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Humans are the great all-rounders of Blood Bowl; depending on their opposition, they can run the ball, pass it, or stomp some heads! This can even happen halfway through a drive, when a change of tactics is needed. They started off as the average Blood Bowl roster, but recently introduced new races have pushed them more towards the light-weight end of the spectrum.
Humans are often recommended to new coaches looking to start their first team. They have no real strengths, yet also no real weaknesses to exploit. To win with humans requires a higher reliance on the skill and patience of the coach, more so than just about every other race. Conversely, this forces the coach to improve his own skill to compete, learning what tactics work and what don't, without relying on gifted players to make it all come together. Every tactic used by other races is used by humans as well, to varying degrees of success. Consequently, a human coach, once having learned the basics, can really get a lot out of the team and can potentially create an extraordinarily efficient squad.
Humans are a very balanced and versatile team. With four blitzers starting with block and an ogre, Humans can utilize a decent bash orientated game. With the Throwers and Catchers, the Humans can also carry out a decent passing game. Starting with an excellent set of skills to help do their role reliably and at a fairly affordable price, this provides the human team an exceptional amount of versatility on the pitch. They also come with the choice of fielding a few halflings as cheap fodder or attempt the one turn touchdown. They are easily among the best starting teams for beginners but require an incredibly good understanding of different gamestyles to truly compete with them at higher levels.
Some important key points to know about Humans:
Keeping this in mind you can get a lot out of the human team. Lets take a look at some of their positionals.
Human Blitzers are an exceptionally good positional and the human team starts with four of them! Never ever start a human team without four human blitzers. With great speed, block and decent agility and armour, your human blitzers will be playing a wide variety of roles from protecting the ball carrier to getting stuck in on the scrum.
Generally you want Blitzers on defense to act as both scrummers and safeties, ideally two to three supporting the front with one at the rear. Developing them is straight forward, ideally guard first followed by tackle, guard allowing you to fight bash teams more efficiently and tackle to stop dodgers. During particularly rough matches, they can also be used as semi catchers or even as ball carriers if necessary. All round an awesome player.
The Thrower comes with a reliable starting kit of sure hands and pass, giving him an in-built reroll for both picking up and throwing the ball. One should be enough to start a team with. Fairly straight forward piece, should be used to carry the ball and throw it in emergencies. Generally speaking against Agility teams like elves, the thrower should be your primary ball carrier. For Bash teams it depends on the particular matchup and roster, but since in BB2020 the thrower got a nice buff to throwing, he can still act as a good primary carrier.
Easily the most underrated positional in the human team and perhaps among the most underrated in the game. While on the surface level Human Catchers are fairly straight forward, many people irk to use them as they only have Str2 and Av 8+. However, Catchers provide the human team their speed and "agility" gameplay. While the overwhelming majority of human coaches tend to go 4 blitzers at a minimum, very few will start with 2 catchers and go above, sometimes not even field any!
However Human Catchers are what completes the human rosters abilities as a versatile team. Traditionally they are used to break up the oppositions defense, sending one or two down the oppositions back field, ideally two. However they are also the Human teams "discount" Elven BS, allowing you to orchestrate plays at a somewhat reduced capacity as Skaven or elves but still have it as an option.
While obviously Catchers can be used as their name sake, sending them down field to distract the opposition, against slower teams a Human catcher can be used as your ball carrier. With MA8, Dodge and the support of an entire team of decent speed players, your catcher can get around the field with ease. Skilling them up with blodge as soon as possible is an absolute must and once using catchers becomes more familiar, you'll find that the human team has a lot to offer in terms of its versatility.
Provides a good mix of durability and strength. Should be used as a roadblock either on the line of scrum or if the opposition is pushing down a side of the field.
Your grunts. Still useful to get in the way or as fodder. Specialize them as kickers, blockers and foulers.
A new addition to the human team. Should be used as either your one turn touchdown option or as a fouler, assuming it has Sneaky Git.
This is arguably the greatest challenge as a human coach, more so than most other teams. Where Orcs always bash their opponents or elves who always run away and pass, humans must always consider both options at the same time as well as how to best leverage both types of gameplay for any particular drive, turn or situation. Humans by design are capable of bashing and agility play but never to the same extent as those teams specialized in it. This is simultaneously an exceptional challenge but an awesome trait at the same time. If your box collapses, you can always attempt to out manoeuvre an opponent. If your passing play falls apart, you can try to break some heads instead! Ideally however you want to try playing both a bit of bash and agility at the same time, then leaning in harder to whichever is best for the particular situation.
For human coaches, some may never be able to move ahead of using humans as a glorified bash team with a bit of extra speed or a poor mans elves. But their greatest strengths being given the option of bash and agility plays to begin with. Below are some general pieces of advice to help you gain the most out of the humans.
While humans are possibly one of the hardest teams to master, once they *click*, you can have arguably among the most enjoyable, varied and rewarding BB experiences possible.
Humans have a wide variation of skills which allows them to do a different set of strategies and tactics. However, as mentioned humans do not excel at any one game style so must utilize a constant shift between bash and agility gameplay. This can be a challenge but in general, fighting agility teams, try to brute force them. Against bash, try to out maneuver them. Seems common sense but the execution can be an issue and this is what presents both the greatest obstacle of using the human team but also the most enjoyment, once you get it down. Some general advice for defense.
This is general advice which will serve any Human coach well on defense. However it is important to distinguish between what type of defence you should field against bash and agility teams.
One of the greatest problems most human coaches have is facing bash teams. Orcs, Necromantic, Undead, even Chaos can give a human coach a hard time at 1k TV. This is due to Human coaches either
Something to remember is that your humans are able to take hits better than elves. Linemen especially are better getting in the way than risking a dodge and freeing up more space for the opponent. Line of scrum linemen, most of the time, should be simply activated to stand back up than to dodge.
Your strategy should be to send two catchers and/or one catcher and one lineman down back field and attempt to intercept the carrier immediately. Once the box is inevitably formed up, attempt to "peel" the opponent by either trash marking a positional player at the rear with the lineman or parking the lineman and catcher right behind the box.
At the same time your linemen on the LoS should be taking hits, while your four blitzers and remaining players should be attempting a mix of screening and bashing. Do not be afraid to do 1d blitzes with your blitzers against non block teams nor -2d blocks.
Always have a safety piece (ideally a blitzer) back field and when push comes to shove, it is not completely bad to throw your players at the opponent to slow them down IF the drive is coming to a close ala turn 7 or 6.
Your Human Catchers will be your discount elf BS for if you manage to sack the carrier. Don't be afraid to pick up in a tackle zone with the catcher as they come with dodge, so a re-roll for the pick up (ideally) and a re-roll due to dodge to zip away with the ball. The thrower similarly should be held back just in case an opportunity arises to snatch the ball up if there is no catcher in position.
Patience is key here. No matter how tempting it is, always second guess if you're thinking of engaging or committing players.
Humans do surprisingly well against agility teams. You lack the strength of the bash teams but unlike bash teams, you come with greater speed. Enough in fact to keep up with the elves and Skaven while with your four blitzers, you can knock them down with fair reliability as well. In this case, you should play very patient and screen, but also do not be afraid to commit resources to shut down lanes.
Always remember to keep at least two players back field in case of a break through and do not send more than one player back field if the elf or skaven are hogging the ball. Focus on mid field and your own back field, try to maximize blocks and don't be afraid to engage them.
Offensive formations are a lot harder to formulate as turn, drive and situation can dictate a lot. Generally speaking however the following advice for each type of team is adviced:
Ideally you want to have the following on the pitch against a bash team:
While it is common for human coaches to line up their players to smash the opposing line of scrum, this is actually not a wise decision. Some coaches may wonder why, as surely starting with blocks is good in order to potentially get removals?
This is true. However this also compromises your centre field, forcing you to commit at least four players in a compact area, likely two being blitzers. This allows the bash team to engage you freely and force the centre into a scrum where they are likely not going to win.
In this case I would recommend 1 Ogre and 2 linemen OR 3 linemen SPREAD OUT across the line of scrum. Your four blitzers should be deployed mid field, with a thrower and catcher towards centre rear ready to engage the ball.
Deployed on both wings should be 2 catchers (1 on each side) or 1 catcher on one wing and a lineman on another. Against a bash team, you should look to out monouver them. Carry out your offense in the following steps:
This should set you up nicely to potentially play both an agility orientated game and a bash game. However your main focus is to out position the bash team, not beat them in a fight, always remember that. Once this is set up, you should adapt to the situation as it unfolds but you have now given your team the maximum options to utilize their speed, abilities and a bash or dash game.
Once this is done, you can see how the opponent reacts. Generally they will attempt to mark your catchers back field which relieves pressure from the middle. They will then attempt to blitz and either try to pressure your back field OR Screen. However, from their first turn onward, you should be able to see which side you should run down on.
The two catchers on the rear should normally be left to mark those who've attacked them, unless they are marked by a blitzer (though even keeping them on an enemy blitzer is valuable) or by a slow piece like a blocker.
From here, you can utilize the humans incredible speed to zoom down whichever side is weakest and also utilize your four blitzers to engage and screen the opposition while your catcher ball carrier can, ideally, get in scoring range. This is where the humans versatility comes into play, as few teams will be able to hold against four human blitzers, an ogre as well as keep up with the speed.
If the opponent is particularly patient or has set up to deny you access to the wings, hold your position and wait for their formation to break off over the next two turns.
If you find that your initial offensive push is failing, don't be afraid to attempt to switch sides as, again, with MA7 on the blitzers and MA8 on your catcher ball carrier with dodge, you can very easily switch sides with impunity and, if positioned right, could potentially leave most of the enemy bash team completely in the dust.
This is a lot more straight forward. Screen, bash and kill everything. Be sure however to always screen and if necessary, box. Some important points:
In this case, give the ball to the thrower and grind your way up field. I would also suggest however as above, to send two catchers up field. Not only does this give you targets for a potential pass (but only do so in an emergency) but also perplexes Elf and skaven coaches. Why? Because you are now playing a bash AND agility game against an agility team, which means you can pressure them on both fronts, both in attempting to protect their rear line and to hold their front line together in one piece.
As usual, always take precautions to cover the ball first as a single mistake can see the Ag4 Elves or Gutter Runners zip in and rob the ball.
Humans are easily the most versatile team in Blood Bowl. With an excellent array of starting skills, reasonably well priced and able to start with virtually everything, they are an incredible team both to learn the game and to push your BB game to the next level. While mastering humans is extremely challenging and arguably harder than almost any other team, the sheer versatility and flexibility of the roster allows a coach to learn and master both sides of the game, bash and agility. Once a coach gets the hang of humans, they can be provided not only among the most enjoyable experiences in BB but arguably among the most rewarding.
Good luck with your humies!
While Human teams generally aren't known for being the underdog, there are certain situation they may find themselves at a disadvantage. This can occur normally if a Human coach is entering an established league or they have had the misfortune of losing some key players during a rough match or two. Fortunately for Humans, they have a wide array of Star Players to choose from where the majority are both affordable and effective on the pitch. As such, there may be some opportunities for the Human coach to hire a Star Player and knowing which one does what is important. Below are costs and descriptions of each one.
For detailed information on Star Player stats and abilities, go here:
https://fumbbl.com/help:BB20HumanSetUp
The list and costs are as follows
At 140k, Helmut wulf is now freely available for all teams as a chainsaw star. However with both pro and his special rule which allows him to reroll a single armour roll, Helmut is extraordinarily dangerous and also reliable as he will not waste rerolls if he kicks back. A decent choice if you can get him in addition to bribes.
A halfling mounted on a ram. With block, tackle and horns, Rumbeblow makes an exceptional tackler if you need to put down opposing players with a lot of dodge or blodge. While at 170k he is relatively cheap, he also is quite fragile at Av8+. Cautious use is required to utilise Rumblebow well as a hard block may be enough to put him out of the game for good.
Coming in at 200k, Grim Ironjaw is a Str4 Dwarf Slayer with the addition of multiple block. While not the most expensive star, the value he brings to a team is questionable. Not particularly strong, fast or tough and multiple block being of limited use, Grim is generally best left in beating up people on the line of scrum or as a blitzer. However his frenzy can potentially get him in trouble. Be cautious when using him and generally, there are better stars and inducements for their value.
At 210k, Karla Von Kill is a Str4 Human Blitzer with block, dodge, dauntless, jump up and an ability to double her strength if she passes her dauntless roll. An extremely good Star well suited for scrumming, blitzing or support and in extreme cases, as a carrier. Barring teams with a lot of tackle, Karla is definitely a solid Star Player all round and definitely worth a pick for any Human team at a disadvantage.
Grombrindal the White Dwarf makes his premiere onto the BB pitch for the first time. With Str3, Block, Dauntless, Mighty Blow, Stand Firm and Thick skull as well as AV 10+, he is an exceptional support blocker and can take a hit too. His special rule as well, allows him to add Break Tackle, Dauntless, Mighty Blow or Sure Feet to an adjacent player PER TURN makes him an incredibly useful support Star for humans as well as capable of getting stuck in to bash some heads! A definite solid purchase.
At 220k, Mighty Zug is a Str5, Block and Mighty Blow human blocker. While slower than an Ogre, he essentially acts as a Big Guy with no negative traits and a solid chance of putting an opponent down. An exceptional Star Player for dealing with opposition front lines and breaking heads. Good for slower, bashier teams to help the Human team to hold their own in scrums and heavy crowds.
Coming in at 250k, Grak and Crumbleberry give you two star players in the form of a decent, albeit slow, ball carrier halfling with sure hands and a standard Ogre. He also provides the Human team with an additional big guy and halfling with sure hands. Expensive but a decent choice.
The single strongest star player in the game, Deeproot is a mighty treeman at 280k with strength 7, block and mighty blow+2 without take root. He is easily the single best roadblock in the game and hits devastatingly hard. However he is slow and opponents will be sure to avoid him.
Very useful for his ability to throw team mate with no risk of turn over if fumbles. While strong, he is expensive for what you get but if you need a player to tank hits for you, he is your guy.
Coming at 380k, Morg has seen a significant price reduction from his old price (430k) since previous editions. On top of that he now has Mighty Blow +2, meaning he can now add +2 to either the armour or injury roll! This means Morg is more than likely to put a fair amount of players into the injury box. With Str6 and Av11+ you can also expect him to stick around throughout the whole game barring the most exceptional or determined opponents. He also can be used as a ball carrier in emergencies.
While expensive, Morg is a major asset to any team due to his destructive powerhouse like nature.
As a player, Morg is very good, his only drawback being his exceptional price.
The legendary Griff Oberwald is the single best star player in the entire game without exception. Coming in at 280k, Griff Oberwald comes with Str4, Ag2+, Pa3+, Block, Dodge, Fend, Sure Feet and Sprint. This means that not only is he capable of playing almost any role, from blitzer, runner, catcher and thrower (in emergencies), he is also capable of moving extremely quickly and getting to where he is needed most. He has an inbuilt reroll or safety skill for almost everything and his ability allows him his own personal reroll which bypasses his loner. He is fast, strong and reasonably durable and capable of doing almost anything. Even Morg, who is a far more brutal Star Player, and Hakflem, who is cheaper, pale in comparison to what Griff is capable of for a team.
Griff is best used as your primary ball carrier on offense or as a playmaker to sack and steal the ball on defense. Within reason, Griff is capable of playing the game almost entirely by himself and is a legitimate game winner. If you have the opportunity to hire Griff, HIRE HIM! Having Griff allows an underdog human team to have a very real chance of winning a match even at a disadvantage.