Blood bowl 2 norse guide3/5/2023 ![]() +Tackle early (later, your zerks/ulfs will deal with dodge -> consider sacking tackling linemen) A pro-elf lineman with block at +10k, don't get too attached, but a useful player nonetheless. Never foul without DP, or when you're gonna lose your 11th player for the next half doing it. Foul prone players only, never stunned players and never players whose armor you cant reduce below 7. The first fouler is the most crucial, ideally you get 1 per half. Remember, one of the most effective ways to increase your bashiness is to reduce incoming casualties. Crap you say? Put him on the LOS and order Fend next. This makes the lineman a human lineman at +10k price (80k for block/6338). Coupled with fend/tackle makes for a very annoying player. An additional 4STR player always breaks intended gamebalance. There are some useful linemen skillups though (in order of usefulness): Many believe the linemen to be perfect at 0 SPP. This together with block already taken means they come with very few improvement options. Their weakness is their skill-category, G only without doubles. You should aim at filling your ranks early, to get up to 13+ players when the norse start to be playable. They come with a 10k price reduction, the best general skill block already taken and moderate movement & ag with a low AV value. The Team Skeleton + Apoth 50k, Upgrade lineman to Runner 40k, Upgrade lineman to Berzerker 40k, 2 FF or upgrade lineman to Thrower:Ģ Nordic Werewolves, 6428 Frenzy, GS 220kħ Linemen 6337 Block, G 350k, or 6+thrower 370kģRR, Apoth, 2 FF or 20k in the bank - 250k For tournaments -> more players is merrier, as then you can freely foul away. This is probably a pretty balanced start. There is no absolute "right answer", almost all builds are pretty much equally viable. Linemen: Makes winning the first game more likely, makes fouling viable, but dilutes your "MVP" pool. Yhetee: No obvious immediate benefit, but huge potential. Thrower: No immediate benefit, but potential. Runner: +1 MA to running game, great addition. In perpetual, your start build is not crucial, but you should attempt to get max amount of MVPs on "useful players" and start the game with a good chance to win. Everything else should be built on that depending on the league structure, lenght or tournament rules.Ģ Norse Werewolves (Ulfwereners) 6428 Frenzy, GS 220kġ50k in the bank. Your base to build on should comprise of 2 Ulfwereners, 9 linemen and 3RRs. The norse is one of the teams that is spoilt for choice after the 0 FF required at start change. ![]() Let's look at the team as a whole first, and then each position individually. You get 0-1 Yhetee, 0-2 Norse Werewolves, 0-2 Berzerkers, 0-2 Runners, 0-2 Throwers and 0-16 Linemen. Losing the bashgame to win the game is not uncommon, if not optimal. AV8 teams the norse can take out pretty regularily, and facing AV9ers the norse have to even the odds with clever positioning, their MA/AG advantage and fouling. The norse are strongest against elf/skaven teams, and teams with lower than average AV. What makes the norse so spectacular and fun to play with? Versatility, reliability and frenzy. Yet despite these weaknesses norse are one of the most outstanding teams in the whole Blood Bowl rulebook. To add insult to injury, the linemen don't get S access, and you don't get the standard 4+1 STR players + big guy either. The norse are a strange bash team, coming with a full quotient of AG3 players and only three players in the whole lineup get AV above 7.
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