by Coach Blacknife with
Mark Roberts
The most basic of all Blood Bowl teams, the Humans get runners, passers and
catchers combined with decent speeds and access to the right skill tables at the right
times. Reputidly one of the easiest teams to Coach, this team can be very forgiving of
early upsets and bounce back remarkably.
While not as specialised as other teams, Humans can provide their own challenge for
league play as you will find it difficult to win against experienced Coaches. Oh, and
they come free in the box!
Starting Teams
There are a couple of ways to start a Human team, specialise in running, or go for a
passing game? The advantage to the run is that it can be played as a passing game...
6 Linemen | 300,000 |
2 Throwers | 140,000 |
3 Blitzers | 270,000 |
The Mighty Zug | 120,000 |
7 Fan Factor | 70,000 |
2 Rerolls | 100,000 |
1,000,000 |
Okay, so above I've plumped for the running game. I'm a big fan of this as it suits my
playing style down to the ground: grinding, but with the ability for passing - no weak links
to start with. Now some might say that Catchers are a great idea and one Thrower could be
dropped for him and that would be just fine... for them. Like I say, my style has been
laid on the field here and I'd only add Catchers later in the season once I knew I could do
two things:
- Protect them when they're on-field.
- Live without them when they're stretcherd off it!
As you can probably guess, I don't like putting my only hope of competing onto the field in
next to no protection! Try a Catcher if you want, it may suit you better, but as it stands
I'd buy an Apothecary for Game 2 and think about Catchers for Games 4 onward.
Playing a Human Team
Card selection
One card: Magic Item. If you draw more than one the choose either Random Events or Dirty
Tricks freely, just base your decision on sense: If you need cash try Random Events; if you'd
rather have a lot of fun grab a Dirty Trick. Human teams don't really have a preference.
Offence
Assuming that you took my advive for the starting team above then you are in a position to go
toe-to-toe with any team in your league. Try to score with your Blitzers as much as possible
as these are your key players. Run two toward the End Zone, or if you prefer send one with
Lineman coverage. The others can help secure your line of Scrimmage (with some help from The
Mighty Zug!) and make sure that your Thrower of choice has a clear passing lane.
Choices here for scoring are a slow grind or a quick pass, choose wisely depending upon
your opponents, the current scoreline and time remaining in the match. Don't be afraid to
give your line support from your Thrower, after all they're Linemen at heart!
Defence
Here's the reason you have two Throwers! As mentioned above, the Thrower is basically a
Lineman and you'll find that you can keep Linemen in your dugout to replace casualties if
the need ever arises. Leave a couple of Blitzers back in your half to react to any
breakthroughs which your opponent will try; their high speed and skills make them ideal as
linebreakers. This, combined with your two Throwers should mean that wherever your line is
broken, if the counter strike produces a loose ball you should have a Thrower
somewhere in the vicinity to capitalise.
Damage limitation
Linemen are cheap, nasty and expendable. Use them to plug gaps which are likely to fail and
hopefully they'll hold until your Blitzers can get there! Alright it's a bit extreme and I
don't really think of them this way, but they do make rather good speed-bumps,
sorry stop-gaps. Even your Blitzers can look after themselves, what with Block and a fair
turn of speed (unless you're in a league full of Wood Elves!). In other words you're not
pushed into worrying about damage limitation very often as you are coaching a fine all-round
team.
Playing an Advanced Human Team
Once your Blitzers are up to speed (and you have four of them), your Throwers should be pretty
much on-line too; now you worry about Catchers. This approach to introducing Catchers has
many-fold advantages which can be summed up as follows: Your opponents play against a
radically different team in the second half of your league.
Sure, you have to adapt your playing style, but it isn't so hard to slowly remove your
Blitzers from scoring (no Catchers on the team) to running defence for the Catchers (new
additions to the team) and then finally to defending your line and threatening secondary
scoring opportunities (fully on-line Catchers). Ideally you'd like four Blitzers, around
two Catchers and perhaps both Throwers on field at any given time, leaving the need for
only three or four Linemen; perhaps less if you're fielding Star Players! (I tend to find
however that Star Players are replaced by home-brews after a season or two!)
General
You are good at everything, but special at nothing, roll with the punches and give as
good as you get. Get the idea? That's right, the Human team is perhaps the
Jack-of-all-trades team over even the Orcs (Orcs are better 'hitters', but worse 'scorers'
y'see). Need to learn the game without much of a worry about your team snapping or having a
dearth of SPPs? Humans are for you.
Advancing Humans
Skills
Linemen. Let's face it, a full roster of positional players leaves you with
two slots for Linemen so they'd better be worth keeping! Really they're only good for a
couple of skills, one of which is Leader - and that's only useful at the start of a season!
SKILLS: Block, Tackle, Leader
DOUBLES: Guard.
Throwers. These guys are the most basic Thrower-type in the game and as
such are a good, reliable, solid and boring template to build upon. That's right, there is
nothing out of the ordinary here. Well, you can mould them as you want as nothing out of the
ordinary really presents itself and you wouldn't be going against the grain!
SKILLS: Accurate, Strong Arm and Nerves of Steel
DOUBLES: Dodge, Sidestep.
Try building your first Thrower as an Offence player and the second to be used on Defence.
Your Offensive player is designed to get the ball accurately to it's destination, whereas
your defence may tend toward tossing balls from the middle of a group of opponent players
(Nerves of Steel and Hail Mary Pass?).
Catchers. As these guys break easily, several skills offer themselves up
for inclusion into their repetoire. As you have access to up to four Catchers on your team
however I would suggest having distinct skills for them: Rough Offence players prefer Block and
Sidestep, whereas your scorers go for Sprint, Sure Feet and Sidestep; Defence catchers need to
either cause havoc (Block and Dauntless) or Capitalise on your opponents mistakes with Sure
Hands and, if you manage an Agility upgrade, Leap!
SKILLS: Block, Sprint and Sidestep
DOUBLES: Stand Firm!
Blitzers. Blitzers are my favourite position on any team as they can be
specialised for scoring, cracking your opponents ball free, or left to create merry hell
wherever required on the field. Esentially the same mantra applies to Blitzers as Catchers:
specialisation is the key. Strip Ball and Mighty Blow make a particularly nasty combination
(if you don't strip the ball, you'll make sure they stay down!), Doubles allow them
access to Dodge, making them all round players! Stand Firm makes them particularly nasty in
Defensive situations and a prayer or two may net you Diving Tackle!
Movement upgrades are great for your scorers, as are Strength upgrades. Come to think of
it I can't imagine many situations where a Strength upgrade would be shunned!
SKILLS: Mighty Blow, Strip Ball and Stand Firm
DOUBLES: Dodge, Sidestep and Diving Tackle
General Commentary
#1 Vanilla (Blood Bowl & Death Zone)
You really don't have much to worry about with this team; in that it will perform consistently
for you over the course of the league. You may struggle to win at times, but the point is
it's hard for you to lose... confusing? well, yes. What I'm getting at here is that your
Human team shouold pull Draws with ease, but if your league or Tournament insists upon a
single winner then the Human team will have some work to do. Starting players will find them
a comfortable introduction to the rules, against experienced Coaches expect a tougher time.
#2 Jervis Johnson (Blood Bowl, Death Zone, No Stars, Big Guys and
Allies)
Ogre. Front line strength. An Ogre adds the Strength which is lost when
withdrawing The Mighty Zug from the game. Block and Mighty Blow are a good start and with a
Strength upgrade Multiple Block becomes an option. Don't worry excessively about removing
Bonehead; after all you don't roll 1's that often do you? you do? welcome to the club!
SKILLS: Block and Mighty Blow
DOUBLES: Strength upgrade!
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