BB2020 Old World Alliance Starting Rosters

Old World Alliance Starting Rosters Overview

Old World Alliance teams have a lot of different players to pick between which can seem a bit daunting to know what ones to pick, especially if you’re taking them as your first ever team. You also have to pick between two different Big Guys in the Ogre and Treeman. The rerolls are expensive and depending on how you build your team quite a few of them would have trouble even using them as they have Loner. You also have some Animosity to deal with.

Unfortunately if feels like this team was put together based on what players were on certain sprues that came with the team specific box sets, rather than a team that was created with some deeper thinking behind it (though I could be wrong!).

In a change from the normal format it might be worth a quick overview on the advantages and disadvantages each of the players brings to the team.

QTYPositionCostMASTAGPAAVSkills & TraitsPriSec
0-12Human Lineman50k633+4+9+GAS
0-1Human Thrower80k633+3+9+Animosity (Dwarf and Halfling), Pass, Sure HandsGPAS
0-1Human Catcher65k823+5+8+Animosity (Dwarf and Halfling), Catch, DodgeAGS
0-1Human Blitzer90k733+4+9+Animosity (Dwarf and Halfling), BlockGSA
0-2Dwarf Blocker75k434+5+10+Arm Bar, Brawler, Loner (3+), Thick SkullGSA
0-1Dwarf Runner85k633+4+9+Loner (3+), Sure Hands, Thick SkullGPAS
0-1Dwarf Blitzer80k533+4+10+Block, Loner (3+), Thick SkullGSA
0-1Troll Slayer95k534+9+Block, Dauntless, Frenzy, Loner (3+), Thick SkullGSA
0-2Halfling30k523+4+7+Animosity (Dwarf and Human), Dodge, Right Stuff, StuntyAGS
0-11 Of 2:
0-1Ogre140k554+5+10+Bone Head, Loner (4+), Mighty Blow (1+), Thick Skull, Throw Team MateSAG
0-1Altern Forest Treeman120k265+5+11+Loner (4+), Mighty Blow (+1), Stand Firm, Strong Arm, Take Root, Thick Skull, Throw Team Mate, Timmm-ber!SAGP
0-8ReRolls70kApothecary: Yes
Special RulesOld World Classic
  • Old World Linemen: These are just the same as a normal Human Lineman so average at everything and you aren’t going to be upset if you lose them.
  • Old World Human Thrower: A slightly worse version of the Human Thrower as their passing stat is 3+ rather than 2+ and they also have Animosity towards their Dwarven teammates. Probably going to be your main ball carrier but viewing the whole roster overall you aren’t likely going to want to develop a passing game.
  • Old World Human Catcher: The same as a Human Catcher but just with added Animosity to the Dwarf players. Can be handy to add some speed and easy agility skill access but a bit fragile.
  • Old World Human Blitzer: Slightly more expensive than their normal counterpart and again they have Animosity towards Dwarfs. Definitely a player you are going to want as they are quick, start with Block and have strength skill access.
  • Old World Dwarf Blockers: Again they are more expensive than on the Dwarf team and they swap Block and Tackle for Arm Bar and Brawler. There’s not much point playing Old World Alliance if you aren’t going to take some of the Dwarf players. I would look to fit both of them into the team as they are tough to remove from the pitch and have strength skill access for Guard. The skills combination isn’t as good as standard Dwarfs but Brawler could come in handy for a team with such expensive rerolls and average ball handling. Loner needs to be considered when choosing the order you activate the players but Brawler makes these a little less risky when throwing blocks.
  • Old World Dwarf Runner: Whilst they are vital to a Dwarf team, the fact they have Loner isn’t great. They are a worse version of the Human Thrower for more money. Are they really offering much more to the team than a Human Lineman? They do have passing skill access so you might take one in order to get Leader. Human players don’t like to give the ball to them so if you do take one they will likely be picking up the ball and carrying it, either to score themselves or to hand off to a team mate.
  • Old World Dwarf Blitzer: Again the main draw here is that they have really high armour, they start with Block and have strength skill access to get Guard. Loner isn’t ideal so while they are more agile than the Dwarf Blockers I would treat them in a similar vein. Having Block does lower the chances of a turnover which does help. Their agility does mean that you could score with them but it will be easier to get the ball to them if you have a Dwarf Runner doing the carrying. I would include these in every team where possible.
  • Old World Troll Slayer: They don’t have the high armour of the Dwarf Blockers or Blitzer but they do start with Block. Dauntless can help with your team’s low strength and Frenzy could be a blessing or a curse depending on how well you and your opponent can work around it. Strength skill access is again nice to have but you might consider building them for blitzing work with Mighty Blow and Tackle.
  • Old World Halfling Hopeful: I would take one of these to get a Throw Team Mate option and they are cheap enough that you would happily trade them doing gang fouls. The Animosity for basically the whole team doesn’t make them great for getting the ball, unless you can just got and score with them.
  • Ogre: The same as on a Human team, they are more manoeuvrable around the pitch than the Treeman but they also cost more.
  • Altern Forest Treeman: Cheaper than the Ogre, stronger, has more armour and also starts with Strong Arm for better Throw Team Mate potential. With all those plus points they seem like the more obvious choice, though they are very slow and can get stuck in one place.

Old World Alliance Base Roster

QuantityPlayer / ItemCost
5OWA Human Linemen200k
1OWA Human Thrower80k
1OWA Human Blitzer90k
2OWA Dwarf Blockers150k
1OWA Dwarf Blitzer80k
1Altern Forest Treeman120k
3Rerolls210k
Total930k

This is the framework that I would start the team with. You get eleven players and three rerolls. Four of them have high armour, two with Block, two with Brawler and a Sure Hands Thrower. That leaves you with 70k in the bank which you have a few options on how you want to spend it.

  • Take a fourth reroll: This spends all of your budget and given how expensive they become to add later on why not take it now. Animosity adds extra rolls that other teams don’t need to consider and the average agility could do with the help. (Leaves nothing in the bank)
  • Take an Apothecary: The team on the whole isn’t really that expensive but it does somewhat double as having a spare player. Shouldn’t take too long to save up for one if you don’t start with one. (Leaves 20k in the bank)
  • Add a Halfling or two: Opens up Throw Team Mate option. Gives you some substitutes and a disposable player for fouling. (Leaves either 40k or 10k in the bank)
  • Add a Human Catcher: Gives you a fast and semi mobile player for when you need to score quickly and takes you up to twelve players (Leaves 5k in the bank)
  • Upgrade a Lineman to a Troll Slayer: Adds another Block player to the team and Frenzy could come in useful. (Leaves 25k in the bank)
  • Upgrade two Linemen to a Human Catcher and Dwarf Runner: Adds a fast and semi mobile player and gives you another player with Sure Hands and passing skill access. (Leaves 20k in the bank)
  • Upgrade a Lineman to a Human Catcher and take a Halfling: Adds a fast and semi mobile player. Also takes you to twelve players and gives you a Throw Team Mate option. (Leaves 25k in the bank)
  • Upgrade a Lineman to a Dwarf Runner and take a Halfling: Adds another Sure Hands player who also has passing skill access. Also takes you to twelve players and gives you a Throw Team Mate option. (Leaves 5k in the bank)

You could also consider swapping the Treeman for an Ogre. I hesitate to call it an upgrade as there are very much pros and cons to both of them. This is an option in addition to any of the above that leaves at least 20k in the bank.

Old World Alliance Starting Rosters Summary

Old World Alliance teams required a different way of looking at the myriad of options and different players than most Blood Bowl teams typically do. There are other ways you can take the team but if you’re not careful you could just end up playing a worse Human team.

That’s essentially what this has left my impression of them as. You’re trading three pretty solid Human Blitzers, for less mobile Dwarf Blockers / Blitzers, who also have to deal with Loner. Throw Animosity considerations on top of that as well, are those trade offs worth it for the slightly better armour? As Human teams can now also take Halflings the decision becomes even more cloudy.

If you’re playing Old World Alliance you would need to come at it from the viewpoint of liking the idea of the mixed race team and perhaps you want something a little bit more challenging. If you’re reading this having already played or are thinking of playing them, then please share your thoughts and experiences in the comments below.

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