Post by sybaris on Sept 16, 2016 19:01:06 GMT
Enter a bloodthirsty, psychotic, skull-crushing maniac gambling his life away for fame, riches and women. If that definition fits for your regular Blood Bowl player, well the norse double it on the dozen, then take on the most violent route possible to both death and glory. Screw armor, they want to get a good spot in valhalla.
The Norse team is a variant of humans bent on going all the way on the offense. In fact, their offense is one of the most explosive of the game, especially in the hands of a good player. Their defense…well…it’s filled with hopes of good dice and prayers to nuffle, but give them a few too many turns to organise and they’ll turn it around into another offensive push.
They do not have spectacular stats by any means, in fact, they may be seen as weak in the first place, but this is not your usual bash team. The most unique perk is the generous amount of Frenzied players available, and this is not your silly comedy Khorne-flake team of unskilled morons made by Cyanide; with the Block skill readily available, the Norse can destabilize almost any team when set up properly, for some time that is. They are a team of quick bursts of ultra-violence. This also mean that if you do not like Frenzy, or if you see it as a double-edged sword prone to cause you turnovers…this team may not be your favorite. They also come with a surprising amount of players with the Block skill, ensuring higher reliability and success than other teams.
Experienced coaches will devise clever way to crowd surf opponents, and in an outnumbering scenario, the Norse can hold their own. Chain pushes, the art of assisting, knowing when to blitz with frenzy and when not to…these things need to be very well seated in your experience bin. One could say that the Norse team is hard to play, but it is more that it is a specialized team which require specific knowledges of the game mechanics to shine.
The drawback of all this offense is also clear to see…and that fact will assuredly not escape their opponent’s eyes. AV7 almost across the board. For a highly physical team, this is an unescapeable issue. The Norse will suffer losses over a drive, and so they must compensate by taking more of their enemies down with them. Very glorious, very bloody…and kind of short-lived for a league.
The Players
Lineman :
For 50k, this guy packs a punch. You’ll love these linemen like a very strong beer. Once you’ve played with norse liners, all others will seem stale, with the sole exception of dwarves. But for the price, his mobility and reliability is unique. He can blitz or run the ball if need be, as well, but he’s not above regular lineman duty such as kicking, assisting blocks or fouls and fouling himself. One of the tricky aspects of the Norse is that when you defend a drive, you have to commit 3 souls to the Reaper, or LoS if you prefer. AV7 doesn’t last long there…but you’ll be hesitant to put your wolves or the Yeti on the line as well, they aren’t that much more resistant, do not have block and are much more expensive.
Since they already have block, you have alot of options for their first skill. If you like kick, this is the player to give it to. Otherwise i advise Fend for the 3 poor guys you dedicate to line duty. It will slow the opponent and, should they survive, will let you move around much better. Tackle, Strip Ball, Dauntless and Pro can all be great choices. There’s even an option for Dirty Player, if you have the numbers and want to get rid of high AV opposing players. Stats increase are mostly all welcome, but mainly ST and AV. Doubles should be Guard, even though dodge is valid for a LoS liner.
Runners :
Very good players with high mobility and an unexpected punch. The Runners are great blitzers when you need to surgically remove a strong player from where it stands, or when frenzy would cause too much of a fuss. They are the « sensible » player of the team. With access to agility, they make great ball carriers and will tend to score more TD than the other positionals. They are expensive though, and are not tougher than linemen at first. Keep this in mind when you position them. For this reason, i wouldn’t consider them as « catchers », but more running backs like human blitzers. Being the fastest player on the roster, they will often be targeted for blitzes in order to slow the advance.
Advances would be Dodge, Tackle or Strip Ball, Sidestep and some would even say Shadowing or Diving Tackle make for nice runners. Jump Up is useful but it also means you failed to protect him in the first place. +MA, ST, or AG is always nice and one should consider AV if the runner is well developped already.
Berserkers :
Often seen as the stars of the show, the berserkers aren’t subtle in any way, but using them correctly requires planning and care otherwise they have a tendency to get themselves killed earlier than optimal. The combination of Block, Jump Up and Frenzy makes for seriously powerful aggression. They are an interesting mix between a dwarven Troll Slayer and a Dark Elf Witch. They have the hitting power of the dwarf with the mobility of the dark elf…but he is more fragile than all of them. Regardless, given the number of potential blitzing players on the roster…one need to make sure they get the most out of this expensive serial-killer. Still, if well used and allowed to grow, they can become one of the more violent player in the team, which is saying something.
Mighty Blow, Piling On, Tackle are staples in their progression, but access to strenght skill also unlocks guard…which is interestingly rare in the team. In fact it can be challenging to unlock a « ruck » when only 3 players have more than ST3. They are more reliable than Ulfwereners and the Yeti, so they tend to get more casualties and SPP. Putting Guard on one of the berserkers is no heresy. Dauntless is also to consider, as they don’t tend to go for the same kind of block/blitz action than runners, but it does add more unreliability when combined with frenzy. A double might be used to acquire dodge to increase their survivability a bit. ST and AV are the most desireable stats, in this case AV is especially good given that they will eventually be Piling On and end up open for fouls (which your opponent will often go for).
Ulfwereners
One of the more powerful piece that the Norse bring to the pitch, the Ulfwereners are quite mobile for their strenght, not unlike Saurus, but with Frenzy and less armor. They are more agile too, so they can grab the ball from time to time. This should not be underestimated as a ST4 ball carrier can be hard to stop. Without block, this means that their aggressivity sometimes lead to a turnover, but on the other hand, they seldom need an assist to get favorable blocks on an opponent. With the help of a lineman they can toss Chaos Warriors or Black Orcs around. This make them perfect to open a path for the rest of the team to press in.
Experienced Ulfwereners are frightening players. In a league context, getting them to score a TD or two goes a long way towards an entry to the power curve they can get (before they are hurt too much). Otherwise they will grow with casualties and MVPs in the same fashion as berserkers. Block is definitely worth taking as a first skill, as it adds an extra layer of reliability to their frenzied assaults, while giving them standing power when blocked in return.
Then you can mix Tackle or Migthy blow, depending on your needs, but sooner or later, Guard should show on their sheet…simply because, once more, Norse team don’t have much access to it and it can help the team immensely down the road. That being said, an Ulfwerener with Block, Mighty Blow and Tackle is an almost certain headache for anyone. I wouldn’t advise Piling On for these, as, unlike Berserkers, they don’t have jump up to reduce the downtime. Also, having a standing ST4 piece can help slow the opponent advance during defensive drives, so i would pick other skills instead.
Pro can also work well on these to get more interesting block die (if you need pushes for example), but this should come later. Almost any stat increase is good on them, but strenght is, obviously, the better occurrence.
Yeti / Bear / Snow Troll
The big guy of the norse is, just like the team, very aggressive. Being Wild animal instead of Really Stupid is a bonus in my book. First because the tackle zone remains, but also because one does not need to keep a « prodder » beside the monster. Like it or not, the Yeti is (imho) essential to the team in a league context. Claws provide the means to inflict attrition on the tougher teams who will catch up on the skills that the norse have from the start. With Frenzy, it will cause turnovers from time to time, but that is to be expected.
Something often forgotten on tabletop, and visually more obvious online is their Disturbing Presence aura. A very good skill to say the least, but sadly, the Norse cannot stack any other instances of it so it is quite situational. It will deter plays around it though, so you can play a psychological game sometimes. Overall the Yeti increases the team’s toughness and strenght on the pitch. He is also one of the few players to have acces to Strenght skills.
The first skill to get is Mighty Blow, although a case for Guard could still be made. The reason why Mighty Blow is so frequently taken is to get the fabled combination with claws. Only Chaos can reliably get this combo in the game, with skaven and chaos dwarves require much more luck. Break Tackle and Juggernaut do come to mind afterward. Double skills worth mentionning are Block, Pro and Tackle. Dodge could be good too if you’re concerned with survivability. +ST is great, while +MA or +AV is a matter of debate. It depends when, in the career of the player, the roll is made.
Throwers :
You mean there are throwers in the Norse team? They do, but even if you face one, you might not even notice. They are typical throwers by means of access to Passing skills and the Pass, but they do have block which is quite useful. May coaches will forego the thrower due to the cost, something which might not be the case if they had sure hands instead. Norse aren’t much for passing plays, and tend to require every player to participate in the physical push they are so good at. Access to passing skills also mean that Leader can come easier, but anyway, the option is there…and should the runners become more agile, a passing game could become a reality. In fact, against some of the slower, heavier teams, this could be an interesting surprise. That said, it’s an off-shoot more than add-on. Perhaps other coaches with a different style will say otherwise, though.
Starting rosters
I would advise on taking 2 Ulfwereners, 2 Runners and 1 berserker for a start. From there you can add players fromt the different options available. Thing is, Norse do bring alot of options all things considered. Their linemen are very good and some coaches will focus on that part first, while others go for a thrower, etc. If you’re in a long-term league, you are going to need a Yeti down the road, so it might be worthwhile to consider him on the starting roster, in the hopes for early casualties and MVP. In any case, experienced coaches will adapt their rosters to the league and format they are going in. Given the nature of the team exposing fragile yet expensive pieces to prolongated contact with opposing players, an apothecary might be a good initial investment, too.
Living the life
In a permanent league format, Norse team tend to go in a cycle of success and failure. They cannot avoid injuries over time and are prone to receiving as much as they give (and they give out alot). You have to manage that lineup carefully, and make sure that the SPP is not on the same player, because retirement is a certainty with Norse players, no matter what. The first few matches of the team are critical, but the team starts in a very good position in the food chain. I’d rate this team starting in Tier 1 when all teams are new, then quickly setting solidly into tier 1.5 and finally sliding into tier 2 as it faces stronger and stronger teams with higher TV. As you can guess, it means the norse (like amazons) are very well suited for short-term tournaments. It does get harder as you go the long run, but that doesn’t mean it is less fun though!
The Norse team is a variant of humans bent on going all the way on the offense. In fact, their offense is one of the most explosive of the game, especially in the hands of a good player. Their defense…well…it’s filled with hopes of good dice and prayers to nuffle, but give them a few too many turns to organise and they’ll turn it around into another offensive push.
They do not have spectacular stats by any means, in fact, they may be seen as weak in the first place, but this is not your usual bash team. The most unique perk is the generous amount of Frenzied players available, and this is not your silly comedy Khorne-flake team of unskilled morons made by Cyanide; with the Block skill readily available, the Norse can destabilize almost any team when set up properly, for some time that is. They are a team of quick bursts of ultra-violence. This also mean that if you do not like Frenzy, or if you see it as a double-edged sword prone to cause you turnovers…this team may not be your favorite. They also come with a surprising amount of players with the Block skill, ensuring higher reliability and success than other teams.
Experienced coaches will devise clever way to crowd surf opponents, and in an outnumbering scenario, the Norse can hold their own. Chain pushes, the art of assisting, knowing when to blitz with frenzy and when not to…these things need to be very well seated in your experience bin. One could say that the Norse team is hard to play, but it is more that it is a specialized team which require specific knowledges of the game mechanics to shine.
The drawback of all this offense is also clear to see…and that fact will assuredly not escape their opponent’s eyes. AV7 almost across the board. For a highly physical team, this is an unescapeable issue. The Norse will suffer losses over a drive, and so they must compensate by taking more of their enemies down with them. Very glorious, very bloody…and kind of short-lived for a league.
The Players
Lineman :
For 50k, this guy packs a punch. You’ll love these linemen like a very strong beer. Once you’ve played with norse liners, all others will seem stale, with the sole exception of dwarves. But for the price, his mobility and reliability is unique. He can blitz or run the ball if need be, as well, but he’s not above regular lineman duty such as kicking, assisting blocks or fouls and fouling himself. One of the tricky aspects of the Norse is that when you defend a drive, you have to commit 3 souls to the Reaper, or LoS if you prefer. AV7 doesn’t last long there…but you’ll be hesitant to put your wolves or the Yeti on the line as well, they aren’t that much more resistant, do not have block and are much more expensive.
Since they already have block, you have alot of options for their first skill. If you like kick, this is the player to give it to. Otherwise i advise Fend for the 3 poor guys you dedicate to line duty. It will slow the opponent and, should they survive, will let you move around much better. Tackle, Strip Ball, Dauntless and Pro can all be great choices. There’s even an option for Dirty Player, if you have the numbers and want to get rid of high AV opposing players. Stats increase are mostly all welcome, but mainly ST and AV. Doubles should be Guard, even though dodge is valid for a LoS liner.
Runners :
Very good players with high mobility and an unexpected punch. The Runners are great blitzers when you need to surgically remove a strong player from where it stands, or when frenzy would cause too much of a fuss. They are the « sensible » player of the team. With access to agility, they make great ball carriers and will tend to score more TD than the other positionals. They are expensive though, and are not tougher than linemen at first. Keep this in mind when you position them. For this reason, i wouldn’t consider them as « catchers », but more running backs like human blitzers. Being the fastest player on the roster, they will often be targeted for blitzes in order to slow the advance.
Advances would be Dodge, Tackle or Strip Ball, Sidestep and some would even say Shadowing or Diving Tackle make for nice runners. Jump Up is useful but it also means you failed to protect him in the first place. +MA, ST, or AG is always nice and one should consider AV if the runner is well developped already.
Berserkers :
Often seen as the stars of the show, the berserkers aren’t subtle in any way, but using them correctly requires planning and care otherwise they have a tendency to get themselves killed earlier than optimal. The combination of Block, Jump Up and Frenzy makes for seriously powerful aggression. They are an interesting mix between a dwarven Troll Slayer and a Dark Elf Witch. They have the hitting power of the dwarf with the mobility of the dark elf…but he is more fragile than all of them. Regardless, given the number of potential blitzing players on the roster…one need to make sure they get the most out of this expensive serial-killer. Still, if well used and allowed to grow, they can become one of the more violent player in the team, which is saying something.
Mighty Blow, Piling On, Tackle are staples in their progression, but access to strenght skill also unlocks guard…which is interestingly rare in the team. In fact it can be challenging to unlock a « ruck » when only 3 players have more than ST3. They are more reliable than Ulfwereners and the Yeti, so they tend to get more casualties and SPP. Putting Guard on one of the berserkers is no heresy. Dauntless is also to consider, as they don’t tend to go for the same kind of block/blitz action than runners, but it does add more unreliability when combined with frenzy. A double might be used to acquire dodge to increase their survivability a bit. ST and AV are the most desireable stats, in this case AV is especially good given that they will eventually be Piling On and end up open for fouls (which your opponent will often go for).
Ulfwereners
One of the more powerful piece that the Norse bring to the pitch, the Ulfwereners are quite mobile for their strenght, not unlike Saurus, but with Frenzy and less armor. They are more agile too, so they can grab the ball from time to time. This should not be underestimated as a ST4 ball carrier can be hard to stop. Without block, this means that their aggressivity sometimes lead to a turnover, but on the other hand, they seldom need an assist to get favorable blocks on an opponent. With the help of a lineman they can toss Chaos Warriors or Black Orcs around. This make them perfect to open a path for the rest of the team to press in.
Experienced Ulfwereners are frightening players. In a league context, getting them to score a TD or two goes a long way towards an entry to the power curve they can get (before they are hurt too much). Otherwise they will grow with casualties and MVPs in the same fashion as berserkers. Block is definitely worth taking as a first skill, as it adds an extra layer of reliability to their frenzied assaults, while giving them standing power when blocked in return.
Then you can mix Tackle or Migthy blow, depending on your needs, but sooner or later, Guard should show on their sheet…simply because, once more, Norse team don’t have much access to it and it can help the team immensely down the road. That being said, an Ulfwerener with Block, Mighty Blow and Tackle is an almost certain headache for anyone. I wouldn’t advise Piling On for these, as, unlike Berserkers, they don’t have jump up to reduce the downtime. Also, having a standing ST4 piece can help slow the opponent advance during defensive drives, so i would pick other skills instead.
Pro can also work well on these to get more interesting block die (if you need pushes for example), but this should come later. Almost any stat increase is good on them, but strenght is, obviously, the better occurrence.
Yeti / Bear / Snow Troll
The big guy of the norse is, just like the team, very aggressive. Being Wild animal instead of Really Stupid is a bonus in my book. First because the tackle zone remains, but also because one does not need to keep a « prodder » beside the monster. Like it or not, the Yeti is (imho) essential to the team in a league context. Claws provide the means to inflict attrition on the tougher teams who will catch up on the skills that the norse have from the start. With Frenzy, it will cause turnovers from time to time, but that is to be expected.
Something often forgotten on tabletop, and visually more obvious online is their Disturbing Presence aura. A very good skill to say the least, but sadly, the Norse cannot stack any other instances of it so it is quite situational. It will deter plays around it though, so you can play a psychological game sometimes. Overall the Yeti increases the team’s toughness and strenght on the pitch. He is also one of the few players to have acces to Strenght skills.
The first skill to get is Mighty Blow, although a case for Guard could still be made. The reason why Mighty Blow is so frequently taken is to get the fabled combination with claws. Only Chaos can reliably get this combo in the game, with skaven and chaos dwarves require much more luck. Break Tackle and Juggernaut do come to mind afterward. Double skills worth mentionning are Block, Pro and Tackle. Dodge could be good too if you’re concerned with survivability. +ST is great, while +MA or +AV is a matter of debate. It depends when, in the career of the player, the roll is made.
Throwers :
You mean there are throwers in the Norse team? They do, but even if you face one, you might not even notice. They are typical throwers by means of access to Passing skills and the Pass, but they do have block which is quite useful. May coaches will forego the thrower due to the cost, something which might not be the case if they had sure hands instead. Norse aren’t much for passing plays, and tend to require every player to participate in the physical push they are so good at. Access to passing skills also mean that Leader can come easier, but anyway, the option is there…and should the runners become more agile, a passing game could become a reality. In fact, against some of the slower, heavier teams, this could be an interesting surprise. That said, it’s an off-shoot more than add-on. Perhaps other coaches with a different style will say otherwise, though.
Starting rosters
I would advise on taking 2 Ulfwereners, 2 Runners and 1 berserker for a start. From there you can add players fromt the different options available. Thing is, Norse do bring alot of options all things considered. Their linemen are very good and some coaches will focus on that part first, while others go for a thrower, etc. If you’re in a long-term league, you are going to need a Yeti down the road, so it might be worthwhile to consider him on the starting roster, in the hopes for early casualties and MVP. In any case, experienced coaches will adapt their rosters to the league and format they are going in. Given the nature of the team exposing fragile yet expensive pieces to prolongated contact with opposing players, an apothecary might be a good initial investment, too.
Living the life
In a permanent league format, Norse team tend to go in a cycle of success and failure. They cannot avoid injuries over time and are prone to receiving as much as they give (and they give out alot). You have to manage that lineup carefully, and make sure that the SPP is not on the same player, because retirement is a certainty with Norse players, no matter what. The first few matches of the team are critical, but the team starts in a very good position in the food chain. I’d rate this team starting in Tier 1 when all teams are new, then quickly setting solidly into tier 1.5 and finally sliding into tier 2 as it faces stronger and stronger teams with higher TV. As you can guess, it means the norse (like amazons) are very well suited for short-term tournaments. It does get harder as you go the long run, but that doesn’t mean it is less fun though!