Post by The Supreme Emissary on Apr 8, 2016 20:33:06 GMT -5
Blood Bowl teams are built from racial themes. Some have been added and dropped over time after lots of play testing and fan development. Here is the big list with the general 'how does it feel' overview. The game specific lists will follow.
Human - The ultimate middle grounders. In the right hands they are flexible and adaptive but in no way over powering.
Amazons - An all female team that emphasizes Dodge. Generally average, does well in the early career but poorly in the higher tiers. They used to be able to take a Unicorn.
Norse - Vikings with a lot of Block. Relatively weak armor but they have enough Frenzy to shove and keep shoving.
Brettonians - A more specialized human team with a knightly theme.
? Sisters of Sigmar
Elf - Basic elves are the cheapest and have the best catchers of all.
High Elf - Possessing some of the best throwers and armored like the dark elves. A middle ground among elves and the most reliable.
Dark Elf - The slowest but most combat oriented elf team. They are better runners than passers and while they are the best fighting elves they are still flimsy expensive elves. They bring the Witch babes who have been cheerleaders and highly aggressive blitzes.
Wood Elf - The second fastest behind the shaven but with superior agility. They are the only elves with access to a Big Guy in the Tree man. Wardancers come loaded with good skills and targets on their back. This team moves pretty freely across the field but are fragile elves and expensive.
Halfling - THe weakest and slowest team in the game but can bring 2 Treemen, some of the strongest players. They can bring the Master Chef more cheaply than anyone else which acts as a re-roll thief. Very hard to play as like the goblins, making them a humiliation team.
? Forest Folk - Once upon a time when Gnomes, Centaurs and Satyrs took to the field.
? Treemen - pictures field full of trees, that never move, and never score…but hang the other teams corpses from its branches.
Dwarves - Slow but tough and great tacklers. Can take a big field grinder.
Chaos Dwarves - Like the Dwarves but can take Bull Centaurs, Minotaurs, Hobgoblins.
Lizardmen - Split the duty between excellent ball running Skinks and blank slate power Sauruses. The Kroxigar is a Big Guy with better tackling ability.
Slann - Focus is on interception and leaping, making them a very difficult team to use.
Chaos - A bashing team that lacks starting skills that can be hard to play as early on. Once they have grown and used some mutations they are one of the most brutal teams in the game.
Chaos Pact - A heavy hitter team that mixes the dark races. Built around the Marauders but can take a single goblin, Skaven, Dark Elf, Troll, Ogre and Minotaur.
Nurgle - A Chaos variant with a lot of Regenerate and tougher than your average Marauder. Zombies are great cheap linemen but are extra easy to break. The Beast of Nurgle is as strong as it is stupid and makes a hard counter to blitzes and running catchers.
Khorne - Powerful blitzers, can bring a Blood Thirster! They have otherwise average profiles and lack a balanced defense.
Slaanesh - Daemonettes are extra flimsy but extra nimble too. Everyone has disturbing presence.
Tzeentch - Cultists and warriors have Random Mutations which while unpredictable can make long term play more interesting. Horrors are your blitzers and while Screamers possess insane speed, they have no hands! You can have one warrior on a disc, making them faster and more dodgy.
Skaven - The fastest team with cheap players and access to mutations. They are famous for their one turn touchdowns but also their relative frailty.
Underworld - A combination of Skaven and Goblins with a Troll for backup. Everyone gets access to mutation skills which gives them the potential to be an amazing running team.
Goblin - cheap and easily broken. They can bring 2 trolls and all kinds of secret weapons. Fun but challenging to play.
Orc - One of the toughest teams to beat. They have a broad variety of specialized players and are relatively cheap. They can bring a Troll to throw goblins.
Ogre - One bone headed big guy is bad enough, but a whole team of them makes this one of the worst teams to play. They come with cheap snotlings who are basically speed bumps. There is nothing competitive about this team, making them the lowest of the humiliation teams.
? Snotling - Making a team of their own and lead by a Squig rider the Snotlings…were still crushed under foot of every other team.
Khemri - The Tomb Kings team of mummies and Skeletons are slow but strong and everybody regenerates. Very low agility makes ball handling maddening.
Undead - A great team with a good mix of players, strong linemen and lots of regenerate. Ghouls make good runners but are flimsy. Mummies are strong, Zombies are cheap, Wights are tough. Great for beginners.
Vampire - They boast wonderful stat lines and Regenerate but can be unpredictable. Thralls are the filler players which you need because the more vampires on the field the less reliable the team becomes. Careful management is required.
Necromantic - Weaker and faster among the undead. They bring Golems, Werewolves and make a great beginner army.
Human - The ultimate middle grounders. In the right hands they are flexible and adaptive but in no way over powering.
Amazons - An all female team that emphasizes Dodge. Generally average, does well in the early career but poorly in the higher tiers. They used to be able to take a Unicorn.
Norse - Vikings with a lot of Block. Relatively weak armor but they have enough Frenzy to shove and keep shoving.
Brettonians - A more specialized human team with a knightly theme.
? Sisters of Sigmar
Elf - Basic elves are the cheapest and have the best catchers of all.
High Elf - Possessing some of the best throwers and armored like the dark elves. A middle ground among elves and the most reliable.
Dark Elf - The slowest but most combat oriented elf team. They are better runners than passers and while they are the best fighting elves they are still flimsy expensive elves. They bring the Witch babes who have been cheerleaders and highly aggressive blitzes.
Wood Elf - The second fastest behind the shaven but with superior agility. They are the only elves with access to a Big Guy in the Tree man. Wardancers come loaded with good skills and targets on their back. This team moves pretty freely across the field but are fragile elves and expensive.
Halfling - THe weakest and slowest team in the game but can bring 2 Treemen, some of the strongest players. They can bring the Master Chef more cheaply than anyone else which acts as a re-roll thief. Very hard to play as like the goblins, making them a humiliation team.
? Forest Folk - Once upon a time when Gnomes, Centaurs and Satyrs took to the field.
? Treemen - pictures field full of trees, that never move, and never score…but hang the other teams corpses from its branches.
Dwarves - Slow but tough and great tacklers. Can take a big field grinder.
Chaos Dwarves - Like the Dwarves but can take Bull Centaurs, Minotaurs, Hobgoblins.
Lizardmen - Split the duty between excellent ball running Skinks and blank slate power Sauruses. The Kroxigar is a Big Guy with better tackling ability.
Slann - Focus is on interception and leaping, making them a very difficult team to use.
Chaos - A bashing team that lacks starting skills that can be hard to play as early on. Once they have grown and used some mutations they are one of the most brutal teams in the game.
Chaos Pact - A heavy hitter team that mixes the dark races. Built around the Marauders but can take a single goblin, Skaven, Dark Elf, Troll, Ogre and Minotaur.
Nurgle - A Chaos variant with a lot of Regenerate and tougher than your average Marauder. Zombies are great cheap linemen but are extra easy to break. The Beast of Nurgle is as strong as it is stupid and makes a hard counter to blitzes and running catchers.
Khorne - Powerful blitzers, can bring a Blood Thirster! They have otherwise average profiles and lack a balanced defense.
Slaanesh - Daemonettes are extra flimsy but extra nimble too. Everyone has disturbing presence.
Tzeentch - Cultists and warriors have Random Mutations which while unpredictable can make long term play more interesting. Horrors are your blitzers and while Screamers possess insane speed, they have no hands! You can have one warrior on a disc, making them faster and more dodgy.
Skaven - The fastest team with cheap players and access to mutations. They are famous for their one turn touchdowns but also their relative frailty.
Underworld - A combination of Skaven and Goblins with a Troll for backup. Everyone gets access to mutation skills which gives them the potential to be an amazing running team.
Goblin - cheap and easily broken. They can bring 2 trolls and all kinds of secret weapons. Fun but challenging to play.
Orc - One of the toughest teams to beat. They have a broad variety of specialized players and are relatively cheap. They can bring a Troll to throw goblins.
Ogre - One bone headed big guy is bad enough, but a whole team of them makes this one of the worst teams to play. They come with cheap snotlings who are basically speed bumps. There is nothing competitive about this team, making them the lowest of the humiliation teams.
? Snotling - Making a team of their own and lead by a Squig rider the Snotlings…were still crushed under foot of every other team.
Khemri - The Tomb Kings team of mummies and Skeletons are slow but strong and everybody regenerates. Very low agility makes ball handling maddening.
Undead - A great team with a good mix of players, strong linemen and lots of regenerate. Ghouls make good runners but are flimsy. Mummies are strong, Zombies are cheap, Wights are tough. Great for beginners.
Vampire - They boast wonderful stat lines and Regenerate but can be unpredictable. Thralls are the filler players which you need because the more vampires on the field the less reliable the team becomes. Careful management is required.
Necromantic - Weaker and faster among the undead. They bring Golems, Werewolves and make a great beginner army.