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TV1000 Human Starting Roster

Posted on 26 November 2009 by Coach

Reroll Heavy Human Starting Roster:
QuantityPlayer / ItemCost
5Lineman250k
2Throwers140k
4Blitzers360k
4Rerolls200k
1Apothecary50k
Total1,000k

This starting roster is the last real one that I would consider an option (though I’d take the Ogre lineup personally). It has 11 players and an Apothecary to start with along with 4 rerolls. Having four rerolls really lets you be flexible with who does what. As the whole team is AG3 they can all dodge as well as each other so it doesn’t matter so much as to having the right player in the right spot. No Catchers means that the SPP will be spread around the team and if you did have Catchers you don’t really need to have four rerolls due to their starting skills.

With the team coming in at one million there is no spare change, but you start with an Apothecary so there isn’t the urgency to get one after the first game. I’d save up to get an Ogre next and then a couple of Catchers, you already have four rerolls which should be plenty for a Human team even long term.


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Thanks for reading, The Coach.

21 Comments For This Post

  1. 1 DirtyHarry Says:

    Hi Coach, i was just wondering what makes the Human Ogre a more reliable big guy?

  2. 2 Coach Says:

    They can operate on their own without help compared to the Really Stupid players. Also every action they do is on a 2+, so unlike a Wild Animal who needs a 4+ to just move, the Ogre won’t get left away from the action. Treemen have the problem of getting stuck and not moving at all, as well as having to roll to stand up if they do get knocked over. I wouldn’t call an Ogre reliable though, just more so than the other Big Guys.

  3. 3 DirtyHarry Says:

    Thanks Coach I didn’t realise that.
    Thanks

  4. 4 Thanatos Says:

    Though at least Wild Animals keep their Tackle Zones when they don’t work.

  5. 5 Mightypeon Says:

    Well, beeing able to move on a 2+ is quite huge though.
    Although imho the Kroxigor is better on teams with no right stuff access. Prehensile tail makes him much more annoying when he does nothing.
    On ogre, imho Guard than Stand firm are good choices.

  6. 6 Murkglow Says:

    Coach, what do you think about dropping the Thrower in the first example (the Ogre example) for a Lineman and a fourth reroll?  The reroll will let you “simulate” Sure Hands (the Thrower’s big advantage) but on anyone, not just him and, if you guy should manage to pick it up without the reroll, well that’s one more you can use for whatever needs doing.  The down side of course is you won’t have a thrower to skill up early on (you’d probly buy an Apoth before the Thrower) but other then that it seems like a decent trade.

  7. 7 Coach Says:

    It is certainly viable, though as you said it is going to be some time before you get a Thrower who then will take a few more games to skill up. I think a skilled Thrower is more valuable to the team than the fourth reroll. Especially as Human teams have a lot of skill rerolls on their players to start with and their rerolls aren’t very expensive compared to other teams.

  8. 8 Gallows Bait Says:

    My experience so far (albeit on the computer version) has really proved the value of the Thrower – if only for a safer pair of hands as ball carrier, but also for some throwing duties.

    Due to the touchdowns and passes I’ve also been able to skill up and get the leader ability, to provide a bonus re-roll while he’s in play, which makes up for the re-roll not bought.

  9. 9 Valcurdra Says:

    Yeah I agree with Murkglow. The thrower imo is more of an icing on the cake type player. Its much better to start with the extra reroll. Having said that the thrower would be my first addition to the team when the cash is available.

  10. 10 Pao78 Says:

    I agree with your suggested starting rosters.  They are definitely the most reliable ways to go with a starting human team.  HOWEVER, if you don’t mind taking risks to get a completely different “Human experience” try this roster:  4 blitzers, 4 catchers, 2 Throwers, 1 Lineman, 1 Apoth, 2 Re Rolls, 2 FF.  This can be a frustrating team to play against.  Especially when the opposing team is short on fast tackle players.  Save the apothecary for your blitzers.  Protect your throwers from getting hit as their sure hands will save you re rolls when picking up the ball.  Use all that block and dodge to stay standing.  Mark your opponent’s men with your players then dodge away when it comes time to make the play.  Dont place your catchers next to players with tackle and rely on your speed rather than brawn.  None of this makes for an easy game but if you can pull it off it makes for a thrilling game.

  11. 11 Nedaras Says:

    Humans were my favourite team. I’d like to ask you all: every time I coach a Human Team, I skill ST on one of the Throwers… do it happens to you as well? ^___^ They become unstoppable Griff Oberwald Small Brothers ;)

  12. 12 YoungMike Says:

    We have 2 leagues where im from, The Free for all, which is exactly as it sounds: exhibition games with any team you have. Then the league. In The Free for all i used this. 1 Thrower, 2 Catchers, 4 Blitzers, 5 linemen, Apoth, 2 RR, and 3 FF. It worked very well, only problems being especially in my first few games was the catchers hoggin the SPP as you have mentioned. I really like your Ogre list, but in the minor leagues (teams less then 2000) theres gunna be some pretty skilled players out there and starting with 11 players and no apoth might be a huge risk for the rest of the season. Now do i take the risk and use the team that would develop better in the long run (if they make it through the short) or the old team.

  13. 13 Alistair Hutton Says:

    After always avoiding taking the Ogre and instead gonig for balanced re-roll heavy sides I’ve tended to find that I often end halves and games with re-rolls to spare, my throwers picked up the ball, my Catchers dodged etc.

    This time I’m going different with a
    Ogre, 4xBlitzer, 1xThrower, 5 Lineman, 1 Apothecary, 1!!! re-roll side

    This is a frighteneing and bold new direction for me, to go into a game with only 1 re-roll is close to blasphemy (the only thing more blasphemous is starting with 11 players so there’s no way I’m trading the 5th Lineman for another re-roll).

  14. 14 Coach Says:

    Most teams only start with eleven players and no Apothecary. I wouldn’t worry about that unless you were entering a developed league where you are more likely get outnumbered and you can get rerolls using Inducements.

  15. 15 Jeoff Says:

    Hey Coach, What do you think of having 11 linemen, 8 RR, and 5 FF?
    Im going into an existing league, and wouldn’t mind losing my first couple games.

  16. 16 Coach Says:

    Eight rerolls it total overkill and you will reach a point where you want to get rid of some of them which is a big waste of cash. If you want to try it though then by all means go for it, I have a feeling you may lose more than just the first couple of games though.

  17. 17 Jeoff Says:

    So for me coming into an existing league and is kinda new what would you suggest me running in the lrb6/crp rules, and what should I buy when I reach 100k, 200k, 300k, and also what skills/-linemen-blitzer-thrower-catcher? Sorry if I am asking for a lot.

  18. 18 Coach Says:

    This article is about the initial starting roster, if you wish to discuss development of your team, then please create a thread on the forum in order to keep this on topic. I wouldn’t suggest starting your roster that way and I’d go for a build that includes all four Blitzers from the start.

  19. 19 Jeoff Says:

    Got it. Sorry about that.

    So, 4 linemen, 4 blitzers, 1 catcher, 1 Thrower, 1 ogre, 3 rerolls, 1 FF

    200k + 360k+70k+70k+140k +150k +10k= 1,000k

  20. 20 Valokiloren Says:

    I have to say, I’m partial to the following line-up:

    4x Blitzer – 360K
    2x Thrower – 140K
    6x Lineman – 300K
    4x Re-roll – 200K
    TV: 1000

    With that line-up, you have enough Block and movement on the team, and have the additional 12th man on the off chance you go down a guy for the entire game to fill in the gaps. It also means that you have enough Re-rolls to be able to simulate Catch if you need to, like for a Turn 8 TD. Also, with 4 Re-rolls, you only need pick-up Leader and then you have easily enough for any game ever.

    My first purchases are the Apothecary, which is necessary to keep the Blitzers alive, who at first are likely to hog SPP along with the Throwers.
    My next purchases are to replace any potentially dead positionals, and after that if it takes place, replace my least useful Lineman with the Ogre. By this point, you should have a few skills on each Blitzer/ Thrower and probably one per Lineman, so you can afford to be a bit riskier with the Ogre to get those SPP points for Injuries.

    One thing you can’t really afford to do is purchase any Catchers – by the time you get them, which realistically is probably game 6 or 7 down the line for your first one, most if not all of the team will have one skill minimum, and you can’t afford to TV bloat and leave two 70K+ players on the bench. And a Lineman w/ Block/ Wrestle to me, is much more useful than a Rookie Catcher. And since by this point, as I’m trying to spread the SPP around the team, most of Linemen will have Block/ Wrestle or something better, like Guard.

  21. 21 Coach Says:

    Why not start with the Apothecary instead of the 12th Lineman?

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