I'm going to be playing humans in our next local season. They are such a dynamic team. I've been playing around with builds in BB2 using Custom Teams and had some fun realizations: 1) The Catcher is an awesome sacker with wrestle and diving tackle. Giving them skills to help scoring make them hog too much SPP though. 2) Giving all your Blitzers Guard as soon as possible is critical, as you noted. 3) Saving to 12 for Block on the Ogre is probably the best call. Having block makes him so much less likely to cause a turnover. 4) You can run an 11 man team at start with: 1 Thrower, 1 Catcher, 4 Blitzers, 1 Oger, 2 Linemen, and 2 Halflings and still afford 4 rerolls. You can easily get a 3rd linemen after the first game. 4 Rerolls allow you to make all 4 Blitzers dangerous scoring threats combined with the Thrower. 5) The Halflings have 1 other very useful quality that I only started seeing after some games. Having 1 player on the pitch with Stunty + Dodge gives you incredible flexibility to deny supports and pressure the ball. He will end up punched, but sometimes you just need that 1 guy to sneak past people to provide a support to a blitzer or mark the ball after it gets knocked loose. All around, I'm very excited to play this team in BB2020!
Decker's rules for first skill for each player: Ogre: random strength Catcher: random agility Lineman: random general Halfling: random agility Blitzer: take guard on first 3, 4th Blitzer takes a stat Thrower: chosen skills (I like your list) or a stat
A big note on stunties. Take advantage of that skill, they all come with dodge. I find a lot of people don't dodge very aggressively with stunty players. One of the greatest things ever with lizardmen is rolling a blitz and dodging right through the entire enemy line to dogpile the intended ball carrier(s). 2 dodges with -1 (I think you mean unmodified)? Don't sweat it until you failed at least once, statistically as long as you have that built in re-roll in your pocket you've got a better chance than an elf dodging with no modifiers. This tactic is much improved with kick so you can routinely send the ball deep. 1 skink may not be very intimidating but 4 (literally) jumping up and down on your ball carrier is a big problem and a serious threat to score. Kick makes this easy to do even without the blitz. Now halflings do kind of suck, MA 5 is so much worse than MA 8, but the point here really is not to be afraid of what would normally be a pretty intimidating dodge. Even if he's just getting into a tight situation to lend an assist or cancel some, this is why he's here, the unstoppable assist machine to get your offense rolling into a series of beneficial blocks. If he dies, and he will, it was 30k for a player that comes onto the team with 90% of what you need him to do.
Funny thing , halflings are better at shadowing MV 7 then before. Not that I would suggest putting the new shadowing on any player in any shape or form.
What do we do with gold? I went the 4 blitzer no ogre build. My league has almost half bash teams so I took an apothecary to start instead of another spare lineman. After 2 games I have 120k. Do I buy a 4th reroll? Second thrower? Lineman?
A random on a lineman seems completely acceptable. They're not going to get many SPP generally speaking, as they are more of a pylon than a star player, so I might even consider taking it first. Once you see what they get you can develop them around that skill. There's not much on the general skill list that is going to be useless (except shadowing), and rarely you will get a discounted block or wrestle. Strip ball, pro, kick, dauntless, frenzy, dirty player, none of these are bad and pretty much anything makes your linemen at least marginally better. Even fend, while not great, can be a nuisance. I don't think I'd give randoms to anything else on this team though.
My question was about if you would do a second roll if you get a block or guard or something else that is generically good for the first roll, but without necessarily leading to a specific build like dirty player (for example) does.
I would like a piece of advice: I'm playing now my first (second if U count the league that Was canceled due to covid) League. My first team are dark elves (after testing out teams in BB2). I Am having a blast, I Love the Way they can go from an Agility team against hitters to a hitting team against elves or skaven. I like versatility. Because of this I Was thinking on taking Humans as a second team, specially with the 2020 rules. They look versatile and fun and pack a Little More punch thanks to the ogre and the Blitzers with S access. And that's kind of what I Want, another versatile team but with a Little Bit More of punch, Albeit less Agility. But I Was thinking that maybe they Don't that much punch compared to dark elves and that I Will end up playing a similar game and I'm not sure about It. Sometimes a thinking about getting orcs, which are a hitting team mainly, but with some mobility on Blitzers and goblins. What would you advice getting? Thank you!
Good morning Diana! Ooh great question! You've nailed the breakdown of those teams - and ultimately Dark Elves sit high-up because they're great at bash, while still being really solid at the dash (a lot of AG2+ MA7!). Humans are looking fantastic this season - and you're right; there's still 4 block; but these guys get S on Primary skills, so you'll build up that "Guard" network much faster - add that to the ogre and they'll play a much more dominant line. They've also got better passing than the DE, with the PA2+ Thrower and some MA8 catchers. *and* you've got a few cheeky halflings in there too. I can definitely recommend Humans; I think they'll play plenty different enough! Orcs however, totally a solid Bash-Em-Up team! Four Blitzers *and* four ST4 BUBs, with probably the best Stunty in the game (Goblin) to add a bit of sneakiness! These guys will play even more differently to DE, but will feel much slower (not just from a movement point of view, but from an AG/PA one too)! I would say - pick the miniatures you prefer, because either way you';ll probably fall in love with either!!
Miniature wise I prefer orcs, specially Greebo's (My DE are from Greebo and they are amazing). But I Was thinking of getting greebo's amazons and an ogre (and some halflings) to act out as humans. And I do like powerful women. But Your answer has made things clearer for me, I think humans is the Way to go
@@CruxOfTheMatter hopefully your right I would hate to see these beautiful models that are only 4 years old get disregarded so quickly. Do we know if there will be any high elf models coming then? I hear they are I. The rule book.
@@CruxOfTheMatter Hopefully it is just a repackage. The models from the 2016 box are pretty decent, and I’ve just got a full team together, so from a selfish point of view, I hope they don’t bring out new models for them 😂
Gotcha covered. Human team: www.forgeworld.co.uk/en-CA/The-Bright-Crusaders-2017 Morg N' Thorg (Ogre model): www.forgeworld.co.uk/en-CA/Morg-N-Thorg Orc team (though the comp probably isn't ideal): www.games-workshop.com/en-CA/Blood-Bowl-Orc-Team-2020
So I playing blood bowl 2 on steam. Campaign. I upgraded my catcher first with block and then with fend. If attacked opponent needs a pow roll on one of his two dice. Unlike sidestep fend creates space for him to bolt without extra dodges. It also has potential to pull him away from defender assists. I like this because I fear the opponents attack dice rather than my offensive dodge roll. If they have follow up I am guaranteed to be in a tackle zone. With fend I chose dodge roll. I also have a lineman with block and pro. I don’t play catcher if I kick and use the lineman as a safety. With block he can up block and if one of two dice is a skull he can reroll that one die.
Buzzing for the Humans next season. Great vid as always! Note on Halflings: Diving Tackle+SS is a wonderful suicide skill combo and would probably go random on the first 3SPP and hope for either. Diving into cages is almost always 1/9 failure (except Dorfs. I hate Dorfs). Tag the ball carrier and watch the opponent squirm as he contemplates blitzing the halfling away and lose forward momentum. Or chuck him with the Ogre and get tagging. What a nuisance player!!!
I'm going to be playing humans in our next local season. They are such a dynamic team. I've been playing around with builds in BB2 using Custom Teams and had some fun realizations:
1) The Catcher is an awesome sacker with wrestle and diving tackle. Giving them skills to help scoring make them hog too much SPP though.
2) Giving all your Blitzers Guard as soon as possible is critical, as you noted.
3) Saving to 12 for Block on the Ogre is probably the best call. Having block makes him so much less likely to cause a turnover.
4) You can run an 11 man team at start with: 1 Thrower, 1 Catcher, 4 Blitzers, 1 Oger, 2 Linemen, and 2 Halflings and still afford 4 rerolls. You can easily get a 3rd linemen after the first game. 4 Rerolls allow you to make all 4 Blitzers dangerous scoring threats combined with the Thrower.
5) The Halflings have 1 other very useful quality that I only started seeing after some games. Having 1 player on the pitch with Stunty + Dodge gives you incredible flexibility to deny supports and pressure the ball. He will end up punched, but sometimes you just need that 1 guy to sneak past people to provide a support to a blitzer or mark the ball after it gets knocked loose.
All around, I'm very excited to play this team in BB2020!
Damn this might be the way to go.. Cheaper to buy a lineman than buy a reroll after your first game and you net an extra halfling.
Decker's rules for first skill for each player:
Ogre: random strength
Catcher: random agility
Lineman: random general
Halfling: random agility
Blitzer: take guard on first 3, 4th Blitzer takes a stat
Thrower: chosen skills (I like your list) or a stat
A big note on stunties.
Take advantage of that skill, they all come with dodge. I find a lot of people don't dodge very aggressively with stunty players. One of the greatest things ever with lizardmen is rolling a blitz and dodging right through the entire enemy line to dogpile the intended ball carrier(s). 2 dodges with -1 (I think you mean unmodified)? Don't sweat it until you failed at least once, statistically as long as you have that built in re-roll in your pocket you've got a better chance than an elf dodging with no modifiers. This tactic is much improved with kick so you can routinely send the ball deep. 1 skink may not be very intimidating but 4 (literally) jumping up and down on your ball carrier is a big problem and a serious threat to score. Kick makes this easy to do even without the blitz.
Now halflings do kind of suck, MA 5 is so much worse than MA 8, but the point here really is not to be afraid of what would normally be a pretty intimidating dodge. Even if he's just getting into a tight situation to lend an assist or cancel some, this is why he's here, the unstoppable assist machine to get your offense rolling into a series of beneficial blocks. If he dies, and he will, it was 30k for a player that comes onto the team with 90% of what you need him to do.
Ok
Great job as allways
Funny thing , halflings are better at shadowing MV 7 then before. Not that I would suggest putting the new shadowing on any player in any shape or form.
It's a kind of "lost a bet" kinda skill :D
What do we do with gold? I went the 4 blitzer no ogre build. My league has almost half bash teams so I took an apothecary to start instead of another spare lineman. After 2 games I have 120k. Do I buy a 4th reroll? Second thrower? Lineman?
Hey Harley!! Hmm, if you’ve already got 3RR and an APO - then maybe save 20k more and get the Ogre, especially if you’re in a heavy bash environment!
@@BoneheadPodcast thanks for the quick response. I will keep saving.
is this info applicable for BB2 on PC as well, please?
actually it won't be will it as skill up works totally different :(
I'd like to put out there Break Tackle for a killer blitzer as a late skill as well. It lets him dodge on a 2+ once per turn.
Good third skill on a mighty blow/tackle Blitzer ( though maybe better to save for a stat at that point).
@@deckerCKY Yeah, that's exactly the piece. I'm with you on the stat being a decent option as well.
Would you ever take a second random on a lineman? Like if the first one was block or something?
A random on a lineman seems completely acceptable. They're not going to get many SPP generally speaking, as they are more of a pylon than a star player, so I might even consider taking it first. Once you see what they get you can develop them around that skill. There's not much on the general skill list that is going to be useless (except shadowing), and rarely you will get a discounted block or wrestle. Strip ball, pro, kick, dauntless, frenzy, dirty player, none of these are bad and pretty much anything makes your linemen at least marginally better. Even fend, while not great, can be a nuisance. I don't think I'd give randoms to anything else on this team though.
My question was about if you would do a second roll if you get a block or guard or something else that is generically good for the first roll, but without necessarily leading to a specific build like dirty player (for example) does.
For the oger I think saving up for guard and then praying it will survive for saving up for block is the way to go.
I concur, much better than Grab or Juggernaut, Multiblock or Break Tackle.
I would like a piece of advice:
I'm playing now my first (second if U count the league that Was canceled due to covid) League. My first team are dark elves (after testing out teams in BB2). I Am having a blast, I Love the Way they can go from an Agility team against hitters to a hitting team against elves or skaven. I like versatility.
Because of this I Was thinking on taking Humans as a second team, specially with the 2020 rules. They look versatile and fun and pack a Little More punch thanks to the ogre and the Blitzers with S access. And that's kind of what I Want, another versatile team but with a Little Bit More of punch, Albeit less Agility.
But I Was thinking that maybe they Don't that much punch compared to dark elves and that I Will end up playing a similar game and I'm not sure about It. Sometimes a thinking about getting orcs, which are a hitting team mainly, but with some mobility on Blitzers and goblins.
What would you advice getting?
Thank you!
Good morning Diana!
Ooh great question! You've nailed the breakdown of those teams - and ultimately Dark Elves sit high-up because they're great at bash, while still being really solid at the dash (a lot of AG2+ MA7!).
Humans are looking fantastic this season - and you're right; there's still 4 block; but these guys get S on Primary skills, so you'll build up that "Guard" network much faster - add that to the ogre and they'll play a much more dominant line.
They've also got better passing than the DE, with the PA2+ Thrower and some MA8 catchers.
*and* you've got a few cheeky halflings in there too.
I can definitely recommend Humans; I think they'll play plenty different enough!
Orcs however, totally a solid Bash-Em-Up team! Four Blitzers *and* four ST4 BUBs, with probably the best Stunty in the game (Goblin) to add a bit of sneakiness!
These guys will play even more differently to DE, but will feel much slower (not just from a movement point of view, but from an AG/PA one too)!
I would say - pick the miniatures you prefer, because either way you';ll probably fall in love with either!!
Wow, thank u so much for Your answer. It really helps a lot ^^
Miniature wise I prefer orcs, specially Greebo's (My DE are from Greebo and they are amazing). But I Was thinking of getting greebo's amazons and an ogre (and some halflings) to act out as humans. And I do like powerful women.
But Your answer has made things clearer for me, I think humans is the Way to go
How and where do I get the models for the human team? The GW website doesn’t have the human team models anymore or the Ogre.
Does this mean GW are redoing the teams????? Surely not
@@CruxOfTheMatter hopefully your right I would hate to see these beautiful models that are only 4 years old get disregarded so quickly. Do we know if there will be any high elf models coming then? I hear they are I. The rule book.
@@CruxOfTheMatter Hopefully it is just a repackage. The models from the 2016 box are pretty decent, and I’ve just got a full team together, so from a selfish point of view, I hope they don’t bring out new models for them 😂
Gotcha covered.
Human team: www.forgeworld.co.uk/en-CA/The-Bright-Crusaders-2017
Morg N' Thorg (Ogre model): www.forgeworld.co.uk/en-CA/Morg-N-Thorg
Orc team (though the comp probably isn't ideal): www.games-workshop.com/en-CA/Blood-Bowl-Orc-Team-2020
@@WoWisdeadtome thank you! These are awesome 👏
So I playing blood bowl 2 on steam. Campaign.
I upgraded my catcher first with block and then with fend. If attacked opponent needs a pow roll on one of his two dice. Unlike sidestep fend creates space for him to bolt without extra dodges. It also has potential to pull him away from defender assists. I like this because I fear the opponents attack dice rather than my offensive dodge roll. If they have follow up I am guaranteed to be in a tackle zone. With fend I chose dodge roll.
I also have a lineman with block and pro.
I don’t play catcher if I kick and use the lineman as a safety. With block he can up block and if one of two dice is a skull he can reroll that one die.
Blodge and fend is fantastic
Buzzing for the Humans next season. Great vid as always!
Note on Halflings: Diving Tackle+SS is a wonderful suicide skill combo and would probably go random on the first 3SPP and hope for either. Diving into cages is almost always 1/9 failure (except Dorfs. I hate Dorfs). Tag the ball carrier and watch the opponent squirm as he contemplates blitzing the halfling away and lose forward momentum.
Or chuck him with the Ogre and get tagging. What a nuisance player!!!