The cities of the Old World are bustling metropoles, populated by all manner of different races. From Kislev in the cold north, to Estalia in the sweltering south, Humans build their homes, and to these flock Dwarfs, Halflings and more.
QTY | Position | Cost | MA | ST | AG | PA | AV | Skills & Traits | Pri | Sec |
---|---|---|---|---|---|---|---|---|---|---|
0-12 | Human Lineman | 50k | 6 | 3 | 3+ | 4+ | 9+ | – | G | AS |
0-1 | Human Thrower | 80k | 6 | 3 | 3+ | 3+ | 9+ | Animosity (Dwarf and Halfling), Pass, Sure Hands | GP | AS |
0-1 | Human Catcher | 65k | 8 | 2 | 3+ | 5+ | 8+ | Animosity (Dwarf and Halfling), Catch, Dodge | AG | S |
0-1 | Human Blitzer | 90k | 7 | 3 | 3+ | 4+ | 9+ | Animosity (Dwarf and Halfling), Block | GS | A |
0-2 | Dwarf Blocker | 75k | 4 | 3 | 4+ | 5+ | 10+ | Arm Bar, Brawler, Loner (3+), Thick Skull | GS | A |
0-1 | Dwarf Runner | 85k | 6 | 3 | 3+ | 4+ | 9+ | Loner (3+), Sure Hands, Thick Skull | GP | AS |
0-1 | Dwarf Blitzer | 80k | 5 | 3 | 3+ | 4+ | 10+ | Block, Loner (3+), Thick Skull | GS | A |
0-1 | Troll Slayer | 95k | 5 | 3 | 4+ | – | 9+ | Block, Dauntless, Frenzy, Loner (3+), Thick Skull | GS | A |
0-2 | Halfling | 30k | 5 | 2 | 3+ | 4+ | 7+ | Animosity (Dwarf and Human), Dodge, Right Stuff, Stunty | A | GS |
0-1 | 1 Of 2: | |||||||||
0-1 | Ogre | 140k | 5 | 5 | 4+ | 5+ | 10+ | Bone Head, Loner (4+), Mighty Blow (1+), Thick Skull, Throw Team Mate | S | AG |
0-1 | Altern Forest Treeman | 120k | 2 | 6 | 5+ | 5+ | 11+ | Loner (4+), Mighty Blow (+1), Stand Firm, Strong Arm, Take Root, Thick Skull, Throw Team Mate, Timmm-ber! | S | AGP |
0-8 | ReRolls | 70k | Apothecary: Yes | |||||||
Special Rules | Old World Classic |
Old World Alliance Team Overview
As long as there has been Blood Bowl there have been players who want to make mixed teams. The trouble with mixed teams is that they will often just alleviate the drawbacks of the single race versions that those players come from. This isn’t the first version of creating an Old World Alliance team but I’m hopeful that it doesn’t turn out to be as overpowered as previous iterations, though as they’ve avoided putting an Elf on the team we should be OK.
Old World Alliance Strengths
- Large variety of players
- Decent armour
- Average pricing
Old World Alliance Weaknesses
- Animosity
- Average Agility and Ball Handling
OWA seems to play like a bashier, more heavily armored version of Humans. I actually like them better than Humans because despite giving up the mobility of the other 3 human blitzers you have a much better armored LoS whereas Human teams, even with AV9+, can sometimes crumble. The tree is also a noticeable improvement as a roadblock piece, and the Timmm-ber! skill will ensure they’re always on their feet acting as a roadblock.
My favorite build with them is to go with the Treeman and every positional except the Dwarf runner. Then you take a halfling and 3 linemen to get 12 players and 2 RRs with 1k TV. I don’t know if I’d even go above 2 RRs with this team as the dwarf players all have that loner tag.
Widespread Guard on your strength players will be the main focus in development except for the Human blitzer which will probably act as your sweeper by getting tackle first since they are much faster compared to the rest of the team.
As an aside, you could also try some humorous TV scumming on this team to treat them like a higher tier Halfling team. 2 Halflings, the Tree, 8 linemen, and 2 RRs comes to 720k TV which is just enough for Deeproot Strongbranch at a price of 280k.
The dwarf runner seems like such a strange option for this team to have.
This team looks like a minor disaster. All that Loner?!?
I kind of want to play it just because you can have so many very different kinds of players.
Kinda weird that the human thrower for this team has a worse pass stat.
Maybe the idea is that all the better throwers were snapped up by the regular human teams, and the OWA teams could only get second-stringers like this guy.