Vampire Starting Roster Overview:
Starting a Vampire team perhaps has more pitfalls than any other race in Blood Bowl. To the rookie coach Vampire players look brilliant and you can load up on six of them! Doing that though will mean you can’t afford those expensive rerolls that Vampires need to operate with. It will also mean that you have seven (or eight) Thralls to start out with. With six Vampires on the pitch rolling for Bloodlust you will fail at least one a turn.
That is one Thrall a turn at least getting stunned from your own team! Of you fail to bite one then it is a turnover and your Vampire runs off the pitch to feed on the crowd. If the opposing coach is correctly targeting your Thralls to whittle them down, your team is going to be even more uncontrollable than how it started the match and they weren’t exactly a picnic to coach then!
To avoid the above happening you need to avoid the urge of taking lots of Vampires right away, even an experienced Vampire team might stop at four, rather than getting all six. Your rerolls are expensive as well and vital to the team. You don’t have any core skills on your players so you can’t get away without having rerolls to back your players up. Thralls despite their cheap price are still quite versatile players and can do a lot with a reroll backing them up. As the Thralls can perform, a little assistance from some Vampires and a lot of rerolls can make a very effective team.
Remember the cost of the rerolls double in price after team creation, making your already expensive rerolls very costly to get later. They can’t get killed unlike an expensive player and even a Vampire is cheaper to save up for than a reroll once you get started.
Reroll Heavy TV1000 Vampire Starting Roster:
|Quantity||Player / Item||Cost|
This is my standard way of starting a Vampire team. Two Vampires can cope well enough against other rookie teams as they are very versatile players. As I already mentioned, Thralls are very good for the money. Starting with a lot means there should always be one nearby to bite if you don’t want to (or can’t) use a reroll. It will also force you to use them and not rely on the Vampires to do everything which should help them get some skills. If you neglect to skill up your Thralls then you will eventually start to struggle against other developed teams.
Having five rerolls to start with seems a bit crazy compared to most other teams. Vampires however need them and you will find that it gives you more freedom to do things. You will also more likely have some later in a drive, so you can attempt more dodges and other agility rolls with your Thralls as well as the Vampires. There is 70k left over which you can use to customise the roster and what you pick will depend on the environment you are creating the team in.
A Sixth Reroll:
There is exactly the right amount left to get a sixth reroll on the team. I don’t usually bother as with sometimes with five you will end a drive with more than one left over. You start to get to a point where they lose their cost effectiveness. There are enough drives though where you will need all five to justify that many. If you are joining an existing league facing more developed teams then a sixth could be valuable. Your opponents are more likely to be able to force you into tighter spots. Don’t forget though that you might also be able to use inducements to get an extra reroll instead.
Seven Fan Factor:
You have probably seen from other articles that I don’t usually advice spending money on Fan Factor at team creation. If you are entering a league facing all new teams, then I think it can be worth while. If other teams aren’t taking any then you will usually get at least +1 FAME if not +2. This means extra income for you towards replacing Thralls and saving for more Vampires. It will also help you get more rerolls on the kick off table (and win Throw a Rock and Pitch Invasion). Extra rerolls are brilliant for Vampires and importantly means that the opponent is much less likely to get them. This is my preferred choice for spending the money and I personally am likely to do the same when joining an existing league. Fan Factor is something that you can’t purchase later on as well.
While nice to start with one you only have two expensive players that you might lose and they come with Regeneration making that less likely to happen. I’d rather purchase one after team creation from winnings.
A Tenth Thrall:
This would give you a reserve player so you are less likely to get outnumbered. With AV7 on most the team that may well happen. If you are fortunate to still be in a position of a full team, then you can also look to start fouling and not worry about being sent off. Most other starting teams will only have eleven to start with, so you may be able to get the numbers in your favour. You will also have an extra 30k left which you could save, or put into Fan Factor (note that 3 doesn’t give you the advantage that 7 would), or get a Coach and a Cheerleader to help win those kick off rerolls.
A Third Vampire:
The last option you have would be to use it to upgrade one of your nine Thralls into a third Vampire. This gives you an extra one of your fantastic players, though at the risk of causing more Bloodlust. If you start with only two, then usually by the time you get a third you will have some skills on the others which makes them more reliable. Having three rather than two though gives you some back up if one gets injured or knocked out. This is probably my second favourite choice behind starting with the Fan Factor. Three Vampires is much harder for the opponent to deal with than two, provided they don’t get out of control.
Alternative Rosters on Page 2…