Blood Bowl PlayBook :: Norse :: Norse Strategy Guide

Norse Strategy Guide

by unknown (FUMMBL)


When starting a Norse team, it is important to consider that every single player (with the possible exception of the Big Guy) has Av 7. This means that you will inevitably lose players – a lot of players – unless you are very lucky. Thus a fan factor of nine isn’t a perk, but a necessity with this team.


Norse have Block across the board (again the Big Guy would be the exception) making them one of the hardest-hitting teams in the game – especially with four Blitzers who have both Jump Up and Frenzy. They are good at playing ball, scoring without much hassle, and are thus one of the easiest teams to get Fan Factor increases with. Therefore, though they will continue to lose players often, they will also continue to make money up to a very high TR as they can get their FF into the lower twenties relatively easily as they progress.


As mentioned before the biggest weakness of the team is the low armor value of only 7, making them as fragile as Wood Elfs, or Skaven. Just as those teams you have to expect heavy player losses. This is counterbalanced by the cheap linemen, who only have access to general skills, which makes for limited options in their development. Another weakness of the team is their lack of “muscle”, taking as much Guard as you can on doubles for linemen is important. Another slight disadvantage of the team is, just as with Amazons, that no player exceeds Ma 6, St 3 and Ag 3. Thus, any stat upgrade you might roll with a player is a vital addition to the team.

In Game Tactics

The great advantage of every player having Block – disregarding the fact that you will drum your opponent into the turf a lot more often – is that you won’t need to use your re-rolls when blocking quite so often as most other teams (unless you get severely unlucky in the double-skull department). The only thing Norse really need re-rolls for is picking up the ball, and once the Thrower gets Sure Hands, even that is no longer the case. Norse can therefore (in theory) afford to start with fewer re-rolls than almost any other team without paying for it in terms of reliable ball-handling.

In general, Blitzers are the core of Norse teams. Relatively fast and agile, Jump Up makes them a pain in the posterior to your opponent, while Frenzy (if used correctly) gives you a free re-roll on any block resulting in a push-back. Start early with Blitzers, and try to develop them fast by scoring with them – they’ll hit casualties, but scoring touch-downs will still get them to their skills faster. If you have money and you don’t have four Blitzers, always buy another Blitzer.

Remember that all your players have the same profile, and Block. This means you can happily put catchers on the LOS if you need to, and they won’t get beaten up worse than anyone else.

Skill Selection

With Linemen, you only have access to general skills. Since you will probably be avoiding match-ups with khemri and other bashy teams as much as possible, this makes Tackle virtually a no-brainer. having linemen with Block and Tackle after only 6 spps is a great bonus to the team, and without giving away games with stupid plays, you should endeavour to get all your linemen up to 6 spps before giving any of them any more. I would then go down the strip ball route, or Pass-Block is another nice way to go, especially if you play teams that pass a lot, as you can get a lot of playersin positions to really cause a nuisance. On doubles, Guard is a good choice. Take any stat upgrade you get.

Throwers are fairly straightforward: Accurate and Sure Hands, in either order, with Strong Arm on the first double. +Ag is magic – take it no matter what!

Blitzers should take Guard and Tackle, and Strip ball or Pass Block. Alternatively, if you want to go down the bashing road, take Dauntless (on doubles), Mighty Blow and Piling On (Mighty Blow much increases the effect of Piling On, so take MB first). However, be warned: you can’t take on bashy teams with AV7, and elves will refuse to play you if have too much Mighty Blow etc.

Catchers can be developed as either backfield safeties or forward receivers. With only MA6 you’re not going to be getting many one-turn TD’s, so don’t splash out on Sprint and Sure Feet etc. Dodge, Sidestep, Nerves of Steel are good for receivers, backfield players should go for Tackle and Dauntless if they get the chance; Strip Ball and Pass Block are also good – with Pass Block you only have to be able to get within 3 squares of the receiver to cover him.

Minotaurs (if you have one) are one of the best big guys around: the 1 Str from Horns on blitzing is a great asset, and the fact that they can’y move or pass except on a 4+ is no big deal: with AG2 who cares? Pro is great on a double, otherwise take Block first. Break Tackle will turn your 5528 Mino into a 5658 Mino for blitzing, which makes him a serious danger for the opposition receivers. Guard is ok if you already have the other skills. Skills like PO, RSC or Claw will only lose you opponents, unless you’re happy to play orcs and chaos, which will shorten your team’s life span very quickly…

Ogres are another option – their main asset is their Av 9 and Str 5, which means they end up on the LoS, taking a pounding when kicking off. They save other players from injury, especially when equipped with Guard.