by Dementor, Alex Davies
Part two of two - read the first piece here
Tier 3
High Elfs
Out of the commonly good races, and into some of the less common races seen regularly at tournaments. High elves are one of these less common teams, and they get a decent pack for being in tier 3.
2x Blitzers | 2x Dodge | 200 |
4x Catchers | 4x Wrestle (Dodge [2]) | 360 |
1x Thrower |
| 100 |
5x Linemen | 1x Guard | 350 |
3x Rerolls |
| 150 |
|
| 1160 |
Their best option is the extra skill pack, due to their good skill diversity. The cash option and stack option are both solid, with the cash option allowing you the apo instead of the rookie thrower and the stack option letting you rival dark elves in blodging/wrodging capabilities.
2x Blitzers | 2x Dodge | 200 |
4x Catchers | 4x Wrestle (Dodge [2]) | 360 |
1x Thrower | 1x Block (Kick) | 100 |
5x Linemen | 1x Guard | 350 |
3x Rerolls |
| 150 |
|
| 1160 |
Humans
Another really interesting team build in this ruleset is humans, and most likely one I will be playing a decent amount myself when not khemri’ing. They get everything they want, and crucially one of the few teams with good access to a Sneaky Git/Dirty Player catcher and Mighty Blow/Tackle blitzer. I’ve gone for a block ogre however, in the vanilla roster, as they don’t have much else to spend it on. I’ve given them 3 catchers in this build, so would normally bench one or two matchup depending.
1x Ogre | 1x Block | 140 |
4x Blitzers | 3x Guard, 1x Tackle | 340 |
3x Catchers | 1x Block | 195 |
1x Thrower | 1x Block | 80 |
4x Linemen |
| 200 |
3x Rerolls, 1x Apo |
| 200 |
|
| 1155 |
Now, onto the pretty great human build. Has a lot of opportunities to remove the opposition, even if it is a little swingy. I’ll give the same stipulation as I gave to the norse.
1x Ogre |
| 140 |
4x Blitzers | 3x Guard, 1x Tackle/Mighty Blow | 340 |
3x Catchers | 1x Sneaky Git/Dirty Player | 195 |
1x Thrower |
| 80 |
4x Linemen |
| 200 |
3x Rerolls, 1x Apo |
| 200 |
|
| 1155 |
Necromantic
Now, necromantic. Probably the stand out of this tier, with them getting almost everything they want – with either flavour.
2x Flesh Golem | 2x Guard | 230 |
2x Werewolves | 2x Block (Wrestle [1]) | 250 |
2x Wraiths | 2x Guard | 190 |
1x Ghoul | 1x Block | 75 |
5x Zombies | 1x Dirty Player | 200 |
3x Rerolls |
| 210 |
|
| 1155 |
For the packs, the only one really worth considering is the extra cash – necro are too expensive and skill lacking to take advantage of the others. The extra cash pack basically trades a dirty player zombie for a rookie ghoul, and with them being your main ball carriers, you really want the backup ghoul.
2x Flesh Golem | 2x Guard | 230 |
2x Werewolves | 2x Block (Wrestle [1]) | 250 |
2x Wraiths | 2x Guard | 190 |
2x Ghoul | 1x Block | 150 |
4x Zombies |
| 160 |
3x Rerolls |
| 210 |
|
| 1190 |
Tomb Kings
Moving on, to khemri (or tomb kings as some blasphemers like to call them) are quite nice in this ruleset – they get everything they want and more.
4x Tomb Guardians | 4x Guard (Mighty Blow [1]) | 400 |
2x Blitzras | 1x Tackle, 1x Mighty Blow (Guard [1]) | 180 |
2x Throras | 2x Block (Leader [1]) | 140 |
6x Skeletons |
| 240 |
3x Rerolls |
| 210 |
|
| 1170 |
They get a bit more interesting when it comes to the packs, especially as they can utilise the the extra skill pack quite well, getting four rerolls and being able to to lean a bit more into removal based gameplay.
4x Tomb Guardians | 3x Guard, 1x Mighty Blow | 400 |
2x Blitzras | 1x Tackle, 1x Mighty Blow | 180 |
2x Throras | 1x Block, 1x Leader | 140 |
6x Skeletons | 1x Dirty Player | 240 |
3x Rerolls |
| 210 |
|
| 1170 |
The dirty player is my wardancer/witch elf/rat ogre deterrent, and means the opponent is usually a bit less aggressive in the face of a large foul if they get knocked down.
Pro Elfs
Pro elves and high elves being in the same tier usually makes one of them obsolete, but it isn’t that much of a thing in team tournaments as there’s a reason to take the other one. Nothing too special in the spartan build, but 1170 is a mild breakpoint for them as it allows you to get a thrower and a 12 players + apo in.
2x Blitzers | 2x Dodge | 230 |
4x Catchers | 2x Dodge, 2xWrestle (Block[1]) | 400 |
2x Throwers | 1x Leader, 1x Dodge (Kick [1]) | 150 |
4x Linemen |
| 240 |
2x Rerolls, Apo |
| 150 |
|
| 1170 |
The extra skill pack for pro elves isn’t the best, but they do make quite good use of the stacking pack, to stack dodge/diving tackle on the blitzers and make them excellent ball harrassment pieces.
2x Blitzers | 2x Dodge/Diving Tackle | 230 |
3x Catchers | 1x Dodge, 1x Wrestle, 1x Block | 400 |
8x Linemen |
| 240 |
3x Rerolls |
| 150 |
|
| 1170 |
The loss of the apo hurts quite a bit, but I’ve gone up to 13 men on this roster to compensate for it.
Vampires
Now, the new kid on the block (ignoring gnomes) is the vampire team, and in not wanting to underpower the new team for potentially a year of events (assuming that was their rationale) they’ve given them a bit too much in my opinion. 8 skills with the potential for two stacks is very strong, and the standard build of 5 vampires takes good advantage of it. For the vanilla however, 6 vampires seems to be the best with my limited experience of them. Though, as with all things on this analysis, happy to have a chat with you about this in any sort of discord server, so please reach out if you’re interested in any of this.
2x Blitzers | 1x Block, 1x Frenzy (Strip Ball[1]) | 220 |
2x Throwers | 1x Block, 1x Leader | 220 |
2x Runners | 2x Dodge | 200 |
7x Thralls | 1x Wrestle, 1x Kick (Block [2]) | 280 |
4x Rerolls |
| 240 |
|
| 1160 |
1x Blitzers | 1x Block/Frenzy | 220 |
2x Throwers | 1x Block/Dodge, 1x Leader | 220 |
2x Runners | 2x Dodge | 200 |
7x Thralls |
| 280 |
4x Rerolls |
| 240 |
|
| 1160 |
Tier 3 Conclusion
And that concludes tier 3. Interestingly, all of these seem really quite viable, with necro, vampires, and khemri getting everything they want, and humans, pro and high elves being pretty close behind. This speaks to the strengths of this particular ruleset, and I expect the data from this event to show more TO’s that gradual TV and skills increase with a lot of options is the way forward for BB2020.
Vampires being one of the more swingy teams, they’re a lot harder to justify for a consistent team, but maybe some vampire specialists will be interested to play the new ones at the national level.
Tier 4
Chaos Pact
Onto the more undesirable races, starting with chaos pact (renegades in new money). They have a couple options for star players but if they’re trying to go more down the line normal their spartan pack is alright.
1x Rat Ogre | 1x Block | 150 |
1x Troll | 1x Guard | 115 |
1x Ogre | 1x Block | 140 |
1x Dark Elf | 1x Dodge | 75 |
1x Orc |
| 50 |
1x Skaven | 1x Wrestle | 50 |
6x Linemen | 2x Block | 300 |
1x Goblin |
| 40 |
3x Rerolls, 1x Apo |
| 260 |
|
| 1180 |
This is alright, Pact still have their downside of being Pact but it’s probably the best roster you’ll make for them in this ruleset. They have a couple of options for stars, I like the look of Bilerot for the extra st5 guy but splashing a little bit more cash for Borak is also decent.
1x Rat Ogre | 1x Block | 150 |
1x Troll |
| 115 |
1x Ogre | 1x Block | 140 |
1x Dark Elf | 1x Dodge | 75 |
1x Thrower | 1x Leader | 75 |
1x Orc |
| 50 |
1x Skaven | 1x Wrestle | 50 |
4x Linemen |
| 200 |
1x Bilerot Vomitflesh | 2x Star Player Tax | 180 |
2x Rerolls |
| 260 |
|
| 1175 |
It’s still pact, despite the slight buff of Bilerot. They’re ultimately too swingy to rely on in a team environment, in my opinion.
Khorne
Moving on, khorne. They have a couple of good builds here, my favourite is the vanilla one where you can fit in a 13th man – super helpful when a team explodes as much as khorne does. The obvious weakness here is the 2 rerolls, but when hitting almost always with block you probably won’t need them that much for blocking and can save them for the important things.
1x Bloodspawn | 1x Block | 160 |
4x Bloodseekers | 4x Block (Guard [1]) | 440 |
3x Khorngors | 2x Guard, 1x Sure Hands | 210 |
5x Linemen |
| 250 |
2x Rerolls |
| 120 |
|
| 1180 |
A different angle on khorne is to drop the spawn and go with the stack pack to make a couple of very good seekers and make the team a bit more well rounded on the whole. You’re sacrificing a bit of strength to double your guard amount, which changes your matchup chart slightly – in a way that is positive overall, considering some of the powerhouse teams in this ruleset (skaven, underworld).
4x Bloodseekers | 2x Block/Guard, 2x Block | 440 |
3x Khorngors | 2x Guard | 210 |
6x Linemen |
| 250 |
3x Rerolls, 1x Apo |
| 230 |
|
| 1180 |
Old World Alliance
Old World Alliance are a curious team due to the number of options available to them, and I think they work best as a star caddy team. The annoying part of them star caddying is that most of the good stars available to them are around the 210k-250k mark, making them the wrong side of the ideal star tax boundary. This vanilla version is more fouling oriented, their guard density as well as access to a dirty player mean they can set up big fouls on good players reasonably consistently.
1x Ogre | 1x Guard | 150 |
1x Human Blitzer | 1x Tackle (Guard [1], Mighty Blow [1]) | 90 |
1x Human Catcher | 1x Block | 65 |
1x Human Thrower | 1x Leader | 80 |
1x Troll Slayer | 1x Guard | 95 |
1x Dwarf Blitzer | 1x Guard | 80 |
2x Dwarf Blocker | 2x Guard | 150 |
4x Linemen | 1x Dirty Player | 200 |
1x Halfling |
| 30 |
2x Rerolls, 1x Bribe |
| 240 |
|
| 1180 |
Their star build has a few good options to choose from: Ivar Eriksson, Karla Von Kill, Skrorg Snowpelt, the Mighty Zug, and Grombrindal the White Dwarf. Ivar plays more aggressively on defence, and is also a good pick for coverage due to his tackle and guard. Karla is probably the weakest of these, bringing not much more to the team than Ivar – mostly trading guard and tackle and a really good special skill for dodge. Skrorg is good for some damage output and more strength to back up your guards and your ogre. Mighty Zug does much the same thing, there isn’t a lot of difference between the two. Grombrindal is the most interesting of these, allowing you a tackle mighty blow hit most turns, and his other options are all quite good for OWA too. My personal pick is Ivar, but I like all of them.
1x Ogre | 1x Guard | 150 |
1x Human Blitzer | 1x Tackle (Guard [1], Mighty Blow [1]) | 90 |
1x Human Catcher | 1x Block | 65 |
1x Human Thrower | 1x Leader | 80 |
1x Dwarf Blitzer | 1x Guard | 80 |
1x Dwarf Blocker | 1x Guard | 75 |
5x Linemen |
| 250 |
1x Ivar Eriksson | 3x Star Player Tax | 245 |
2x Rerolls |
| 140 |
|
| 1175 |
Slann
Slann conclude the tier, and the only viable pick in this tier. I like the more “Kfoged” style of playing them, heavy on catchers and rerolls, drop the krox. This particular build makes really good use of the Athena pack, due to slann starting with basically no good skills.
4x Catchers | 1x Guard, 3x Dodge | 320 |
9x Linemen | 2x Wrestle, 1x Strip Ball, 1x Block | 540 |
5x Rerolls, 1x Apo |
| 300 |
|
| 1160 |
The Athena pack just gives them +1 skill, I’ve gone for an extra wrestle here. The other packs seem a bit pointless with them not really having any good stars, not needing the cash, and not making good use of the stack.
4x Catchers | 1x Guard, 3x Dodge | 320 |
9x Linemen | 3x Wrestle, 1x Strip Ball, 1x Block | 540 |
5x Rerolls, 1x Apo |
| 300 |
|
| 1160 |
Tier 4 Conclusion
To conclude tier 4, slann and khorne are the stronger picks here, with slann having the edge by quite a bit.
Tier 5
Black Orcs
Now time for the bottom of the barrel picks, the absolute undesirables. Black orcs, though hurt by the recent guard nerf, are still reasonable. Turning +5 fouls into +3 or +4 fouls is very much not the end of the world, and I quite like some of the builds here.
1x Troll | 1x Block | 115 |
6x Black Orcs | 2x Block, 4x Guard (Tackle [1]) | 540 |
7x Goblins | 1x Dirty Player | 315 |
2x Rerolls, 2x Bribes |
| 220 |
1190 |
This has the potential to deal a lot of damage with 3d mighty blow block blitzes and large fouls to back it up, but black orcs are held back by their speed and inherent lack of agency in winning games when compared to a lot of the stronger teams.
In terms of packs, the cash pack is terrible and unusable, they have no good and cheap stars, and the extra skill seems pointless as it can’t go on a black orc. Maybe sure hands on another goblin if you’re desperate. The one I’d consider is the stack pack to get mighty blow and block on one black orc for slightly more consistent blitzing, but even then it feels like a bit of a waste of a squad point.
1x Troll | 1x Block | 115 |
6x Black Orcs | 1x Block/Mighty Blow, 1x Block, 4x Guard (Tackle [1]) | 540 |
7x Goblins | 315 | |
2x Rerolls, 2x Bribes |
| 220 |
1190 |
Chaos
Chaos actually build decently well into this pack, or as well as chaos can. The vanilla gives them a decent amount of bashing and control power, but this is another team I’d be surprised to see any of in the actual eurobowl.
1x Ogre | 1x Block | 140 |
4x Warriors | 4x Block (Guard [2]) | 400 |
7x Beastmen | 2x Wrestle, 1x Guard, 1x Sure Hands | 420 |
3x Rerolls, 1x Apo |
| 230 |
1190 |
They make good use of a couple of the packs, stacking seems good to get a few block guard warriors or maybe some block mighty blow, but the one I like the most is the extra skill as they have basically no useful base skills, it’s just a skill limit of 3 for them.
1x Ogre | 1x Block | 140 |
4x Warriors | 2x Block 2x Guard | 400 |
7x Beastmen | 3x Wrestle, 1x Guard, 1x Sure Hands | 420 |
3x Rerolls, 1x Apo |
| 230 |
1190 |
Imperial Nobility
Nobility, one of my favourite teams, actually gets a lot of what they want in this pack. 1190 is enough for a full complement of the good positionals, a slightly deep bench, and 3 rerolls. The second blitzer skill is a little variable, I’ve put frenzy down here to take full use of their large amount of guard and stand firm, but dodge or tackle are both very good options.
1x Ogre | 1x Block | 140 |
2x Blitzers | 1x Dodge, 1x Frenzy | 210 |
4x Bodyguards | 4x Guard | 360 |
6x Linemen | 1x Wrestle, 1x Dirty Player | 270 |
3x Rerolls |
| 210 |
1190 |
The only one of the packs that nobility will be considering is the stack pack, to get a dodge sidestep blitzer or maybe a dodge frenzy blitzer. You can drop the dirty player lino to stack on both blitzers, but I think the lino is pretty important for some good damage output on any strong players that go down.
1x Ogre | 1x Guard | 140 |
2x Blitzers | 1x Dodge, 1x Dodge/Frenzy | 210 |
4x Bodyguards | 4x Guard | 360 |
6x Linemen | 1x Dirty Player | 270 |
3x Rerolls |
| 210 |
1190 |
Nurgle
Last and very much least, Nurgle. Sometimes with Nurgle they are a little bit redeemed by having far more skills and TV than other teams but this is not the case in this rule set that is so generous to so many teams. They have an alright build for vanilla, where you can get in all of the positionals and two whole rerolls!
1x Beast | 1x Stand Firm | 140 |
4x Bloaters | 2x Block, 2x Guard | 460 |
4x Pestigors | 2x Block, 1x Wrestle, 1x Sure Hands | 300 |
4x Rotters | 1x Dirty Player | 140 |
2x Rerolls |
| 140 |
1180 |
Similarly to chaos, they like the stack pack and the extra skill pack, and are both very underwhelming. The extra skill swaps the sure hands for leader, and a block to a wrestle. Both very similar rosters, both not very good.
1x Beast | 1x Stand Firm (Guard [1]) | 140 |
4x Bloaters | 2x Block, 2x Guard | 460 |
4x Pestigors | 1x Block, 2x Wrestle, 1x Leader | 300 |
4x Rotters | 1x Dirty Player | 140 |
2x Rerolls |
| 140 |
1180 |
Concluding thoughts
At first glance, I wasn’t the biggest fan of this Eurobowl’s rule set. It overcomplicates things in a way that makes things more confusing for team building and not necessarily better balancing. I still dislike the pack system, and I would rather not see it going forwards into the next Eurobowls, but then again I haven’t played any team tournaments with the ruleset yet.
So, in terms of playing tournaments with the ruleset, I’ll make some suggestions for 8 and 4 player teams Eurobowl itself. The first combination I looked at was just trying to get all of the best teams into one squad and not really caring for squad points, and I ended up on this combination.
My Eurobowl Eight
Dark Elves (Spartan)
Lizardmen (Spartan)
Undead (Spartan)
Underworld Denizens (Ares, Glart Smashrip)
Amazons (Athena)
Orcs (Spartan)
Necromantic Horror (Hermes)
Skaven (Athena)
As you can see, this only used 7 of the squad points but there isn’t really anywhere better for them to go. All of the spartan teams are better than a different team using a one point squad pack, with the only exception maybe being vampires with the Artemis pack. Vampires are still too swingy in terms of injuries and hypno gazes working and all the other dice they roll to be a good team for Eurobowl, as they struggle to lock down draws a lot of the time - usually massive wins or losses where they suffer a lot of casualties.
A similar tune for the Europen squads, where the same good teams remain good.
My Europen Four
Dark Elves (Spartan)
Underworld Denizens (Spartan)
Amazons (Athena)
Necromantic Horror (Hermes)
These could really be any combination of the 8 above teams, as any of those would make a very good squad.
This concludes my thoughts on the Eurobowl Ruleset and the teams that are good, and if you would like to see the full complement of rosters that I created (at least one for each pack for each team, bar the stunties) the link is here. Eurobowl Rosters Final. Let me know via discord or your medium of choice your thoughts on these, always happy to listen to criticisms/explain a bit more of my thought process. Thanks for reading!
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