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Imperial Nobility are a defensive orientated team. With a host of skills to keep the opposing team stalled in their advance, the Imperial Nobility play a reactive based playstyle, focusing around an aggressive defense and counter attacks to create gaps with which their blitzers can exploit. With a wide variety of positionals the team has the capacity for a generalist approach to the game with a slant to the defensive gamestyle.
Imperial Nobility are a new team to Blood Bowl. Specialised in a more defensive, control orientated gameplay, Nobility has a number of different positional players. The linemen utilise fend to keep enemy players away, an ogre provides much needed muscle and Bodyguards can be exceptional in holding ground. Imperial Blitzers act as both receivers and line breakers while throwers can attempt pass plays. All of this accumulates into an unusual yet varied team focused on containing the opposition players and setting up for counter attacks.
The Nobility team has a number of skills which makes them particularly potent at controlling the field. Their most prominent feature is that they can frustrate an opponents' ability to get through their lines. Noble Blitzers are one of the few non-elf strength 3 positional players with access to agility, making them easy to give dodge and sidestep. This helps boost their durability and maneuverability to pull swift counter attacks for misplays. Bodyguards' combination of stand firm and wrestle in conjunction with linemens fend makes them an extraordinarily difficult team to get through, which can be utilised effectively in both offense and defense if co-ordinated well.
That said, Imperial Nobility are also among the more difficult teams in the game to use effectively as their roster suffers from some significant weaknesses. They suffer from overtly expensive re-rolls and players meaning they have problems with forming complete starting rosters. Imperial Nobility too are not effective in committing to either playstyle as they excel at neither.
They also suffer significantly through attrition, both on the pitch as well as managing the team, replacing lost players due to low to average armour values and high player costs. All of these factors make them an exceptionally challenging team to use effectively but are enjoyable if you can adjust to their control play.
Lets look at the team.
Starting with Catch and Block, your Noble Blitzers are the best players on your team. They will be your carriers, safeties and in harder situations, scrummers. Be sure to always protect them, as they are also the fastest players on your team and will be targetted.
Give them Dodge as soon as possible and they can become formiddable players.
The Imperial Thrower is of questionable value, with PA3+ and having Running Pass with Pass. Useful for adding Leader and can be used as a carrier on offense. On defense however, should be used as a frontline body to protect your more important player: The Blitzer!
With Stand Firm and Wrestle, Bodyguards are excellent at shutting down running lanes and holding enemies up. Wrestle makes them awesome sackers. Always have at least one Bodyguard following your Blitzers, not only to prevent them getting picked off but also as support.
A standard Ogre. Keep him in the middle of the action and don't activate unless you absolutely need it. Most useful when placed among the most enemy players to tie them up, though be sure not to leave him alone as losing one can be devastating.
Your expendable grunts. Make them kickers, foulers or random skills on them.
Imperial Nobility are a very defensive orientated team which emphasise disrupting and controlling your opponents advance up the field. They also start with a wealth of combat skills in the form of four wrestlers and two blockers which makes them surprisingly brawly if played correctly. However the core of your strategy should be reactive based, focusing on breaking open gaps either with your blitzers, bodyguards or ogre and then breaking through with your carrier.
Some general advice for defense.
Nobility excel in defense and in their own way, are far better at dealing with bash teams than their regular, plebeian counterparts. This is due to having a large presence of fend and stand firm, making them capable of shutting down an offensive push in its tracks.
Your general plan should be to screen the opponent while attempting to break a gap open for a bodyguard and blitzer to slip through and begin applying pressure to the opponents box or carrier. During this time, the team should continue maintaining a strong screen presence in front of the advancing bash team, with a bodyguard and blitzer at the rear ready to intercept a break through or reinforce a failing side.
Always be sure to protect your blitzers at all times, with a bodyguard close at hand. The team needs them to fully function and they are very expensive to replace.
Nobiity offense emphasises, similar to their defense, making a gap for your blitzers to break through either with ball in hand or to receive the ball with the thrower.
It is however suggested to use a blitzer as your primary ball carrier due to their MA7 and starting block. You can utilise the second blitzer as a receiver, handing off to attempt a switch play or do a break through. Your bodyguards should be at the forefront of the screen supported by the linemen and the Ogre too should be utilised as a passive, defensive player to gum up certain players and take hits.
Do not be afraid to gum up the opposition when you manage to break through their lines. Practically the entire team is expendable except for your blitzers and you should treat them as such.
Imperial Nobility are a defensive orientated team. Playing primarily as a reactive team, a coach should be conscious and ready to react on potential opportunities to pressure the opposition. With abilities like fend and stand firm across the roster, it is more than possible for an Imperial Nobility team to stop an opponents offense dead in its tracks. Although not as adaptive as the standard human team, the Imperial Nobility can still prove to be an extraordinary and effective team when it comes to facing off against the best the BB pitch has to offer.
While an Imperial Nobility 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 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 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 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.