Blood Bowl PlayBook

High Elves and tactics

by Stephan Babbage (www.blood-bowl.net)

High-Elves

Now getting into a debate over this is pointless, as there is no ‘right way’ to play High Elves. Let’s face it (speaking from a High Elf pointy eared view [point of view]) If you’re playing High elves then you ARE playing right. :)

But What ‘D’ has suggested is not the only ‘two ways’ of setting up a High elf team. So here’s my reply as a kind of ‘second opinion’. I don’t find Doug’s version offensive, but there’s more than one way to skin an opponent :)

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Human Strategies

by Andy Welton (Blood Bowl Central)

Human

Example of a starting Human Team.

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Coach Balrog's Guide to Chaos

by Brownrob (FUMBBL)

Chaos

Looking around on the net you can find lots of strategy articles for playing the Chaos team. Unfortunately none of these have been updated to the new BB2k1 rules, so I think it’s time we revisited the Chaos team and see what options the new rules offer us.

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Asperon's take on ALL teams

by Asperon Thorn (Specialist Games Forum)

General

Human Teams

Humans
This team is an all around decent team. Thier strength lies in that they have no strengths or weaknesses. Everything is a 3+ roll. They have Movement 8 players, access to a Big Buy, access to all skills besides mutations. This team relies on its positionals but has enough of them to do what it needs to. In my opinion it is the best team to learn the game with because it can run, pass, bash, or finesse the ball into the endzone. After playing this team you can decide which part you like best and choose a team that is better for it. It is also a great team to revisit if you are bored with the one you chose, as it is a team that is decent with the style you like but refreshingly good at the parts you couldn’t do well before. It’s a good team throughout the TR ranges and don’t let anyone tell you different.

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The Art of Blocking

by Ian Williams (Games Workshop)

General

Blocking is one of the fundamental elements of Blood Bowl, and, for many of the ‘bashing’ teams it is absolutely crucial to having a successful team. For many of the ‘flair’ teams it can be just as important to understand how your opponent may exploit your weaknesses. Get your blocks wrong and you won’t win many games; get them right and victory will be yours. This guide is intended to help coaches get the most out of their blocking.

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The Complete Chaos Dwarf Digest

by Babs (Paradigm Central)

Chaos-Dwarves

I’ve never thought of my Chaos Dwarf teams as the most successful teams I’ve coached – but over my entire 3rd Edition Blood Bowl coaching career – of the three times I’ve coached Chaos Dwarves – I’ve won the league three times. Quite suprising. I think that a primary reason (not the primary – but contributing) is that other players are not used to playing against the Chaos dwarfs and the element of suprise counts for upset win again and again.

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Orc Playbook

by Carl Brown (Games Workshop)

Orcs

No matter what team you use when playing Blood Bowl you quickly notice that each team has its own strengths and weaknesses. Elves are agile but lightly armoured, Dwarfs are slow but good at blocking and Orcs? …well, they pack a punch in a fight, but that’s not all!

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The Orcs

by Acerak (www.blood-bowl.net)

Orcs

Most of the suggestions involve 11 players and at least as many Blitzers as BOBs. I’m going to suggest something else:

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Dark Elf Playbook

by Matt Brown (Games Workshop)

Dark-Elves

“Dark Elves are renowned for being evil and depraved – and that’s just the Cheerleaders!”. So begins the “Did you know…” for Hubris Rakarth, star blitzer of the Cowboys, and, as a Dark Elf coach of some time, I know the cruel fate that would befall me if I were to divulge too many of their secrets (not to say the number of games I would soon start to lose). However, the great God Nuffle (and his pet minion, Andy) doth compel me to speak, so speak I must. Here then are some thoughts on the Dark Elves. Of course, these are not exhaustive and you may well, should in fact, find yourself developing a few tricks of your own – but this will certainly get you off to a good start. Enjoy… and if Rakarth comes looking for me, tell him I’ve joined the Khemri Foreign Legion.

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High Elf Strategy

by unknown (FUMMBL)

High-Elves

High Elves are arguably the best rounded elven team. With AV 8 on everyone except the Lion Warriors, and ST 3 catchers (4 players with Wardancer’s stats!) they can take more of a beating than Wood Elves while the 4 MA 8 players gives them an edge in speed and the long passing game over Dark Elves. In the early games, with few Catchers in the team, they will employ a mobile running game similar to the Dark Elves. As they develop, they become more and more a fast-scoring team, typically scoring in two turns, though they can delay against teams that aren’t likely to cause a rash of casualties.

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