Switch Theme:

[BB] [Bloodbowl] Which teams have changed the most in the new version?  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in gb
Longtime Dakkanaut





Played LRB6 before, but was looking at some of the new kits. Have the rules changed many of the teams from 1) rules changes have shaken up the way they play a bit, and 2) have the rosters/players been modified significantly?

hello 
   
Made in us
Dakka Veteran





Hey! So the new kits that switched up the old are Amazons, Norse, and Khorne. They're all generally more interesting.

The other teams had a few salary and rules tweaks like Wood Elves and Lizardmen but most are unchanged. Necromantic got their blitzers changed from a wight to a ghost in a sheet. Passing values nerfed Skaven and Elves, but that was somewhat needed. Humans can take halflings and we have new teams in the Imperial Nobility, Black Orcs, and Snotlings.

In general bashing is a little more reliable so it's more dominant in most local metas, but overall the game is much the same as BB2016. Which was mostly the same as LRB6 as far as I am afar. There have been some tweaks to the Kickoff table, you can jump over prone players, GFI is now called rushing, little stuff like that.
   
Made in no
Longtime Dakkanaut





Goblin and Halflings got more positionals too. In general a lot of teams are the same, some have minor tweaks and some (already mentioned above) have some more fundamental changes.
   
Made in gb
Joined the Military for Authentic Experience





On an Express Elevator to Hell!!

In our local league I will follow-up with what Warptide has said and say the more bashy teams are doing better.

The introduction of the pass stat I think has had a fairly large nerf effect on Elf teams, who can no longer do their 'end-to-end TD to win the game on turn 8 even with 6 players on the pitch' with a few linemen. The effect has been to push most of the Elf teams I have seen down towards the bottom of the tables and struggle more as the league progresses.

I used a Necromantic team and found them a bit harder to use now with the Wights being swapped for Banshees. Those are great for harrying and annoying an opponent and disrupting their ball carrying, but it's one less ball carrier on a team that already struggled in that area, and extra pressure on your poor ghouls to do everything (and if you lose one or both of them, it's pretty much a guaranteed L)

Epic 30K&40K! A new players guide, contributors welcome https://www.dakkadakka.com/dakkaforum/posts/list/751316.page
Small but perfectly formed! A Great Crusade Epic 6mm project: https://www.dakkadakka.com/dakkaforum/posts/list/694411.page

 
   
Made in gb
Longtime Dakkanaut



London

Also the higher lethality has affected passing teams more who typically need a few skills. A lot of bash teams require block, and are tougher. So in longer leagues non bash teams fall off a cliff.

Lots of none bash skills got nerfed as well. For example hail mary pass (now fumbles/horribly inaccurate on a 1-4).

However biggest for me is the Stars. In general a lot better and a lot cheaper. It was frankly horrific how well my snotlings did with just snotlings, a snotling bomber and 2 stars hired for each game.
   
 
Forum Index » Other Games Workshop Fantasy Games
Go to: