What do you need help on? Cancel X
  Prev Next  
Close X Guide and Walkthrough
by Mythril Wyrm

Table of Contents

BOOKMARK
Jump to:
Would you recommend this Guide? Yes No Hide
Send Skip Hide

Guide and Walkthrough by Mythril WyrmDonate directly to the author of this contribution

Version: 1.66 | Updated: 03/25/2021
Highest Rated Guide

Teams

Each of the 24 teams in Blood Bowl 2: Legendary Edition is represented by a different race, which has its own strengths, weaknesses, playstyle, and learning curve. There can be up to 16 players on a team; any number of these may be linemen, but there are restrictions on the number of players of non-lineman classes a coach may hire.

Human

Skill Level: *

Re-rolls start at 50k.

StrengthsWeaknesses
  • Can adapt their style to their opponent's weaknesses
  • Movement above average, advantaging running play
  • Easy to play...
  • ... But hard to master
  • Strengths based on their skills rather than their stats
  • Cannot perform extremely well in one style of play

If you play through Campaign mode first, you'll go into the other modes with plenty of experience coaching Human teams. They're jacks of all trades and masters of none: your players' stats and skills make them competent at running, brawling, and passing, but since they don't excel in any of these areas, you'll have to change your strategy to suit each opponent. Having two Catchers, two Throwers, and two Blitzers in your initial lineup will give you a good balance of speed and power, and as you win matches and earn gold, you can hire more Blitzers to replace your Linemen. Skill selection is also important for Humans – while the best skills for your Catchers are fairly obvious, your Linemen should learn skills like Tackle to give you some counterplay against teams with the Dodge skill.

Human Players
NameCostMASTAGAVSkills
Lineman50k6338N/A
Catcher (limit 4)70k8238

Dodge

Catch

Thrower (limit 2)70k6338

Pass

Sure Hands

Blitzer (limit 4)90k7338Block
Ogre (limit 1)130k5529

Bone-Head

Mighty Blow

Thick Skull

Throw Team-Mate

Loner

Orc

Skill Level: **

Re-rolls start at 60k.

StrengthsWeaknesses
  • Strong and hard to injure
  • Most players can be easily replaced when they're injured
  • Blitzers have the best price / performance ratio
  • No real agility player
  • It is difficult to level up Black Orcs
  • Average speed

Orc teams are slow but tough. None of their players have a Movement Allowance higher than 6, but all of their players except their Goblins have high Armour Values. Their Black Orcs are stronger than most teams' linemen, but their low MA and AG stats make them lousy at everything other than blocking. Orcs benefit from aggressive strategies and unified pushes into the opposing team's side of the pitch, with their Linemen and Throwers supporting and protecting their Goblins and Blitzers as they make their way toward the end zone.

Orc Players
NameCostMASTAGAVSkills
Lineman50k5339N/A
Goblin (limit 4)40k6237

Right Stuff

Dodge

Stunty

Thrower (limit 2)70k5338

Pass

Sure Hands

Black Orc (limit 4)80k4429N/A
Blitzer (limit 4)80k6339Block
Troll (limit 1)110k4519

Loner

Always Hungry

Mighty Blow

Really Stupid

Regeneration

Throw Team-Mate

Dwarf

Skill Level: *****

Re-rolls start at 50k.

StrengthsWeaknesses
  • Incredibly strong and enduring
  • Made for defense and exhausting the enemy
  • They can beat any kind of opponent when it comes to a fight
  • As swift as snails
  • Basic players are expensive even if they're good
  • The Deathroller is not the most easy to manage Big Guy

Dwarf teams may be painfully slow, but they can win battles of attrition like few other teams can. Their players' Thick Skull skill and high average Armour Values make them very resistant to injuries, so an opponent's best shot at removing a Dwarf from the pitch is to go for a Foul when they're surrounded. Their Troll Slayers' Dauntless skill helps them go toe to toe with other teams' Big Guys, and their Deathroller is one of the strongest and deadliest players in the game – if it learns Multiple Block, it can make a big hole in the opponent's front lines at the very beginning of the match. It'll never be usable for more than one drive thanks to its Secret Weapon skill, but if it takes out a few opposing players before being sent off the pitch, it can give the Dwarfs an advantage for the rest of the match.

Dwarf Players
NameCostMASTAGAVSkills
Long Beard70k4329

Block

Thick Skull

Tackle

Runner (limit 2)80k6338

Sure Hands

Thick Skull

Blitzer (limit 2)80k5339

Thick Skull

Block

Troll Slayer (limit 2)90k5328

Block

Thick Skull

Dauntless

Frenzy

Deathroller (limit 1)160k47110

Break Tackle

Dirty Player

Juggernaut

Mighty Blow

No Hands

Secret Weapon

Stand Firm

Loner

Skaven

Skill Level: ***

Re-rolls start at 60k.

StrengthsWeaknesses
  • A true running team that scores one-turn Touchdowns
  • They can win the game even when outnumbered
  • An impressive Big Guy with a good skill set
  • Most players are fragile
  • Gutter Runners are too indispensable
  • They can be outnumbered because of injuries

Skaven teams have speed that no other team can hope to match. They're also pretty agile, and a Gutter Runner with Catch and/or Sure Hands can easily gain control of the ball, slip behind the opponent's front lines, and score a touchdown before the opposing coach knows what's happening. Skaven players' Strength and Armour Values are far less impressive, however, and can lead to several injuries if they get pinned down. Their best shot at winning matches is to focus on blocking key opponents with their Linemen, Storm Vermin, and Rat Ogre while their other players get set up to score touchdowns.

Skaven Players
NameCostMASTAGAVSkills
Lineman50k7337N/A
Thrower (limit 2)70k7337

Pass

Sure Hands

Gutter Runner (limit 4)80k9247Dodge
Storm Vermin (limit 2)90k7338Block
Rat Ogre (limit 1)150k6528

Frenzy

Mighty Blow

Loner

Prehensile Tail

Wild Animal

High Elf

Skill Level: ****

Re-rolls start at 50k.

StrengthsWeaknesses
  • They are excellent at the passing game
  • They are more sturdy than they seem to be
  • Adaptative, any players are potential stars
  • They have few skills in the first matches
  • They're not the best when it comes to fighting
  • Cash can get tight if you have to replace players

High Elf teams are incredibly agile, making it easy for them to pick up the ball and pass it to any square on the pitch. Once their Catchers learn Dodge, they'll be highly competitive at the running game as well. They don't have a Big Guy, however, and their players all have a decidedly average 3 ST and unremarkable AV, so they should avoid getting too physical with their opponents. When coaching the High Elves, focus on scoring touchdowns and leveling up as many of your players as possible so they can learn valuable new skills.

High Elf Players
NameCostMASTAGAVSkills
Lineman70k6348N/A
Thrower (limit 2)90k6348

Pass

Safe Throw

Catcher (limit 4)90k8347Catch
Blitzer (limit 2)100k7348Block

Dark Elf

Skill Level: ****

Re-rolls start at 50k.

StrengthsWeaknesses
  • They have many exotic and interesting positionals
  • Great defensive race because of their mobility and skills
  • Any player can save the game
  • Not well equipped to play against bashy teams
  • The most useful players are expensive and fragile
  • They don't have the skills to use a simply brutal playstyle

Dark Elf teams have a wide array of skills that are useful for marking opposing players and breaking up their formations. Runners can pass the ball to a nearby teammate when blocked, Assassins can tail slow players and injure them with the Stab skill, and Witch Elves are ideal for defending the lateral zones and crowdsurfing players who get too close to them. Like High Elves, all of their players are very agile, so they have a strong passing game and can slip through the opposition's tackle zones with ease. On the other hand, their Armour Values are below average, so try to outmaneuver opponents instead of going head to head with them.

Dark Elf Players
NameCostMASTAGAVSkills
Lineman70k6348N/A
Runner (limit 2)80k7347Dump-Off
Assassin (limit 2)90k6347

Shadowing

Stab

Blitzer (limit 4)100k7348Block
Witch Elf (limit 2)110k7347

Frenzy

Dodge

Jump Up

Bretonnian

Skill Level: ***

Re-rolls start at 70k.

StrengthsWeaknesses
  • Low-priced Linemen
  • This team is comfortable with brawling
  • Blitzers can handle the game almost by themselves...
  • ... But they're expensive and necessary
  • A bit frail when playing against bashy teams
  • They're not made for agility

Bretonnian teams have some of the best Blitzers gold can buy. The Catch skill helps their team's passing game and the Dauntless skill helps them stand up to even the strongest opponents. Their Linemen and Blockers also start with skills that allow them to hold back the opposition's advance, which can buy their Blitzers the time they need to take control of the ball and close in on the opponent's end zone. Just be forewarned that their Linemen's Armour Values are worse than average, so they're liable to get injured when playing against aggressive teams.

Bretonnian Players
NameCostMASTAGAVSkills
Lineman40k6327Fend
Blitzer (limit 4)110k7338

Block

Catch

Dauntless

Blocker (limit 4)70k6338Wrestle

Chaos

Skill Level: **

Re-rolls start at 60k.

StrengthsWeaknesses
  • Made for brutality and murdering foes
  • Easy access to Mutation skills
  • Above average strength, even without skills
  • Few skills in the beginning; basic actions are more difficult
  • Not the best when they have to play the ball
  • The Minotaur can refuse to accomplish crucial actions

If you don't think a Blood Bowl match is complete without at least one fatality, you'll probably enjoy coaching Chaos teams. While they don't have much of a running or passing game, their Chaos Warriors are strong and resilient and their Beastmen and Minotaur get a Strength bonus when Blitzing. Their players also have an easy time learning Mutation skills, which will give them all kinds of useful new abilities. As a Chaos team coach, your best bet is to forget about the ball and focus on beating the hell out of your opponents – you'll have a much easier time scoring touchdowns once you've removed half the opposing players from the pitch.

Chaos Players
NameCostMASTAGAVSkills
Beastman60k6338Horns
Chaos Warrior (limit 4)100k5439N/A
Minotaur (limit 1)150k5528

Thick Skull

Mighty Blow

Horns

Frenzy

Loner

Wild Animal

Wood Elf

Skill Level: ***

Re-rolls start at 50k.

StrengthsWeaknesses
  • One of the swiftest races in the game
  • Wardancers are exceptional starting players
  • Excellent passing game
  • High-priced players
  • Most players have little armour
  • Best avoid direct confrontation

Wood Elf teams, like the High Elves and the Dark Elves, are very agile, enabling them to pick up and pass the ball and slip past opposing players with ease. Their Catchers and Wardancers are very fast and maneuverable (especially after the former learn Sure Feet), and their Treeman provides them with some fighting ability that their brethren lack. All of their other players, however, have below average Armour Values and can easily be injured if knocked down, so they need to avoid fighting as much as possible – Wood Elf players who suffer debilitating injuries or die are very expensive to replace.

Wood Elf Players
NameCostMASTAGAVSkills
Lineman70k7347N/A
Catcher (limit 4)90k8247

Catch

Dodge

Sprint

Thrower (limit 2)90k7347Pass
Wardancer (limit 2)120k8347

Block

Leap

Treeman (limit 1)120k26110

Mighty Blow

Loner

Stand Firm

Strong Arm

Thick Skull

Throw Team-Mate

Take Root

Lizardman

Skill Level: **

Re-rolls start at 60k.

StrengthsWeaknesses
  • Highly mobile team
  • Many powerful players
  • The Kroxigor is an excellent Big Guy
  • With good marking it is easy to immobilize Saurus
  • No player is expendable
  • Do not expect a passing game

Lizardman teams have highly specialized players: the Saurus and Kroxigor provide the muscle and the Skinks provide the maneuverability. The Skinks' Stunty skill, however, makes them bad at passing and easy to injure, so they either need to advance on the opposition's end zone in groups or rely on their stronger teammates to protect them. Saurus, on the other hand, have a respectable Movement Allowance and Strength but no skills, so be prepared to use your team re-rolls to help them until they level up.

Lizardman Players
NameCostMASTAGAVSkills
Skink60k8237

Stunty

Dodge

Saurus (limit 4)80k6419N/A
Kroxigor (limit 1)140k6519

Loner

Mighty Blow

Bone-Head

Prehensile Tail

Thick Skull

Norse

Skill Level: **

Re-rolls start at 60k.

StrengthsWeaknesses
  • A versatile team
  • All players have the Block skill
  • Frenzy adds a reckless edge to crowdsurfing
  • Low Strength for a team with a propensity for violence
  • Your players are almost naked so their Armour Value is low
  • Strength skills are hard to obtain

Norse teams have many players with the Block and Frenzy skills, giving them an advantage in close combat and when trying to crowdsurf opponents. Their Berserkers and Ulfwereners can protect the lateral zones while their Linemen and Yhetee secure the center and their Throwers and Runners move the ball toward the opposition's end zone. However, they have relatively low Armour Values for such an aggressive team, which may lead to some players being sidelined by injuries. When coaching the Norse, make sure your players stay on the attack as much as possible...and if your Yhetee levels up, teach it Mighty Blow to make it an even deadlier blocker.

Norse Players
NameCostMASTAGAVSkills
Lineman50k6337Block
Thrower (limit 2)70k6337

Block

Pass

Runner (limit 2)90k7337

Block

Dauntless

Berserker (limit 2)90k6337

Block

Frenzy

Jump Up

Ulfwerener (limit 2)110k6428Frenzy
Yhetee (limit 1)140k5518

Loner

Claw / Claws

Disturbing Presence

Frenzy

Wild Animal

Undead

Skill Level: *

Re-rolls start at 70k. No Apothecary.

StrengthsWeaknesses
  • Great bashing team
  • Ghouls run fast
  • Regeneration makes your team pretty resilient
  • No passing game
  • Ghouls have no Regeneration and must be protected
  • Few Strength skill evolutions for a bashing team

Undead teams have low overall Agility, but they make up for this shortcoming with two hard-hitting Mummies and the Regeneration skill on all of their players except Ghouls. They also have cheap, useful linemen in the form of Skeletons and Zombies, who can tie up opposing players while their Wights and Ghouls gain control of the ball and attempt to score. Be aware that there is an element of luck involved when coaching this team, because if a player's Regeneration roll fails at a critical time and you didn't purchase an Igor before the match, you may be left in a position from which it'll be hard to recover.

Undead Players
NameCostMASTAGAVSkills
Skeleton40k5327

Regeneration

Thick Skull

Zombie40k4328Regeneration
Ghoul (limit 4)70k7337Dodge
Wight (limit 2)90k6338

Block

Regeneration

Mummy (limit 2)120k3519

Mighty Blow

Regeneration

Necromantic

Skill Level: **

Re-rolls start at 70k. No Apothecary.

StrengthsWeaknesses
  • Werewolves are excellent players
  • The most mobile of the Undead teams
  • Able to raise armies of Zombies
  • Costly players
  • Ghouls are choice targets for the opposition
  • Expensive re-rolls

Necromantic teams have lower overall Strength but higher overall Movement Allowance, Agility, and Armour Value than Undead teams. Werewolves are great at both scoring touchdowns and tying up opposing players (especially if they learn Mighty Blow after leveling up), and Ghouls and Wights working together can be hard to stop as they move the ball toward the opponent's end zone. Just be aware that Ghouls don't have Regeneration to protect them from injuries, and Flesh Golems will be at a disadvantage against Big Guys with 5 ST or more.

Necromantic Players
NameCostMASTAGAVSkills
Zombie40k4328Regeneration
Ghoul (limit 2)70k7337Dodge
Wight (limit 2)90k6338

Block

Regeneration

Flesh Golem (limit 2)110k4429

Regeneration

Stand Firm

Thick Skull

Werewolf (limit 2)120k8338

Claw / Claws

Frenzy

Regeneration

Nurgle

Skill Level: ****

Re-rolls start at 70k. No Apothecary.

StrengthsWeaknesses
  • They can frustrate tactics based on agility
  • They can also frustrate tactics based on strength
  • A constant supply of Rotters
  • Players are fragile for a team given to combat
  • Expensive re-rolls
  • Poor ball-handling capabilities

Nurgle teams have one skill that sets them apart from every other team: Nurgle's Rot, which causes any player they kill with a block or a Foul to join their ranks as a Rotter (as long as said player doesn't have the Decay, Regeneration, or Stunty skills or more than 4 ST). This gives them an incentive to focus on fighting and attempting Fouls whenever possible, and to rely mainly on their Nurgle Warriors and Beast of Nurgle to protect their end zone from opposing players. Nurgle players have above average Strength and Armour Values but low Movement Allowances and a weak passing game, so they'll need to remove some opposing players from the pitch before they have a shot at scoring touchdowns. Additionally, all their players except Rotters have Regeneration, so they're pretty resilient if they get injured.

Nurgle Players
NameCostMASTAGAVSkills
Rotter40k5338

Decay

Nurgle's Rot

Pestigor (limit 4)80k6338

Horns

Nurgle's Rot

Regeneration

Nurgle Warrior (limit 4)110k4429

Disturbing Presence

Foul Appearance

Nurgle's Rot

Regeneration

Beast of Nurgle (limit 1)140k4519

Loner

Disturbing Presence

Foul Appearance

Mighty Blow

Nurgle's Rot

Really Stupid

Regeneration

Tentacles

Khemri

Skill Level: *****

Re-rolls start at 70k. No Apothecary.

StrengthsWeaknesses
  • Access to four powerful Tomb Guardians
  • Inexpensive Linemen
  • All players have Regeneration
  • Very low overall Agility
  • Average overall Movement
  • Tomb Guardians that can fall apart

Khemri teams are some of the most resilient out there. Their overall Armour Value isn't great, but all their players have the Regeneration skill, so it's hard to take them out permanently. Their Tomb Guardians are quite strong and hardy, but their Decay skill means that bad rolls on the Injury and Casualty tables can permanently reduce multiple stats, so having them learn Thick Skull and Break Tackle is advisable. That aside, the Khemri are neither quick nor nimble: none of their players have more than 2 AG, so they have no passing game and picking up the ball will be a herculean task for them. Save your team re-rolls for moments like these.

Khemri Players
NameCostMASTAGAVSkills
Skeleton40k5327

Regeneration

Thick Skull

Thro-Ra (limit 2)70k6327

Pass

Regeneration

Sure Hands

Blitz-Ra (limit 2)90k6328

Block

Regeneration

Tomb Guardian (limit 4)100k4519

Decay

Regeneration

Chaos Dwarf

Skill Level: ****

Re-rolls start at 70k.

StrengthsWeaknesses
  • One of the best defensive teams
  • Bull Centaurs are difficult to stop
  • Resilient
  • One of the worst ballhandling teams
  • Expensive team re-rolls
  • Predominantly slow players

Chaos Dwarfs, like their Dwarf cousins, are sturdy and difficult to injure: all of their players except Hobgoblins have at least 8 AV and Thick Skull. They can also field three players with ST 4 or more, and their Bull Centaurs' starting skills allow them to move up to 9 spaces with a minimal risk of falling. Coaching a Chaos Dwarf team, however, means you'll often use team re-rolls to help your players pick up the ball – their low Agility and lack of relevant skills makes this difficult. Moreover, your other players don't have the Movement Allowance to keep up with your Bull Centaurs, so don't expect them to have much support as they charge toward the opponent's end zone.

Chaos Dwarf Players
NameCostMASTAGAVSkills
Hobgoblin40k6337N/A
Chaos Dwarf Blocker (limit 6)70k4329

Block

Tackle

Thick Skull

Bull Centaur (limit 2)130k6429

Sprint

Sure Feet

Thick Skull

Minotaur (limit 1)150k5528

Loner

Frenzy

Horns

Mighty Blow

Thick Skull

Wild Animal

Amazon

Skill Level: *

Re-rolls start at 50k.

StrengthsWeaknesses
  • Easy access to the Block + Dodge skill combination
  • Defense that's hard to penetrate
  • Inexpensive players and re-rolls
  • Their nemesis is the Tackle skill
  • Average speed
  • Average characteristics for all

Amazon teams have average stats across the board. Their advantage is that all their players have Dodge and can easily learn Block when they level up – these two skills combined will mitigate "Defender Stumbles" and "Both Down" results on the block dice, making the Amazons extremely difficult for most opponents to knock down. They'll need to exercise caution when facing Dwarf or Chaos Dwarf teams, because Long Beards and Chaos Dwarf Blockers can stop them from using Dodge with Tackle. That aside, the Amazons are best played defensively, using their Throwers and Catchers to move the ball closer to the opponent's end zone while their Linewomen and Blitzers tie up the opposing players.

Amazon Players
NameCostMASTAGAVSkills
Linewoman50k6337Dodge
Thrower (limit 2)70k6337

Dodge

Pass

Catcher (limit 2)70k6337

Dodge

Catch

Blitzer (limit 4)90k6337

Dodge

Block

Vampire

Skill Level: ***

Re-rolls start at 70k.

StrengthsWeaknesses
  • Vampires are strong AND agile
  • Hypnotic Gaze can get you out of tricky situations
  • Thralls are inexpensive
  • Few vampires early on
  • Bloodlust and a violent opponent make a bad cocktail for your thralls
  • Losing a seasoned Vampire can prove troublesome

Vampire teams are both interesting and challenging to coach. While Vampires have an impressive combination of Strength, Agility, and resilience, they're not cheap: filling out an 11-player roster with six Vampires and five Thralls will cost you 860k, which will leave you just enough gold to buy two re-rolls with your starting funds. It's better to hire 4-5 Vampires when you first create your team; you can hire more after you win your first few matches. Once a match begins, you have a 1/6 chance of a Vampire needing to feed on a Thrall (or a spectator) each time it takes an action; feeding on a Thrall has a chance to injure it, and feeding on a spectator provokes a turnover and sends the Vampire to the reserves box. Needless to say, the number of players you have on the pitch can dwindle rapidly if you're unlucky, and that's doubly true if a devious opponent decides to take down your Thralls first. When coaching a Vampire team, protect your Thralls well and try to score touchdowns with as many players as possible so they can learn skills that increase their usefulness.

Vampire Players
NameCostMASTAGAVSkills
Thrall40k6337N/A
Vampire (limit 6)110k6448

Bloodlust

Hypnotic Gaze

Regeneration

Kislev Circus

Skill Level: ****

Re-rolls start at 50k.

StrengthsWeaknesses
  • Extremely maneuverable
  • Unique tactical possibilities
  • Cheap rerolls
  • Easily injured
  • Intensive use of team re-rolls
  • Their playstyle requires good positioning

Kislev Circus teams have three different players with Leap and Very Long Legs, a skill combination that allows them to move into advantageous positions easily and increases their odds of intercepting opponents' passes. Their overall Movement Allowance and Agility are both a little better than average, so they should focus on slipping past the opponent's front line and seizing the ball as quickly as they can (or, if they're playing defence, seizing the ball and then slipping past the opponent's front line). Once they have the ball in hand, they can use their speed and passing ability to score a quick touchdown.

Kislev Circus Players
NameCostMASTAGAVSkills
Lineman60k6338

Leap

Very Long Legs

Catcher (limit 4)80k7247

Leap

Very Long Legs

Diving Catch

Blitzer (limit 4)110k7338

Leap

Very Long Legs

Jump Up

Diving Tackle

Tame Bear (limit 1)140k6519

Prehensile Tail

Mighty Blow

Thick Skull

Bone-Head

Loner

Goblin

Skill Level: ***

Re-rolls start at 60k.

StrengthsWeaknesses
  • Wide variety of secret weapons
  • Discount on bribes
  • Two Trolls!
  • Fragile stunty players
  • Unreliable secret weapons
  • Limited skill advancement

Goblin teams may not be durable, but their arsenal of secret weapons can have a huge impact on their games. Their Looney can injure opponents with remarkable ease, their Pogoer can leap over opponents' front lines and spring toward the end zone, their Fanatic can bullzone its way through just about anything, and their Bombardier can knock enemies down with its bombs (especially if their Agility is low). The downside is that all of these players except the Pogoer will be sent off the pitch when the drive ends, but you have another ace in the hole when coaching a Goblin team: you can purchase Bribes for 50k (half the regular price), and you can use these to get a little more use out of your secret weapons. In addition, most of your players are cheap – filling out an 11-player roster will cost you only 640k – so you should be able to hire some extra linemen and swap them in for players who are injured or sent off the pitch. Finally, your Trolls can throw your linemen, but they have a 1/36 chance of eating them instead. Whether or not you think it's worth the risk is up to you.

Goblin Players
NameCostMASTAGAVSkills
Goblin40k6237

Right Stuff

Dodge

Stunty

Looney (limit 1)40k6237

Secret Weapon

Stunty

Chainsaw

Troll (limit 2)110k4519

Always Hungry

Loner

Mighty Blow

Really Stupid

Regeneration

Throw Team-Mate

Pogoer (limit 1)70k7237

Dodge

Leap

Very Long Legs

Stunty

Fanatic (limit 1)70k3737

Secret Weapon

Ball & Chain

No Hands

Stunty

Bombardier (limit 1)40k6237

Bombardier

Dodge

Stunty

Secret Weapon

Halfling

Skill Level: ***

Re-rolls start at 60k.

StrengthsWeaknesses
  • Discount on the Halfling Master Chef
  • Two treemen!
  • Dodge on all standard players
  • Most fragile team in Blood Bowl
  • Weakest team in Blood Bowl
  • Worst team in Blood Bowl

Halfling teams are economical, if nothing else: you can hire nine Halflings and two Treemen for a mere 510k, and if you go crazy and fill the other five slots on your roster with Halflings, you'll still have 340k to spend. You can easily afford an Apothecary and two team re-rolls with this, but be sure to save some gold for the Halfling Master Chef, which you can purchase for a modest 100k (a third of the regular price) before a match. Once the match begins, you'll have to hope and pray that you get to play offence, because if you're playing defence and your Treemen can't reach the ball carrier, your only recourse is to swarm that player with Halflings. You'll need at least two Halflings with no tackle zones on them to be evenly matched against an opposing player with 3 ST, and if one of your Halflings gets hold of the ball, you'll need to keep him well protected until he reaches the opponent's end zone. Dodge and Stunty give Halflings some evasive ability, but their combination of low Movement Allowance, Strength, and Armour Value puts them at a severe disadvantage against almost any other team. If you want to try coaching a Halfling team, make judicious use of re-rolls and the Halfling Master Chef and keep some gold in your treasury to hire new Halflings after each match – with a 58.3% chance of getting injured when they're knocked down, they have a rather short life expectancy.

Halfling Players
NameCostMASTAGAVSkills
Halfling30k5236

Dodge

Right Stuff

Stunty

Treeman (limit 2)120k26110

Mighty Blow

Stand Firm

Strong Arm

Thick Skull

Throw Team-Mate

Take Root

Underworld Denizens

Skill Level: ****

Re-rolls start at 70k.

StrengthsWeaknesses
  • Easy Mutation access
  • Unique non bashing mutation team
  • Reasonably priced players
  • Neither resilient, nor quick, nor strong
  • Animosity between skavens and goblins
  • Weak before the first mutations

Underworld Denizens teams have the same easy access to Mutation skills that Chaos teams do, but they're geared more toward scoring touchdowns than mercilessly slaughtering opponents. Their Underworld Goblins are good at slipping past opposing players thanks to their Dodge and Stunty skills (and have a 1/36 chance of being eaten when thrown by a Warpstone Troll), but the Skaven have a 1/6 chance of refusing to pass or hand off the ball to them, so you may be forced to score a touchdown with a Skaven player if one of them picks up the ball. Be aware that your players' overall Strength and Armour Value are slightly below average, so try to avoid fights unless you need to get the ball away from the opponent.

Underworld Denizens Players
NameCostMASTAGAVSkills
Underworld Goblin40k6237

Right Stuff

Dodge

Stunty

Skaven Lineman (limit 2)50k7337Animosity
Skaven Thrower (limit 2)70k7337

Animosity

Pass

Sure Hands

Skaven Blitzer (limit 2)90k7338

Animosity

Block

Warpstone Troll (limit 1)110k4519

Loner

Always Hungry

Mighty Blow

Really Stupid

Regeneration

Throw Team-Mate

Ogre

Skill Level: *****

Re-rolls start at 70k.

StrengthsWeaknesses
  • 6 ogres on the field!
  • Gnoblars can dodge through any gap
  • Team-mate throw fiesta
  • Lots of Bone heads
  • There's nothing more fragile than a Gnoblar
  • Few tackle zones

As amazing as it sounds to have six Ogres on the pitch at once, Ogre teams face the same kinds of problems that Halfling teams do, as well as some problems of their own. First, it's prohibitively expensive to fill a newly-created team's roster with Ogres: six of them and five Gnoblars will cost 940k, which won't even leave you with enough gold to afford a team re-roll. Second, Ogres have the Bone-Head skill, which gives them a 1/6 chance of failing to perform each action and losing their tackle zones for the round. (Unlike the Ogres that Human teams can hire, however, they don't have the Loner skill.) Third, the Gnoblars' Titchy skill prevents them from imposing penalties on players in their tackle zones, which means that your Ogres will be solely responsible for marking opposing players and playing defence. Fourth, although Gnoblars are good at dodging attacks, they have the lowest Strength and Armour Value in the game; even Halflings roll multiple dice when blocking them, and a Gnoblar that gets knocked down has a 72.2% chance of being injured. They're cheap and easy to replace, but they're your best shot at scoring touchdowns, and if all your Gnoblars are taken out, your Ogres' performance is going to be inconsistent at best. When coaching an Ogre team, you're going to need some well-timed re-rolls and more than a little luck to come out on top.

Ogre Players
NameCostMASTAGAVSkills
Gnoblar20k5135

Dodge

Right Stuff

Side Step

Stunty

Titchy

Ogre (limit 6)140k5529

Bone-Head

Mighty Blow

Thick Skull

Throw Team-Mate

Elven Union

Skill Level: *

Re-rolls start at 50k.

StrengthsWeaknesses
  • One of the best passing teams
  • Strong offensive potential
  • Reasonably priced Linemen
  • Linemen die fast
  • Tendency towards inflated Team Value
  • No regular access to strength skills

Statistically, Elven Union teams are almost identical to High Elf teams, albeit with more lightly armoured Linemen and Throwers. They're also more reliant on their Catchers and Blitzers, which have skills that their High Elven counterparts don't. Thanks to their high Agility, they can move the ball around the field easily and then go for a quick touchdown with a Catcher or Blitzer. Elven Union players don't have the Strength, Armour Value, or skills to compete at the bashing game, so they're likely to sustain a lot of injuries if they try to get up close and personal with their opponents.

Elven Union Players
NameCostMASTAGAVSkills
Lineman60k6347N/A
Thrower (limit 2)70k6347Pass
Catcher (limit 4)100k8347

Catch

Nerves Of Steel

Blitzer (limit 2)110k7348

Block

Side Step

Mixed Teams

If there's more than one race that piques your interest, you can create a mixed team and be allowed to recruit players from any of the faction's constituent races. There are 11 available factions that include 2-5 races each.

FactionRaces
Alliance of Goodness [AOG]
Chaotic Player Pact [CPP]
Afterlife United [AU]
Superior Being Ring [SBR]
Union of Small People [USP]
Violence Together [VT]
Elfic Grand Coalition [EGC]
Chaos Gods Selection [CGS]
Far East Association [FEA]
Anti-Fur Society [AFS]
Human League [HL]