I dont play the
TT version (mostly as i have noone to play it with :') ) But i do own the Legendary Edition on Steam which is
excellent fun!
Try looking at www.bbtactics.com for some really good insight into BB from a veteran player (not me
btw, i just use his good works...)
Ive only really had a good go at a few teams but i will try and give you an insight into what i know:
EDIT: breaking up the giant walls of text...
Lizardmen: A really excellent team, combining high strength from the Krox and Saurus and excellent speed/agility from the Skinks. The beginner (TV1000) team is a little short of skills, but having high
AG skinks to pick up the ball and 6 (!)
Str 4 players in the form of Saurus who can pretty much keep up with them right from the get go really means you can score (and therefore level) quick! Skinks are also great markers when given Side Step, which combines really well with their initial dodge skill to form a real annoyance for an opponent. They can also be specialised to take out opposing runners, Diving tackle is a great little skill that works well with their natural speed and
Ag (add in Side Step and Sure Feet for a real PiTA to get away from!)Saurus are strong, and mobile, and well armoured, meaning that your opponent is almost never going to be able to get away from the
Str 4 hurt that you are going to lay down. Block is a must have first skill, which (as ever) works really well with a couple of Guard (Krox does this well) players to form an immovable barrier to the opponent. Once they have Block (and hopefully are picking up a couple of Touchdowns and MVPs betweeen them) Saurus really come into their own, Dodge if they can get it, some Mighty blow, a bit more Guard (cos everyone needs Guard sprinkled through their team), all of this will start to really build up the levels of hurt you can lay down with Saurus. Again, having 6 of them means you can evenly spread them out over the pitch as well, so even if your opponent gets away form one Saurus, theres another ready and waitning to stop them (and then barrel thorugh them when you get the ball). The krox is best used to mark as many players as possible
IMO, use his starting skill of Prehensile Tail to take full advantage of him and you should be set to go. Guard and Stand Firm (and Mighty blow f he doesnt start with it, cant remember) are excellent choices for his next skills, and then the rest is pretty much up to you, the Krox is the Big Guy of your Lizards, and should be in the thick of things dishing out pain...Tip: If you get a ball out of bounds when receiving, give it to a Saurus for the auto pickup...its almost a guaranteed 3 SPP as they can move a fair distance and (after a few skills, or even just Block) they will not go down... Probably my favourite team, but can be very frustrating sometimes with low
Ag rolls/lck of skills to start.
High Elves: As The Coach says: Every player on the High Elf team is a hero'. And its true, while relatively low on skills to begin with, the naturally high
Ag of the team, combined with the reasonale armour and good Mv values means you can get a
very highly skilled and effectve team very quickly. Your Catchers are mini Wardancers (and youve already heard how good they are) but youve got 4 of them instead of just 2, add in the relativley strong blitzers, and a highly effective thrower (with the already mentioned high
Ag HE have anyway) means your team can be pretty unstoppable when they have the ball. Beware bashy teams (Mighty Blow + Claw + Pile On is still an unfair combo
IMO) as you cant really stand up to them, especially at first, but learn when to mark and when not to, add in a lbveral spread of Guard into your team and suddenly you have a team where any player can do anything, and do it bloody well....also, beware spiralling costs...There slots more to say here, probably more than with any other team, but i will mostly be parroting what Coach says about them on the link i posted as the style i use with the HE especially is almost exaclty the way he does (seemingly at least).
Undead: Not my first choice of teams as i didnt like the team loadout or the inability to take an Apothecary when i first saw it, but after having read a couple of forums on the subject and re-reading Coach's assessment of them i decided to try them out in a campaign and
boy was it a good choice! With 2 Big Guys (in the form of Mummies), 2 Strong blitzers who can also ball handle with relative ease (Wights), 4 excellent runners and Regenerating linemen to stand on the Line Of Scrimmage (Zombies more than skeletons for the extra armour), with average players to help Mark/Cage up the pitch (Skeletons more than zombies for the extra Mv) you are more than set to take on anyone else.
Fine, your Mummies arent quite as strong as the other Big guys, but you have 2 of them, and they Dont have the drawback skills either making them even better...Ghouls are the only thing on your team not to have Regenerate, and with no apothecary this can be a pain as they
will come under attack from the opposition, especially when he learns how squishy they can be, but they start off with Dodge, level very quickly (from Touchdowns) and you can have 4 of them to mitigate any losses during a match. Combine this with your Wights taking over the ball carrying duties if necessary (as well as defending them the rest of the time, along with the Mummies, at least near the middle of the pitch) and you are set to have 6 potential scoring players right from the outset.
Skeletons/Zombies dont seem very good to start with, but when you look at their role, trust me, you will see them in a new light. Zombies were
made to stand on the
LoS and just get bashed. With decent armour and average strength they will do OK at this, but what makes them excellent is that they are cheap,
and regenerate any damage done to them anyway (dont
eb confused by their average/low stats, one of my zombies just got level 3 after about 20 matches purely from defending against blocks on the
LoS and injuring the opponent when they retaliate...). Skeletons look very much the same, but with the higher speed and lower armour, they are better marking opponents players and helping to cage than zombies are, give them block and then guard (if you can get it) and not only will they not go down as easy (therefore marking for longer/keeping the cage secure) they also make great supports for other blocks from your team (Wights/Mummies usually, but a Block/Dodge Ghoul makes an excellent blitzer as well)...o yeah, and if you kill an enemy player, you get to resurrect him and you get a free player
Chaos: Chaos start off really weak, with almost no skills to go around, Chaos can easily become the best team in the game.
Chaos Warriors are strong, resilient and have access to Mutations which can make them even more so (along with General and
Str access, correct me if im wrong), they also have average Mv and
Ag, meaning that once you get the ball to them, they arent letting go of it easy, but they are also moving up the pitch to score. Very very effective players (and you can have 4 of them...)
Beastmen are really one of the best players in the game
IMO. With good Mv, decent Armour, average
Str and average
Ag they dont look all that much to befgin with, but they do have the Horns ability, which makes them natural Blitzers, and there are a lot of them (12 i think on the roster, if you buy them all, which is a lot), and they get around quick. They will tend to pick up most of your touchdowns unless you focus on the Warriors, which means they level pretty quickly, this is a good thing. Leveling a Beastman gives you access to the Mutations skill tree, which can turn a basic Beastman Blitzer into pretty much any other type of player. Claw lets them teat through armour and make their blitzing even more potent than it was with just horns, Two Heads (combined with Dodge to be most effective) means you will pretty much never go down to be marked, Prehensile Tail (again, combined with Stand Firm if you can get it to be most effective) can mive you an unparalled marker (add in Tentacles and noone is getting awayt from you), Big Hand (along with Sure Hands for the combo) gives you an excellent ball handler, the list goes on...Beastmen are all about choosing your specialty
IMO, while its good to have some jack-of-all-trades Beastmen as well, if you want the same specialised players as the other teams get, then you need to plan ahead and pick your skills accordingly.
I havent really used Minotaurs, as the Wild Animal rule combined with Loner is just a pain, even more so than the other drawback skills (Bonehead etc.) as even moving them into a better position can leave them standing helpess (and potentially burning a re-roll as well...), and if you use them to blitz, you are losing out on getting a Beastman into the thick of things (with no drawback). So, Chaos are really a bashing team with the Warriors (and Minotaur), with the Beastmen being really rather effective at this as well, especially with a blitz, but they are able to handle the ball fairly well, and once skilled up a bit, can take on (and devastate) any other team...
So, those are the teams ive used more than the others (ive tried Skaven and they are too weak for me, tried Norse and cant seem to shake their glass cannonc feel etc.) and there are my thoughts. Overall BloodBowl is so much fun that once you start playing you wont be able to stop....hope my comments help and hope you enjoy the game!