

Frenzy, horns, and pass on a low agility dude are the only ones that I really see people take. Many of these are things you'd never dream of taking when you leveled. Those skills are frenzy, horns, leap (3 agility or less), pass (3 agility or less), right stuff, stunty, thick skull, and throw teammate. Some skills only cost 10k when you create the player while they cost 20k or 30k if you level into them. Any other strength is worth 30k on team creation but they all cost 50k when you level up. The 4th strength is actually worth 60k during team creation and only 50k when you level up.

An extra agility will cost you 20k during player creation but 40k when you level up. But practically every player in the game with a normal level up also pays only 20k for block! On the other hand during player creation you only pay 10k for an extra movement (20k for specifically movement 7), but when you level up you pay 30k for it. Looking at the numbers a bit more, dwarven linemen are considered undercosted because they only pay 20k for block while every other player who starts with block pays 30k. One blitzer did get +1 movement, but even that just brings him up to 6 movement. I'd be happier with my scoring chances if I'd rolled +1 agility on multiple blitzers and runners but I haven't gotten it on any of them. Dwarves have low movement and low agility so they're always going to have a hard time scoring, and they have no level up path to really get there. It feels like the problem is that every other team, when leveled up, can replicate the starting dwarf power (most characters can get block on a regular skill roll, and do) but dwarves have a really hard time replicating other team's initial power. As the coach of a high level dwarf team I'm forced to agree.

A recent thread on Facebook for my Blood Bowl league resulted in people chiming in with the same thoughts. Duncan commented on an earlier post that dwarves and norse both tail off in power as they level up. In a starting team on starting team brawl this is going to make a huge difference which makes both those teams excellent teams at 1000 TV. The guy who did the analysis basically concluded that dwarves and norse in particular are undercosted because they pay less for block than the formula dictates.

Also, all the articles and playbooks i've read seem to advocate Diving Tackle, but do I really want two of them? Obviously, I'd like to specialize the GRs somewhat, but with no doubles on them yet, I don't really know what to do.Three months ago I posted about old guidelines for creating Blood Bowl teams from scratch for budding team designers. I'm thinking fend, as a survival measure, but it feels kinda passive. On the other hand, I want to pick a generally useful skill on him, and there's about a 50/50 split between bash and dash teams. He has block on everyone, one blitzer with POMB and tackle, a smattering of mighty blow, tackle and guard elsewhere.įirst of all, this is the deciding match for the top spot on the leaderboard, so I'd like to win. Now, we're playing in a friendly round robin competition on blood bowl 2, and my next and final game of the competition is vs orcs. Gutter Runner 4: Block, Sidestep, Diving Tackle Gutter Runner 3: Block, Sidestep <- This is the guy that levelled Gutter Runner 2: Wrestle, Sidestep, Tackle So, one of my gutter runners dinged level 4, and I'm really perplexed as to which skill to pick. TLDR: Normal roll gutter runner with block, dodge, sidestep.
