★ Norse ★
QTY | Position | Cost | MA | ST | AG | PA | AV | Skills & Traits | Pri | Sec |
---|---|---|---|---|---|---|---|---|---|---|
Norse Raider Linemen | 50k | 6 | 3 | 3+ | 4+ | 8+ | Block, Drunkard, Thick Skull | G | APS | |
Beer Boars | 20k | 5 | 1 | 3+ | – | 6+ | Dodge, No Hands, Pick-me-up, Stunty, Titchy | – | A | |
Norse Berserker | 90k | 6 | 3 | 3+ | 5+ | 8+ | Block, Frenzy, Jump Up | GS | AP | |
Valkyrie | 95k | 7 | 3 | 3+ | 3+ | 8+ | Catch, Dauntless, Pass, Strip Ball | AGP | S | |
Ulfwerener | 105k | 6 | 4 | 4+ | – | 9+ | Frenzy | GS | A | |
Yhetee / Snow Troll | 140k | 5 | 5 | 4+ | – | 9+ | Claws, Disturbing Presence, Frenzy, Loner (4+), Unchannelled Fury | S | AG | |
ReRolls | 60k | Apothecary: Yes | ||||||||
Special Rules | Pick One: Either ‘Favoured of… (choose either: Chaos Undivided or Khorne)’ or ‘Old World Classic’ |
Create your team roster
Norse Team Strengths:
- Most Players have Block
- Lots of Frenzy 🙂
Norse Team Weaknesses:
- Low Armour
- Lots of Frenzy 🙁
Norse Star Players
- Akhorne the Squirrel
- Grak & Crumbleberry
- Helmutt Wolf
- Morg ‘n’ Thorg
Only for Old World Classic :
- Barik Farblast
- Deeproot Strongbranch
- Frank’N Stein
- Griff Oberwald
- Grim Ironjaw
- Karla Von Kill
- Mighty Zug
- Rumbelow Sheepskin
- Grombrindal
- Ivar Erikson
- Skrorg Snowplet
- Thorsson Stouthead
Only for Favored Of…
- Glart Smarship
- Grashnak Blackhoof
- Hakflem Skuttlespike
- Kreek Rustgouger
- Lord Borak
- Max Spleenripper
- Scyla Anfingrimm
Starting Roster Norse Team
4 Rerolls
QTY | Players / Extras | Cost |
---|---|---|
8 | Norse Linemen | 400k |
1 | Valkyrias | 90k |
2 | Werewolves / Ulfwerener | 210k |
4 | Rerolls | 240k |
1 | Apothecary | 50k |
Total | 990k |
With cheap Linias being great at the beginning (when many other new teams are also playing) you can load up on them to save money and be able to afford a lot of rerolls. Valkyries are the only player with access to primary agility on the team and they are also the fastest. They are the fastest way to block and dodge a player and will do most of the ball carrying work. Ulfwereners are the hardest players to enable and add some strength to your team, so they would be my choice to start with. Guts in the reroll can also be useful against some stronger teams.
With four rerolls you will never need to buy more and with so much Blocking you can save them for when you need to Dodge or do some ball handling. They also allow you to be a little freer when doing those one die blocks with your Block players. You even have enough budget to start with the Apothecary straight away. Since you don’t need to save up for that or for more rerolls, you can go straight to adding Berserkers, which as positional players aren’t that expensive either.
Yhetee + 3 Rerolls
QTY | Players / Extra | Cost |
---|---|---|
7 | Norse Linemen | 350k |
1 | Valkyrie | 95k |
2 | Ulfwereners | 210k |
1 | Yhetee | 140k |
3 | Rerolls | 180k |
Total | 975k |
This list gives you the three strongest starting players you have access to, which can be slow to develop. Three fallbacks are very useful for keeping your options open for most of the game. The valkyrie is there for a bit of speed and you’ll want to start getting skills on her as soon as possible. Berserkers take a backseat again, as they are pretty good as soon as you buy them. You can’t include an apothecary to begin with, although you do have the option of swapping the valkyrie for another lineman if you want. This is probably the most complete option and the one I would recommend to most people.
You can also trade two linemen and pick up a beer boar and the second valkyrie, which leaves you with 10k in the bank. That means two less players with Blockade on the field, along with one player with very little armor strength. However, the boar pick-me-up can be useful and the second valkyrie can be difficult for the other team to defend.
12 Strong Players
QTY | Jugador / Extra | Cost |
---|---|---|
4 | Norse Linemen | 200k |
2 | Beer Boars | 40k |
2 | Norse Berserkers | 180k |
2 | Valkyries | 190k |
2 | Ulfwereners | 210k |
3 | Rerolls | 180k |
Total | 1000k |
The addition of the Beer Boars gives you two very cheap players that allow you to spread the funds around more. The Beer Boars are quite weak and fragile, but their Pick-me-up trait can be useful. They are cheap enough that you don’t mind losing them by fouling and it also means you can start with twelve players. You can also opt to drop one of them to save 20k for an apothecary after the first game. The existence of the Beer Boars not only means that you can afford most of your best players, but there is also enough money to have three rerolls.
Max Frenzy
QTY | Players / Extra | Cost |
---|---|---|
5 | Norse Linemen | 250k |
2 | Norse Berserkers | 180k |
1 | Valkyrie | 95k |
2 | Ulfwereners | 210k |
1 | Yhetee | 140k |
2 | Rerolls | 120k |
Total | 995k |
While I’d probably look to start with a valkyrie rather than a berserker, if you’re a frenzy fan then this gives you the five frenzy players to start with. Unfortunately, you can’t get three dice rolls in, but there is enough money to get an apothecary. As someone who likes dice rolls, starting with two is not a route I would choose, especially since they cost twice as much after team building. You could downgrade one of the positional players to Lineman, which would free up the funds to start with an Apothecary.
Complete Team
QTY | Players / Extra | Cost |
---|---|---|
2 | Norse Linemen | 100k |
2 | Beer Boars | 40k |
2 | Norse Berserkers | 180k |
2 | Valkyrie | 190k |
2 | Ulfwereners | 210k |
1 | Yhetee | 140k |
2 | Rerolls | 120k |
Total | 980k |
This list is the other end of the spectrum from the first. Starting with only two rerolls and only two lines, you can include all the positional players that the Nordic team can select. Mind you, it has eleven players in short supply and two of them are strength one with low armor. Hopefully you can secure all your starting skills to alleviate the need for dice rolls. If you end up losing the boars, a Nordic day player is one of the most useful day types you can get.
Team Development
Nordic Linemen
Starting with Block already gives them a solid foundation, allowing you to focus on more situational skills like Defensive, to prevent dodges, Kick to disrupt the opponent’s setup, Dirty Player, or Pro. In leagues, you can take a chance on rolling for one of these skills without significantly increasing your team value.
Attribute: Armor is a good choice, as they’ll be in constant contact and have a very low armor value.
Beer Boar
It’s usually not the best choice to invest in skills for a Beer Boar, as they already perform their role without extra abilities. Additionally, they can only take agility skills as secondary upgrades. However, if you still want to give them skills, consider Heroic Tackle to prevent opponent dodges or Sneaky Git if you want them to focus on fouling.
Valkyries
Valkyries have a unique combination of skills that allow them to cover different roles. In general, Block and Dodge are always useful, especially if you’re building a ball carrier (in which case, Side Step could be a third choice). However, to optimize their Strip Ball skill, the best combination is Wrestle with Defensive.
If you want them to pick up loose balls despite already having Catch, Sure Hands is a great choice.
Attribute: Increasing Movement allows them to cover much more ground.
Berserkers:
Berserkers are designed for smashing opponents. Adding Mighty Blow to their starting combo of Frenzy + Block makes them lethal. Alternatively, you can give them Guard to provide the team with some much-needed strength.
Attribute: Armor is the most efficient upgrade, helping to offset their low armor value.
Ulfwereners
Unlike Berserkers, Ulfwereners don’t start with Block, making it an almost mandatory first skill upgrade. As they are positionals that will frequently be in contact with opponents, the next skills to consider are Guard and Mighty Blow.
Yhetee
If you’re fielding a Yhetee, you’ll likely rely on them for many blitz actions, so reducing risks is key. The best primary skill to achieve this, which also synergizes with Frenzy for crowd-surfing opponents, is Juggernaut.
Guard is also highly useful, as even if you fail the Unchanneled Fury roll, you won’t lose your tackle zone. Combining Mighty Blow with their base Claws can turn even the toughest opponent into butter.
For secondary skills, Block and Pro are the most useful, especially for re-rolling failed Unchanneled Fury rolls.
Summary Table:
Player Type | Primary Skills | Secondary Skills | Attribute |
---|---|---|---|
Nordic Linemen | Defensive, Kick, Dirty Player, Pro | Armor | |
Beer Boar | Heroic Tackle, Sneaky Git | ||
Valkyries | Block, Dodge, Wrestle, Side Step, | Movement | |
Defensive, Sure Hands | |||
Berserkers | Mighty Blow, Guard | Armor | |
Ulfwereners | Block, Guard, Mighty Blow | ||
Yhetee | Juggernaut, Guard, Mighty Blow | Block, Pro |
Starter GW Team Box Contents
The Norse Team starter box contains:
- x6 Norse Raider Linemen
- x2 Beer Boar
- x2 Norse Berserkers
- x2 Ulfwereners and
- x2 Valkyries
- x2 double-sided Blood Bowl coins
- x2 turn markers and replay markers
- x4 balls
- Team Decals
Nordic teams have a well-deserved reputation for ferocity both on and off the field. Blood Bowl-playing Norsemen are a truly unedifying specimen, interested only in beer, women and song off the field, and beer, women and bloody carnage while on it.
Nordic Blood Bowl Team Summary
Nordic teams are characterized by the fact that most of their players start with the Blocking skill. This makes them quite good out of the box and one of the most reliable teams for the blocking game. They have great players who have Frenzy, which means they can open holes in the defense and get a lot of takedowns.
The downside of the Norse is their low armor value. While they tend to get knocked down less overall, they break more often when they go down. Teams also don’t have a dedicated Catcher and average agility isn’t very good at passing. The amount of Frenzy on the team can also be quite difficult to manage, having players dragged out of position or doing rerolls you’d rather avoid.
For beginners it can be hit or miss, the amount of Blocking they have can be forgiven but priority should be given to learning how to use the Frenzy and avoid its pitfalls. However, in case the team takes a beating, journymen Nordic players are a good substitute. I quite like them as a beginner’s team, but with the caveat that Frenzy must be used.
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Porque pone en los lineas Gramo en la subida primaria?
Cuando el jugador (Línea) pueda subir una habilidad Primaria, puede elegir entre las habilidades Generales (G).