Halflings Blood Bowl Team

Halflings Blood Bowl Team

★ Halflings ★

QTYPositionCostMASTAGPAAVSkills & TraitsPriSec
Hopeful30k523+4+7+Dodge, Right Stuff, StuntyAGS
Hefty50k523+3+8+Dodge, Fend, StuntyAPGS
Catcher55k523+5+7+Catch, Dodge, Right Stuff, Sprint, StuntyAGS
Altern Forest Treeman120k265+5+11+Mighty Blow (+1), Stand Firm, Strong Arm, Take Root, Thick Skull, Throw Team Mate, Timmm-ber!SAGP
ReRolls60kApothecary: Yes
Special RulesHalfling Thimble Cup, Old World Classic
Halflings Blood Bowl Team

Create your team roster

Halfling Team Strengths:

  • Very Cheap Players
  • Two Treemen
  • Can Steal Rerolls
  • Dodge & Stunty

Halfling Team Weaknesses:

  • Slow
  • Weak
  • Very Fragile

GW Team Box Contents

The Halflings starter box contains 12 miniatures:

  • x8 Halflings Hopefuls
  • x2 Halflings Hefties
  • x2 Halflings Catchers
  • x2 double-sided Blood Bowl coins
  • x2 turn markers and replay markers
  • x3 balls
  • Team Decals

Starting Rosters Halflings Team

Full Team

QTYPlayers/ ExtrasCost
10Halfling Hopeful Linemen300k
2Halfling Heftys100k
2Halfling Catchers110k
2Altern Forest Treemen240k
3Rerolls180k
1Apothecary50k
Total980k

This roster allows you to have sixteen players, one apothecary and three spare parts. This means that you won’t have any free roster space to sign any star players. If you are in a new league season and you know for sure that you are facing another new team, that is not a major factor. There is the possibility that you have an injured Halfling (you’re saving the Apothecary for the Treemen) who you can let go for a future free roster spot.

With such a deep bench, you can foul with abandon to try to get an advantage. The Heftys offer a bit more stamina and the Catchers help teammates’ Touchdown attempts. You can also use Halflings as ammunition to throw at opposing players, especially if they are bunched up in a cage.

You could spare one or two players and take one or two Assistant Coaches and/or Cheerleaders to have control over the results of the throws. Even if you don’t want the benefits of them, sometimes it may be enough to deny them to your opponent.

Another variant is to give up three Halflings or a Halfling and a Reroll, which makes your team’s value less than 900k. Against quite a few teams, this will allow you to hire a master cook as an incentive, if you can take away some or all of your opponent’s dice rolls, this can give them a hard time. But be careful, as some teams may not have spent enough of their budget for the difference in team value to be enough. If you know what race your first opponent is, you may be able to plan accordingly.

Low Value Halflings

QTYPlayers / ExtrasCost
10Halfling Hopeful Linemen300k
2Altern Forest Treemen240k
1Rerolls60k
Total600k

If you ignore the two new positional players and go light on the dice rolls, then you can start with 12 players and hopefully have enough to hire a Master Chef (100k) and a Deeproot Strongbranch (280k). It depends on whether your opponent has spent almost all of his budget (you have 20k margin). Deeproot gives you three Treemen and a 13th player. A line of three treemen can be difficult to move and gives you plenty of room to protect your halflings behind.

Stealing dice rolls from your opponents can make a big difference, especially for new teams that don’t have many developed players yet. This is especially true if you go without any, as every failed roll will instantly turn into a turnover.

If your opponent’s team value is not great enough to sign both, you still have options. Since you only have one team roll, I would still hire the master chef, as leaving the other team with no rolls is just as useful as winning them yourself. There are also alternative star players you can hire, along with other incentives, such as barrels of blood beer, that could be very useful.


Team Developement

Linemen

Halflings in general, and linemen in particular, are weak and expendable players. You can’t expect them to have significant progression as they’re likely to get injured or die at any moment, requiring replacements. Therefore, it’s ideal for each halfling that levels up to have a specific role rather than trying to make them well-rounded players. The most common options are Sneaky Git for fouling and Heroic Tackle to prevent opponents from dodging easily. Sidestep and Jump Up can also be beneficial.

For secondary skills, Block or Wrestle can be useful for blocking or blitz actions, and Defensive for providing support.

Hefty

Hefties are the Halflings best suited for passing, so you’ll generally try to get the ball to them if you have one. Leader is a great option since they have access to passing skills; if you have the Halfling Master Chef inducement, you might get enough rerolls to not need any initially. Pass is also a good option for plays involving significant ball movement.

As a secondary skill, Sure Hands will provide reliability when picking up the ball from the ground.

Although costly, you might prefer to increase their Agility, which complements the mentioned skills and allows them to dodge effortlessly.

Catcher

Catchers are the best players for receiving the ball and being thrown by the Treemen to attempt a one-turn touchdown. Therefore, prioritizing mobility and ball handling is logical. Sure Feet complements Sprint (which they already have) perfectly, and Sidestep can prevent opponents from blocking your path to the touchdown line. Heroic Tackle is also a good option if no one else has it, though I’d prefer to give it to a lineman.

For secondary skills, if they are carrying the ball, you want to avoid getting knocked down, so Block is the best option.

As they are the primary scorers, if they gain any movement, they’ll benefit greatly from increased Movement, compensating for their initial low value, and combining it with Sprint will allow them to move up to 9 squares per turn.

Treemen

The classic role for Big Guys, especially in weak teams, is to support the rest of the team and draw enemy resources. Therefore, the most useful skill in most cases is Defensive; another very useful option is Grab, allowing you to move opponents to a more favorable position without losing contact, even if Rooted, or pulling them into a square where they can be fouled.

The most useful secondary skills are Block, to block more effectively, or Pro, to reroll dice (like rooting or blocking, but not for standing up).

Team Developement Summary:

PrimaryPrimaryStats
LinemenSneaky Git, Heroic Tackle, Sidestep, Jump UpBlock, Wrestle
HeftiesLLeader, PassSure HandsAgility
CatchersSure Feet, Sidestep, Heroic TackleBlockMovement
TreemenDefensive, GrabBlock, Prp

Section Created by: SmellyDiapper


The technical deficiency of Halfling teams is legendary. They are too short to throw or catch, they run at half pace, and the entire team can spend all afternoon trying to block an Ogre without any chance of success. Most Halfling coaches try to trade off quality for quantity. After all, if you manage to get half a dozen players into the opposing team’s end zone and, by some miracle, manage to end up with the ball, then there’s a small chance that one or two of them won’t be jam by the time you throw the thing.

Overview:

Halflings are the weakest and slowest of all the equipment in the game. They are designed to be one of the most challenging races to use and they certainly meet that criteria. They can start with two of the strongest players in the game in the form of the Tree Men, who with ST6 and AV10 can really hold their own. Teams often also use a Halfling Master Cook, whose cooking aroma can discourage the other team and improve the Halflings’ performance by stealing the other teams’ dice rolls. However, due to the low skill of the Halfling players, they are very cheap to buy and you can have a lot of them, which is great because you will probably need them.

As for the bad news, and as I’ve already hinted, they are a slow team. The numerous Halflings are a nice slow MV5 and the two Treemen have a fast MV2. Now, since you need an MV3 to get up, if a tree-man gets knocked down you’ll have to roll to see if he can get up. Occasionally, tree-men may decide to take root and not move at all from the square they are in for the rest of the course. While they may block an area of the field, they are also not difficult to avoid. Halflings are also weak in ST2, and have low AV6 armor, combined with them being easier to injure due to the Stun, opposing teams won’t have much trouble getting them off the field. Don’t expect many of them to stick around for long. While you may get one that turns out to be resilient and gains some abilities, this is more the exception than the rule.

As you may have guessed, halflings are not a team for beginners, unless you like a challenge and don’t mind losing games and players fairly often. However, in the right hands, they can be quite rewarding and it’s great when you win games because of the extra humiliation you can heap on the opposing team and their coach.

Sponsored by:

Halflingem

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