

You automatically break away and ignore tackle zones for where you are going. Leap – A character with the Leap kill may, once per movement, try to leap into any space up to two space away. Now, the three Kislev humans all have two very important skills that you need to know right now: The Tamed Bear is a good addition to your team.

It is a reskinned and renamed Kroxigor, but it’s precisely like the Krox from the Lizardman team, which is known as a very reliable big guy, with good move, mighty blow, the prehensile tail to trip up someone trying to dodge away, and the thick skull. The Big Guy (1), 140k – The Kislev Circus has one of the best, most reliable Big Guys out there, the Tamed Bear.

I put the potential you can have on your team after their name. Let’s take a look at the strengths and weaknesses of the Kislev team on BB2. But they also play very, very oddly, and that brings a different team to bear for the Circus of Kislev. They are not a strong team, and they lack some core skills you want. These characters, previously known as large froglike aliens who landed on the planet millennia ago are now the acrobats of the Circus of Kislev. So, given the weak embrace of the Slann, the makers of BB2 chose to take the rules set of the Slann, and apply it instead to the nation of Kislev in the Known World. The Slann were added officially, but not really, no miniatures were made, the official Living Rulebook didn’t have them and so forth, even though they were an official team. Examples of fan-teams that made the cut were (Bretonnians, made it to BB2 as a very popular fan team) or Chaos Pact. Many later additions came from fan favorite teams that were playtested and shown to be really useful and interesting additions to BB. In Blood Bowl, teams keep being made official by the good folks at Games Workshop. But instead of leaning into that, I wanted to play as a team that I have no experience with previously, and try them out for a bit to see what would be what. I was looking for something new and exciting. Meanwhile, I’m sure you could imagine the Bretonnian Knights with the Human Passer and a Norse Ulvenwere. That seemed pretty interesting and mixing the Necro Werewolf with the Tomb Guardian of the Khemri or adding the Bull Centaur of the Chaos Dwarf with the Chaos Warrior of Chaos or the Nurgle Warrior of Nurgle just makes me warm and happy inside. I was looking at what was available and there are mixed teams where you can choose a central concept, of which there are many, like Elves, Humans, Chaos, people from the east, hairless, undead or so forth and then build a roster from it. Now I was looking around at playing another team again now that the legendary edition has been leased and we have every team out there in the game. Take the other skill on a second double if you already have guard.I want to talk a bit about some Blood Bowl 2 fun times The first blocker to double gets jump-up followed by piling on, the rest get dodge. I then specialise them depending on team development so far, generally aping the earlier two a bit, but a little less focused.īlitzer doubles are guard except for your stunty hunter who gets mighty blow. The other two blitzers go dodge, leader (one 1), sidestep.

Any Blitzer with an early +ag starts along this path form then on, the old one gets fired if he already had pass. Second gets sure hands, dodge, pass, accurate, nerves of steel, dump off and is basically a delf runner. I like to give him shadowing next just to throw the occasional wrench in my opponents plan, almost everyone in the world disagrees with me though. The blockers aren't there to kill IMO their job is to get punched, suppoort your blitzers, and provide foul targets for your peasants.įirst blitzer to level gets tackle, frenzy, sidestep, dodge, jump-up and becomes the designated av7/stunty killer. I don't bother with PO unless I get double for jump-up, they spend plenty time on the ground already. Although ofc, st 4 is too nice to turn down.īlockers all get guard first, then stand firm, then mighty blow (you can probably afford to make tackle the second skill for one of them if against lots of elves). These are utterly disposable players and need to remain cheap so you can take an unsupported foul on their one turner or mark a mummy and not give a ♥♥♥♥ when they get sent off or die. Skill 3 is a fireable offence unless +st and doubles should be ignored entirely. Fewer opponents standing at the start of my turn means more potential openings for my blitzers. I like to give all the peasants wrestle and have a few dirty players sprinkled in there.
