some info please

By monk, in Blood Bowl: Team Manager

Hi,

I'm looking into buying this game but have a question before I buy it.

When the game brings out expansions do you think they will be generic cards that will be used to boost the core set (plus cards for teams already in the core set), or will they bring out individual expansions for each team? I wouldn't like the idea of having seperate expansions for each team as if you are the only one in your gaming group to own the game you'd have to buy the seperate expansions for all teams to make if fair...does that make sense?

Thanks

This is realy a question for FFG, but I wouldnt think they will tamper with the core teams at all. They will just add new teams as has been discussed in the expansions discussion...Halflings, Necro's, Dark Elves, etc and the Star Players that go along with them.

I would like to see more Spike magazine cards, tournaments and matchup cards to vary the flavour of the games. Add some new teams and maybe a campaign to run your team through a season or four and this would be do quite nicely from my point of view.

I agree that expansions will likely include two new teams, star players, matchups, and Spike events. Maybe we'll see a variant to support 5-6 players.

You really don't need much of a variant for 5-6 players. Current rules actually work rather well. A few minor tweaks might help but none are absolutely necessary.

One highlight per player is the only core rule that is reliably tied to player number and that works still for more players.

The two player game reduces the number of tournaments and event and so the number of rounds, you might want to add something there for a 5-6player game, but you have one round per player for 5 player and so I only see it relevant for the 6player so everyone has a go at being first player - in that case add another event Spike card - 3 events, 3 tournaments still.

THe components missing are Fan scoreboards. Paper works, but a small expansion with two boards and a sheet of rules confirming how to do 5 player would make a small, cheap 5-6player expansion.

Yeah, I could see the first expansion having 2 more score boards plus norse and dark elves with new star players, Spike! headlines, upgrades, and a few new tournaments.

I'd slightly prefer a Lustria themed expansion myself - Amazons, Dark Elves, Lizardmen - possibly a 4th, be it a High Elf team, or a generic undead (rather than Khemri or Vamp) with relevant team cards, a 3rd conference deck, the 2 fan scoreboard for 5-6 players, official 5-6player tweaks and the cards you mention.

After that expansions could be PoD types like the Death ANgel expansions, with each one being a team, or a pair of teams....

A expansion with a 3rd conference would be interesting with 3 teams in it.

I would like to see all of the official board game blood bowl teams represented in the game. They have the first six now.

  1. Human
  2. Wood Elf
  3. Dwarf
  4. Orc
  5. Skaven
  6. Chaos
  7. Nurgle
  8. Necromantic
  9. Undead
  10. Khermi
  11. Vampire
  12. Lizardmen
  13. Dark Elf
  14. Pro Elf
  15. High Elf
  16. Amazon
  17. Norse
  18. Chaos Dwarf
  19. Goblin
  20. Halfling
  21. Ogre

what's the difference betwen pro elf and high elf???

High Elves, unlike Wood Elves, don't have wardancers and Treemen, but they do get Blitzers and their throwers are much better and the focus of their game (as opposed to the catchers in Wood Elves). They are less dodge based than Wood elves, a bit slower round the pitch and have heavier armour. I'd guess that will translate to less Sprint skill, more pass skills and more tackles with some special abilities for passing

The Pro Elf team (or just elf team if you look in the living rulebook) is closer to Wood elves in that they are light armour, but slower like High Elves and their strength is in their blitzers and catchers. No treemen either.

To further the confusion, Dark Elves originally were nearly the same as the high elves (IMO), until they gained the assassin. I personally like to look at how all 4 elves differ:

High Elves: They have a great blitzer and a super fast receiver that has better armor and strength than most receivers. They can play like the humans except that they are faster and more agile.

Wood Elves: They play a pure passing game. Essentially, they pass and make touchdowns every time they gain possession of the ball. The treeman and wardancer are their unique players. Regardless, everyone of them (except for the treeman) is very fragile and expensive.

Dark Elves: These guys were nearly the same as the high elves. The dark elf blitzer was essentially the same as the high elf equivalent and the witch elf was the only player that was different from the high elf receiver (lion warrior). Recently, they changed greatly with a runner and assassin player. However they have no one who specializes as a ball thrower. I find them to be a really interesting brawling team that doesn't quite play the passing game like the wood elves or high elves.

Pro Elves: I don't really know WHY they were ever created. They have the same, weak armor issues of the wood elves, and the speed problems of standard dark and high elves, Sure, I like their catchers better than the High Elves, but I prefer the high elf blitzers over the Pro Elf version.

Whew! So, how do they differ when we move into the Team Manager versions? Well, the High Elves would be sort of another human team. The Dark Elves would probably be some sort of cheating team like Chaos. The Pro Elves would probably best resemble the Wood Elves without the Treeman and a human blitzer instead of the wardancer. Ick! I don't like thinking about how the shades of elf convert from the mini game to this game. The 4 prong specializations of "cheat", "ball handling", "blitz", and cycling your players is quite a different way to sort them. Without some sort of NEW mechanics like an undead/nurgle resurrection, I cannot see how these many new teams would play differently than the existing ones.

eldiablito said:

Pro Elves: I don't really know WHY they were ever created. They have the same, weak armor issues of the wood elves, and the speed problems of standard dark and high elves, Sure, I like their catchers better than the High Elves, but I prefer the high elf blitzers over the Pro Elf version.

I don't agree, the pro elves were my favourite team. If used correctly (including skill mix) they were very difficult to beat. I love Nerves of steel on catchers, especially combined with dump off on a thrower, it worked great. Side step on the blitzers to start with was helpful for getting in cages, and once you gave them strip ball you could then use the catchers nerves of steel to pick up and hand off or throw. I found that if an opponent dropped the ball you could pretty much get possesion back quickly and get the ball far away from their players.

i never liked Pro Elves, such a beardy starting skill mix for a race who famously cant grow beards!!!! Not sure how Pro Elves would translate into BBTM, maybe line men with a skill to reflect their Pro status. Having said that I used to play a dwarf team geared up for passing, fun but i didnt win many cups

Don't forget the Chaos Pact, Slaan and Underworld teams!

I'd see A "New World" Organisation being Lizardmen, High Elf and Amazon and an Undead organisation having Vampire, Necromantic and Khemri teams.