelling
up the positionals so only get SPP for linemen unintentionally! One kick
linemen is probably enough!
Whats next
Thank you for reading and that was a lot of teams! Fortunately
I left 2 of my favourite to last! What will I be doing now? Well I will carry
on my blog more on tactics rather than anything else, perhaps tournament reviews
will make an appearance although I don’t attend many (2 this year in the diary)
I’ll keep posting this on the blog and the first founding Facebook
page!
Until the next one!
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