Newbie Needs Advice on human Tactics
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Newbie Needs Advice on human Tactics
Hi,
As a newbie to this great game(I havn't been able to join a league yet), Im in need of advice on fielding a Human team,and the tactics that are best suited to humans .
I know it depends on lots of variables eg: what your playing style is Battering/passing, what opponants your up against and the line ups they use, but Im looking for at least some general tips. I saw mentioned a tactics page/ site somewhere? Perhaps thats where I need to look.
I dont read of many human team coaches on the board, is this cos their rubbish??
Just a few thoughts.
Magoo (Still Learning)
As a newbie to this great game(I havn't been able to join a league yet), Im in need of advice on fielding a Human team,and the tactics that are best suited to humans .
I know it depends on lots of variables eg: what your playing style is Battering/passing, what opponants your up against and the line ups they use, but Im looking for at least some general tips. I saw mentioned a tactics page/ site somewhere? Perhaps thats where I need to look.
I dont read of many human team coaches on the board, is this cos their rubbish??
Just a few thoughts.
Magoo (Still Learning)
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- Grumbledook
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- Zy-Nox
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Humans
What can I say.
I've just started a Human side.............It took a long time.
Heres my start list( Thanks KORHIL)
4 Blitzer
6 Liners
1 Thrower
4 re rolls
6 or so fan factor
Its a good solid base, no puny S2 catchers and lots of re rolls.
I know people here will disagree but I'll stick by this line up,
For the simple reason all you need to add are the catchers,they can easily pick up a first skill in one game( 2tds) where as your Liners and blitzers can take longer( However If you start with them they get the tds and get better quicker)
What can I say.
I've just started a Human side.............It took a long time.
Heres my start list( Thanks KORHIL)
4 Blitzer
6 Liners
1 Thrower
4 re rolls
6 or so fan factor
Its a good solid base, no puny S2 catchers and lots of re rolls.
I know people here will disagree but I'll stick by this line up,
For the simple reason all you need to add are the catchers,they can easily pick up a first skill in one game( 2tds) where as your Liners and blitzers can take longer( However If you start with them they get the tds and get better quicker)

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Well after a stumbling start,they bounced back to win their second 4-1 with only 10 players from the start, and I expect great things from them:)vorner23 wrote:Some would definately disagree!![]()
Most human sides rely on the speed of the mv 8 catcher. He offers that burst of speed that allows a human player to compete with the speed teams.
In my opinion anyway....
Oh I forgot......Blitzers only move 1 square less than catchers,so they can still compete with quick teams, hell If you defend right you should be able to make your opponent go where you want him.

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Newbie Human player
Thanks for the tips guys!. as Zy Nox stated "if you defend right you'll make the enemy go where you want them to"... Yes but what is defending right?
As expected there were differing opinions on how best to coach Humans, but thats what make the game as interesting/diverse/lively as it is!!!
Always open for advice
Magoo
As expected there were differing opinions on how best to coach Humans, but thats what make the game as interesting/diverse/lively as it is!!!
Always open for advice
Magoo
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I never really played humans except for single games, but I might try to get my hands on some minis and try them some day. I'm thinking a team with 5 RR and no catchers.
But I'm a bit puzzled about those blitzers - they seem grossly overpriced to me! Are they really worth the investment? On the other hand, even with 5 RR I guess it might prove difficult winning without them.
But I'm a bit puzzled about those blitzers - they seem grossly overpriced to me! Are they really worth the investment? On the other hand, even with 5 RR I guess it might prove difficult winning without them.
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Humans are my team of choice id go with ZY-nox that you should always start with 4 blitzers, but i reckon you need a couple of catchers, otherwise you end up relying on you`re blitzers to do everything.
They may only be strength 2 but there the only humans with dodge hence once you give them block they become far more durable in attack and defence.
They may only be strength 2 but there the only humans with dodge hence once you give them block they become far more durable in attack and defence.
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The biggest point is to play to your strength and your opponent's weakness. While this is true for all teams, I feel that it is most true for humans, who tend to be towards the middle of a strength and speed team.
How you start the team, I think is more of a matter of personal preference. I tend to agree with taking catchers later on in the game, but with the human team you tend to have a lot of options (Unlike say, Dwarves, who tend to have carbon-copy rosters).
As for playing the team, I would suggest keeping the threat of both a solid, bashing running game and a quick passing game on the table. If your opponent over-covers your catchers, they'll have lower numbers at the LoS, and your Blitzers and Ogre (if you have one, which I recommend) can beat up on your opponent. And vice-versa if they under-cover your catchers. This can also switch in the middle of a drive, where if they over-cover your catchers, and you begin to beat them down, they're likely to over-react in force to the LoS, leaving one of your catchers open for a relatively easy score.
On defense you'll have several different types of players to choose from, and can set up a swarming, tough, or mixed defense up depending on your personal preference and playing style, or depending on the situation. Catchers that can swarm with Block, Dodge, Sidestep, and Shadowing or the likes of Blitzers with Block, Tackle, and Guard.
Other advantages and things to remember:
A) Humans are one of only a handful of teams that have access to every skill pool (excluding physical of course). This means with a mix of players, you'll be able to have a mix of skills suited to every situation.
B) Linemen are expendable - Your linemen are generic and cheap, don't be afraid to exchange the risk of one getting injured for tactical position, or to get another player. Drop one lino in the TZ of a Mummy or Mino to tie them up while your other players swarm elsewhere. Leave a lino in a position where he could be blocked out of bounds by a Witch Elf next turn, and then have your team push her out right behind him. Also, because they aren't outstanding players, and will often be your backup players later, they can take more specialized skills and come in during specific situations. Having a lino with the kick skill would be a good example.
C) Versatility - Because your players can do running or passing, use this to heighten either game. As stated before, threaten run, and then pass when your opponent clumps up. Spread the field to threaten pass, and then blitz a quick hole, and run it through the middle.
Disadvantages to remember:
A) The main one is that while humans do not have any great weakness, they don't have any specific strength either. There isn't one specific strategy that you will be able to use in all games, and though you have the ability to play a passing or running game, you probably won't be able to do either as well Dwarves or Elves. They tend to be one of the more boring teams in blood bowl, while at the same time you will need to be constantly reacting to what your opponent does, and changing your strategy accordingly.
B) Weak Linemen - though your linemen are cheap, they also aren't anything spectacular. They only have access to General skills, and they'll have a harder time bashing than Dwarves and a harder time passing or scoring than Elves. Overall this tends to lead to them not picking up many skills, and your SPPs being concentrated on your position players. You'll have to remember to use them as 'fodder' so to speak, tieing up other players, and using their TZs effectively to protect your other players and establish position. If a situation presents itself though, they will be able to make a catch or a dodge, generally at a 3+, so don't completely overlook them.
That's about all I can think of off the top of my head anyway....
David
How you start the team, I think is more of a matter of personal preference. I tend to agree with taking catchers later on in the game, but with the human team you tend to have a lot of options (Unlike say, Dwarves, who tend to have carbon-copy rosters).
As for playing the team, I would suggest keeping the threat of both a solid, bashing running game and a quick passing game on the table. If your opponent over-covers your catchers, they'll have lower numbers at the LoS, and your Blitzers and Ogre (if you have one, which I recommend) can beat up on your opponent. And vice-versa if they under-cover your catchers. This can also switch in the middle of a drive, where if they over-cover your catchers, and you begin to beat them down, they're likely to over-react in force to the LoS, leaving one of your catchers open for a relatively easy score.
On defense you'll have several different types of players to choose from, and can set up a swarming, tough, or mixed defense up depending on your personal preference and playing style, or depending on the situation. Catchers that can swarm with Block, Dodge, Sidestep, and Shadowing or the likes of Blitzers with Block, Tackle, and Guard.
Other advantages and things to remember:
A) Humans are one of only a handful of teams that have access to every skill pool (excluding physical of course). This means with a mix of players, you'll be able to have a mix of skills suited to every situation.
B) Linemen are expendable - Your linemen are generic and cheap, don't be afraid to exchange the risk of one getting injured for tactical position, or to get another player. Drop one lino in the TZ of a Mummy or Mino to tie them up while your other players swarm elsewhere. Leave a lino in a position where he could be blocked out of bounds by a Witch Elf next turn, and then have your team push her out right behind him. Also, because they aren't outstanding players, and will often be your backup players later, they can take more specialized skills and come in during specific situations. Having a lino with the kick skill would be a good example.
C) Versatility - Because your players can do running or passing, use this to heighten either game. As stated before, threaten run, and then pass when your opponent clumps up. Spread the field to threaten pass, and then blitz a quick hole, and run it through the middle.
Disadvantages to remember:
A) The main one is that while humans do not have any great weakness, they don't have any specific strength either. There isn't one specific strategy that you will be able to use in all games, and though you have the ability to play a passing or running game, you probably won't be able to do either as well Dwarves or Elves. They tend to be one of the more boring teams in blood bowl, while at the same time you will need to be constantly reacting to what your opponent does, and changing your strategy accordingly.
B) Weak Linemen - though your linemen are cheap, they also aren't anything spectacular. They only have access to General skills, and they'll have a harder time bashing than Dwarves and a harder time passing or scoring than Elves. Overall this tends to lead to them not picking up many skills, and your SPPs being concentrated on your position players. You'll have to remember to use them as 'fodder' so to speak, tieing up other players, and using their TZs effectively to protect your other players and establish position. If a situation presents itself though, they will be able to make a catch or a dodge, generally at a 3+, so don't completely overlook them.
That's about all I can think of off the top of my head anyway....
David
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