| Basic | ![]() |
Tactics |
Go back
IntroductionHere follows a little page on Blood Bowl tactics, intended for inexperienced coaches, allthough there might be something to pickup for others too. You should probably know the rules and played a few games before reading about tactics, such that you can easily understand the topics. After I wrote this, I found some other tactics info here that links to other tactics resources.I've played Blood Bowl since around 1990, so I think the information here should be fairly accurate and relevant. If you feel otherwise, notify me. Thanks for the good responses by the way. Just to answer the most frequently asked question. I haven't played with all the different versions of non-standard teams. I'm not trying to cover everything, just some basics. Player positionsBlood Bowl is a lot like american football. For those not familiar with the game, you may take a look at the rules to get a feel for it. Allthough Blood Bowl is far from being an accurate representation of football, most elements of the game are still there. The goal is to score touchdowns. There are no field goals or conversions though, and a touchdown is only worth a single point in the final score.Your players will have to fill several different roles, and specializing within one or more of them will help you to get players that know what they are doing. Your team roster will show a position noted for each kind of player you can buy. For human and orc teams these position names make sense. For many other teams they don't. Anyway, the position given in the team roster is just a hint for what that player is good at. What position you choose to field him in is totally up to you. The different positions that will be mentioned here are as follows.
A last note about positions. Even though one of your players is better at a task than some other player, you might want to let the other player have a go, such that him too can earn some star player points, or maybe the other player is a better choice now, given the state of the game. Offensive playThere are several different types of offensive plays. Which one you should go for depends on what your team is like, and what team you are playing against. If you are weaker but faster/more agile than your opponent, passing play seems like the obvious option. If you are stronger but slower than your opponent, boxed play is probably the best option.Boxed playThere are two ways of keeping the ball safe once you have it. The obvious one is to keep it out of reach of any of the opposing player. This is often not possible, and the next best thing will thus be to protect the ball as good as you can. If your opponent never manages to steal the ball during your drive, you should have a very good chance of at least managing a tie.
The basic strategy in boxed play is to keep the ball boxed in by several
blockers, making it very hard for the opponent to get to the ball. At least if
he hasn't got a decent boxbreaker. Ideally you block down all opponents next to
you on a given turn and uses your blitz action wherever is best for your box to
be able to move forwards without getting in too much danger. Hopefully you will
score a goal, and knock out a few opponents. If your team is getting hammered
during boxed play, consider a change in strategy.
![]()
If you position your box such that opponents are next to it, be aware that they then might open up the box using normal block actions and later be able to blitz the ball carrier through an opening. However, you'll probably want your box to move forwards, so having it all in the clear might not be an option. The advantages of boxed play is that you have no need for a catcher. Which is especially good for the strong teams that often lacks a decent catcher on the team. You also don't need to do much ball playing. Sure hands and 3+ agility on your ball carrier will get you far enough. You won't need to dodge or do anything heroic, and if most of your players have block, you shouldn't need that many rerolls. The disadvantages of boxed play is that you're moving very slowly forwards, and need plenty of time to score. This is especially bad if your opponent have a decent boxbreaker that then can get several shots at stealing the ball. You are also depending on your ability to knock down the opposing players to make room for you to move forwards. ![]() Passing playIf your opponent will beat you down if you try to go head to head with him, you are more or less forced into a more passing play style. If you're no good at handling the ball you're in trouble and need to figure out something clever or count on your luck. Here follows two basic strategies for making two turn touchdowns.Strategy one - Short pass, move team through opponentFirst of all, look at where the ball ended up. Can the opponent reach it where it is in case you suffer an unlucky turnover? If so, it may be a good idea to move a player down to at least put the ball in a tackle zone in case something fails.You need to be able to get through the enemy line. If there aren't any obvious holes you can take advantage of, you need to create one, in order to have a better chance of dodging through. If you're lucky you can manage to get a free path where you don't have to dodge at all to get through. After the opponent has set up his players, look over his setup to find his weak spot. (See defensive play chapter below for detection of weak spots) Use your blitz action to create/widen the hole and move through the opponent line. A player with guard is very well suited to assist the blitzer to form a hole in the opponent line. After the hole has been made, move a player or two through, such that you have someone who can theoreticly score next round in case you get a turnover handling the ball. Get the ball with your thrower and get it to your catcher way up front close to, or on, the line of scrimmage. If you're no good at throwing the ball, and doesn't have enough move to get up close, you might use another player to run part of the way and make a handover in addition to the pass. Run your catcher through the line, and follow up with as many players as you can through the opponent lines. Try to protect the ball carrier as good as you can, and don't center all of your players around him. You want some other players you can use to score in case your ball carrier is boxed in too badly. If everything went ok, you'll be able to survive next round and have a good chance of making a touch down in your second turn. The advantage of this strategy is that you don't have to throw the ball that far. The disadvantage is that the opponent may be able to knock down your ball carrier, and if he manages to get a hold of the ball, your half of the field is totally open. Strategy two - Keep the ball safe, run through with catchers, make a long passThe second obvious strategy differs from the first one in that you don't throw the ball forwards in your first turn. Instead you grab it with your thrower and position yourself far enough back that the opponents can't reach you the next turn. If you have a second player back on your field you may even take a quick pass to earn some extra star player points.Other than that you still make the whole through the opponent line, but you only run through with 2-4 players, spreading them out as a fan behind the opponent lines. Keep the rest to form a decent defence in case something goes wrong later. Try to make it hard for the opponent to create many tackle zones on all your catchers. It might be useful to have some players just for blocking the path of opponents trying to create tackle zones. The opponent may not blitz more than one of your catchers in their following round, leaving the rest of them standing. You may then run as far forwards as you can with your thrower, and pass the ball to an appropriate catcher, and run down and score. Having nerves of steel on your catcher helps a lot if the opponent have created many tackle zones here. The advantage of this strategy compared to the above one, is that you're leaving more players on your half of the field in case something goes wrong, and you're not leaving the ball in any danger for the next round. The disadvantage is that you'll have to pass the ball further, and you're leaving your catchers less protected. Defensive playSetupThe first thing to consider when playing defensive is how to set up. A good setup should stop the opponent from running through your line easily, keep your players in decent positions in case the opponent do get through your line, and still not put your players in too much hazard. If you're playing against a slow team, this isn't too hard, you can just go for a setup that protect your players. If you're playing a fast team things are harder. A flat defense often make your line harder to break, but if you don't move that quick yourself, your opponent might outrun you when they get through your line.Here are a few common setups: (A suggestion have been made as to where to put your blockers/blitzers/catchers etc. This is just a suggestion but the blockers have been put in the most vulnerable positions.)
Skills like Tackle, Prehensile Tail and Diving tackle are great for making your players hard to dodge past, and guard is helpful for making your players harder to block. Especially in a tight setup such as in the first example. Note that many hard hitting teams won't bother to run down your widezone anyways, since they often don't have the movement to get many players down there, given that only two players may start in the wide zone. They may not have a thrower decent enough to throw the ball in there later either. If you're playing such an opponent and think your players are vulnerable on the flank, don't worry too much about leaving an opening there. If he runs down there with the ball, you can swarm him next to the sideline and possibly push his players off the field. If he runs down there without the ball you'll have fewer players to get through to get to the ball. Playing defensiveHow to play defensively varies according to what kind of teams are playing. If you're stronger than your opponent (higher strength, higher armor value, more players with block etc), you can try to keep your players in the way of your opponent and block down all the opponents you can get at. Hopefully you'll get a chance to get the ball player after a while. If not, you'll hopefully outnumber your opponent later in the game.If you're weaker than your opponent, a high agility and/or dodge are very useful skills to be able to get out of your opponents tackle zones and reform a line. The standard wood elf strategy for instance, is to never leave players next to opponents such that they may only block one player each turn using the blitz action. If the opponents can't dodge, you can probably stop their progress to one square per turn. Box breakingAfter playing teams using a well planned boxed game you will soon figure out that you need to do something to be able to steal the ball from them. What you need is a boxbreaker. This is a player, most often an especially skilled blitzer, that is especially good at knocking down a well protected player. A box breaker needs a way to get into the box. Leap, dodge & stunty are useful skills to accomplish this, coupled with a high agility or a high strength and break tackle. Leap is especially useful since you aren't hindered by all the tackle zones. Block, strip ball, tackle & high strength are very useful abilities to be able to block the ball carrier once you're next to him. Since so much is required of a box breaker, you will have to choose your skills carefully, and expect him to drain you for rerolls when you need him. If you have a good box breaker, try to protect him as good as you can. He will be a primary target for the opponents.Box breaking often involves some hard dice rolls and may easily fail. Thus, don't jump at the first chance of doing it. Have a backup plan for what to do if it fails, which might involve moving some players first in order to limit the opponents chance to get through your line if it fails. Also, it is hard to move a perfect box around such that there is no tackle zones on the box in the start of each of your turns. If you wait around, the box might be easier to attack, for instance if you're left with a player next to the box in the start of your turn so you can manage to push back a player in the corner of the box. Another box breaking tip, is to put some tackle zones on the opposing players before doing the box breaking, such that if you succeed, the opposing players have a difficult time to catch the bouncing ball. The different teamsHere are some information on my thoughts regarding the different teams. Many leagues have non-standard teams or have altered something in the standard teams though, so bear in mind that my comments might not apply to your league. Also note that these considerations are basically for the 3rd edition teams. I haven't played that much with all the new teams in the living rulebook.
Humans
ChaosThey have a wide assortment of hard hitting star players to choose among, and can form a pretty hard hitting team. Their speciality is that they can take physical skills, which is fun, but not especially awesome. There are some decent physical skills, but there are so many other skills a chaos team need too, given that they have no skills to speak of to start with. Compared to orcs, I would say chaos are a little worse ball players, lacking a thrower type, and that they are fairly as good as the orcs as a hard hitting team. They are however boring to begin with, as they have no skills to talk of. I would not recommend this team for beginners.
Chaos DwarvesThough an interesting variation, I don't consider this team one of the better ones. I would thus not recommend it for beginners.
Dark elvesThe dark elves lack an obvious catcher, but since all elves can take agility skills and they have decent move, developing catchers is not a problem. You can use any available player as a catcher and get your star player points evenly distributed in your team. The witch elf is an interesting player. Give one block, leap & strip ball and you have a decent box breaker. Their frenzy skill may be used to drive some unfortunate opponents off the field, maybe causing you to outnumber your opponents later Playing elves are fun since they are versatile and can perform some heroic efforts without being doomed to failure by the dice gods. If you're new and want to play elves. Remember that your players are vulnerable, and try to leave them out of enemy tackle zones, such that they cannot hit too many of your players each round.
DwarvesEven though they have no high strength players, this is a very hard hitting team, since almost all players start with block and nine in armor value, thick skull and can take strength skills. Since there is no team the dwarves may outrun, they usually have to rely on their hitting power to get to end zone. Fast teams may outrun them, but they often end up with fewer players on the field, and the dwarves tackle skill help to make those dodgers fail more often than usual. This team is a very good team, that should be able to keep most their players on the field. They can successfully take anyone with a good boxing strategy, and the fact that other teams don't want to be in an eight turn drive with them. In my opinion, a good dwarf strategy is a little boring though.
Goblin
Halfling
High elvesThey are the only elf team with decent armor value, but lack a crazy player like the witch elf or a wardancer.
OrcsThe orcs can really be recommended for new blood bowl players. Their high armour will get your team through most games without getting damaged too much, thus you can play most games with a nearly complete team. They will also die seldom, keeping your hard earned star player points in the team. They have decent movement for a hard hitting team, and have players that start with their most essential skills.
SkavenIt's easier to field a full skaven team than a full wood elf team due to the price, the downside is that you have a harder time dodging away from your opponents to keep your players safe, since you don't have a high agility on all your players.
UndeadThey lack a thrower, but if they convert a ghoul or a wight they can make a decent one. Vampires with agility four is also an option. With one, they can play a pretty good passing game. Their regenerate skill, the strong mummies and the vampires, also make them a hard hitting team that can take a lot of damage. The skeletons and zombies are incredibly cheap. The zombies have strength of three and an armour value of eight, and thus he is just as good as a blocker as a human lineman. To top it off he has regenerate and only costs about half. Of course, they are less useful as blitzers/throwers/catchers than human linemen, but who cares if that is not what you're going to use them as.
Wood elvesWood elf coaches need to adept a playing style not putting their players in too much danger. If they manage to keep the casualties to a minimum, the team is virtually unstoppable though. They can even field treemen that are great blockers, and with their huge size and high strength, hard hitting teams tend to put too much effort into taking them down, leaving your useful players to do what they should. Team DevelopmentPlaying in a league is a lot more fun than playing single games. Mostly because your team will progress from game to game, but also since you'll have a greater goal than just winning each single game.When setting up your starting team, first you'll have to decide on a race. Some clues of what race will suit you is given above. When setting up your new team remember that rerolls cost double after team creation and that fan factor cannot be bought later. Also, consider what will be good for the long run, not only for the first couple of games. This might mean buying less expensive players to start with to get more rerolls/fan factor. For instance, with an elf team, everyone is capable of throwing and catching the ball, and might be used for such actions and gain valuable SPP before you sign on a specialized player for these tasks. This will both help you divide SPP, and give you enough credits for fan factor/rerolls, and possibly an apothecary if you think someone will probably die without in your first game. When getting new skills and abilities it helps to have an idea of where you want the team to go. Maybe put up your dreamteam (without too unlikely distribution of skill rolls), and use that to check how you best can use a new choice to move towards your goal. Tips & Tricks
| ||||||||||||||||||||||||

Feedback given above won't automatically get into page. A lot of stupid robots just add links to spam, so I just manually include given comments once in a while when I check back on page. (Which isn't too frequent) I appreciate all the comments though :)