Human Teams

Although Human teams do not have the individual strengths or outstanding abilities available to other races, they do not suffer from any outstanding weakness either. This makes Human teams extremely flexible, equally at home running the ball, passing it, or ignoring it and pounding the opposition into the turf instead!

QTYPositionCostMASTAGPAAVSkills & TraitsPriSec
0-2Thrower80k633+2+9+Pass, Sure HandsGPAS
0-4Catcher65k823+5+8+Catch, DodgeAGPS
0-3Halfling30k523+4+7+Dodge, Right Stuff, StuntyAGS
0-1Ogre140k554+5+10+Bone Head, Loner (4+), Mighty Blow (+1), Thick Skull, Throw Team MateSAG
0-8ReRolls50kApothecary: Yes
Special RulesOld World Classic

Human Team Overview:

Human teams are the standard Jack of all trades, master of none, when it comes to Blood Bowl (as they seem to be in most things to be fair). They are fairly fast but not the fastest. Can beat up the weaker teams but not the stronger ones. Can out pass the stronger teams but not the weaker ones. They have a fairly average costing on their players with a fairly average stat line, though they have the advantage of starting with a lot of skills and have access to all the main skill groups.

As a result this can make humans a bit tricky to play. You have to be very adaptive in your game plan during a match and change your tactics to best suit the opposition you are facing. If you try and out score the Skaven and Elven teams in a shootout, chances are they will out do you. If you try and out bash some of the harder hitting teams, your players stand a good chance of eating mud.

The flipside of course is that you are able to change the way you play during a game a lot easier than other teams. If you start off an offensive drive with a cage that falls to pieces, you have the skills and players to change to a passing play. If a passing play looks to be breaking down, you can also get by in a fight as well. All the starting skills that are available on the varied players all have their uses. The way to get the best from Humans is to learn how to get the best out of each player and the skills they posses.

I wouldn’t suggest they are a good team to start out learning the game with as they can’t really do a single strategy well. You will have to learn to play in a very flexible manner which may come slowly to new players as they get to grips with the rules as well. They are by no means a bad team though and there are certainly a far few worse teams to try and win with if you are new to the game. The benefit of starting out with humans is that you will have to try out different strategies and this perhaps will improve your overall game. If you want one of the more straight forward teams to start out with though, I recommend you look else where.

Human Team Strengths:

  • Fairly cheap
  • Lots of starting skills
  • Flexible playstyle

Human Team Weaknesses:

  • Average at everything
  • Can be hard to coach

5 thoughts on “Human Teams”

  1. Coach, what would you recommend if you are playing a human team in 3rd Edition Death Zone for the first time in the distribution on the pitch of throwers/catchers/blitzers/lineman/ogres?  Maybe no catchers for a blitzer and a lineman extra?   I’m thinking 2 throwers, 4 blitzers, 4 lineman and 1 ogre.  What do you think?
    Coach DaBear, Ursaline Uradicators (3rd Edition Death Zone)

    • Well first thing I recommend is playing the latest rules, using old 3rd edition and Death Zone is mental! As with any of the previous rules you should start with a fan factor of 9. I’m somewhat unsure of what rules you are using as well, as back then there were no big buy players for the teams apart from star players who you could buy permanently. Starting human teams used to have the Mighty Zug in them and you could have up to four stars on the team if I remember correctly. I think your best bet is to have a look around for some of the older tactic sites on the net. (If I’m right Robin Dews the editor of White Dwarf at the time wrote a human guide for 3rd edition.) I’d like to keep this place for the current rules so please don’t think me rude for not giving a more complete answer but those rules are around 15 years old and I’ve played quite a few versions of the rules over that time.

  2. Coach, which team would you suggest to start with in Living Rule Book 5.0 in a place where there’s (unly those I know of all the players) : Undead, Ork, Dwarf, Amazons? I like versatile play and would like a team that last long (not only for learning to play). I took a look at some teams (Amazons, goblins, Norn, Humans, Undead, Lizardmens and Halfling) and thought that thoose who where the more suited for me (because of the versatile play) were Humans, but chance are that you know if learning to play against a Amazon team is better with a certain team.
    sry if this post isn’t in it’s place, but it’s the best a found.

    • Humans are a tricky team to play well. Given those other races High Elves could be a good choice. Or Chaos Dwarfs if you want to also take a bashy team as the other four you listed are all bashy teams.

      Oh and the best place for questions like this is on the forum. If you go ask over there then you will also get more responses from other players as well.


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