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Eurobowl Rosters - The Lowdown!

By Dementor, Alex Davies



Firstly, this is going to be a very long read – so strap in! I’ve been playing blood bowl for the best part of 10 years, but I’ve recently become very interested in the pre-tournament separator of the wheat from the chaff, also known as theorybowl.


Eurobowl is a tournament that’s super competitive and everyone is looking for an edge. So on the eve of the deadline for Eurobowl rosters here are my thoughts on the Greek ruleset so after doing a lot of rosters I’ve come to some conclusions. But don’t worry, we’ll go through all of the teams on the way there. 


Obviously, a caveat, this is very opinionated, and I am also wrong about some things; so please ask me on discord or whatever medium you prefer my reasons for rosters. 

Throughout, the brackets mean the other, similarly viable, options for skill picks or star players, and within those options the square brackets mean the maximum recommended number of swaps. The slashes mean stacked skills.


Tier 1

Chaos Dwarfs

Chaos Dwarves are one of the teams that are a bit hard done by in this ruleset. They get a deep bench and 6 skills, but they just don’t stack up to the other powerhouses in this tier.

There are some options here for the spartan roster, like guard bulls, but this is a standard 1150 chorf roster. It’s fine, but there are a lot of other far more attractive options.

2x Bull Centaur

2x Block (Guard)

260

6x Chorfs

3x Guard, 1x Mighty Blow

420

5x Hobgoblin

 

200

3x Rerolls, Apo

 

260

 

 

1140

For an option with the packs, you can take the cash pack to fit in the minotaur and 3rr. While it’s not that good, it’s something to do with some squad points if you wish.

1x Minotaur

1x Juggernaut

150

2x Bull Centaur

1x Block (Guard)

260

6x Chorfs

3x Guard (Mighty Blow, [1])

420

3x Hobgoblin

 

200

3x Rerolls

 

210

 

1x Skill turned into cash

1160

Dark Elfs

Dark elves have a few options for the spartan pack, with 30k spare to spend on assassins/runners to taste. Another option is to drop the blitzer for a runner and an apo, giving you 3rr+leader and the apo. You can also forsake the 4th reroll and the apo for a lino, giving you the slightly more consistent 12 player roster. Here’s the standard, however.

4x Blitzers

4x Dodge

400

2x Witch Elves

1x Block, 1x Wrestle

220

5x Linemen

 

350

3x Rerolls

 

150

 

 

1120

Another option for the 12 player roster is with the cash pack – you can fit in 3 blitzers with dodge and the witches, without the liability of the leader runner (if you consider him as such).

3x Blitzers

3x Dodge

400

2x Witch Elves

1x Block, 1x Wrestle

220

7x Linemen

 

350

3x Rerolls

 

150

 

1x Skill turned into cash

1160

Dwarfs

For dwarfs, this is their standard tier 1 build at 1150.

2x Blitzers

2x Guard

160

2x Runners

(Block [1])

170

1x Troll Slayer

 

95

7x Blockers

3x Guard, 1x Mighty Blow

490

3x Rerolls, Apo

 

200

 

 

1115

For a pack, they make decent use out of the star pack as they’re not strapped for cash at all, nor do they like the stack that much. Zug or Karla fit in here. This isn’t the best fit for your star pack however, and I really prefer the standard build. The biggest problem is that most of their good star options are just the wrong side of the 2 skill point star player tax cutoff.

2x Blitzers

2x Guard

160

2x Runners

 

170

7x Blockers

1x Guard

490

Mighty Zug or Karla The Slayer

3x Star player tax

220

2x Rerolls

 

200

 

 

1140

Lizards

Spartan lizards are nothing exciting. You have a couple of options to drop rerolls/apo for more skinks. I’d recommend no more than one non-block skill.

1x Kroxigor

(Guard)

140

6x Saurus

6x Block (Guard [1], Tackle [1], Wrestle [1], Frenzy [1])

510

4x Skink

 

240

3x Rerolls, Apo

 

260

 

 

1150

As for a pack, the stack and the extra skill pack both fit somewhat, but I feel the stronger of the two non-spartan rosters is the extra skill pack.

1x Kroxigor

1x Guard

140

6x Saurus

3x Block, 2x Guard, 1x Frenzy

510

4x Skink

 

240

3x Rerolls, Apo

 

260

 

 

1150

Undead

Undead are the same old, same old. Barely any options within 1150

2x Mummies

1x Guard

250

2x Wights

1x Guard, 1x Tackle

180

4x Ghouls

3x Block (Wrestle [1])

300

5x Zombies

 

200

3x Rerolls

 

210

 

 

1140

A few more options for the packs, with the standout being the Ivan undead build that’s been doing very well in some UK tournaments recently, and the honourable mention going to the extra skill pack, which just didn’t do it for me – too many wrestle ghouls.

2x Mummies

1x Guard

250

2x Wights

1x Guard

180

3x Ghouls

2x Block

225

4x Zombies

 

160

Ivan Deathshroud

2x Star player tax

190

2x Rerolls

 

140

 

 

1145

This is pretty strong, and I’d recommend even veteran undead players try it before they knock it. The extra strength 4 brings a lot to undead, especially as you have maintained the same amount of guard as in the spartan roster. The main problem is the lack of rerolls so stabilisation against any sort of skaven or elf will be a little tricky – and there’ll be a lot of them. But we’ll get to the very good skaven rosters later.


Underworld

Now, onto the blight plaguing blood bowl. The infamous underworld denizens. Despite changes made to stop them from getting Varag, banning biased refs, and stopping them from getting sneaky git and bribes, every top team will be bringing one.

1x Rat Ogre

1x Juggernaut

150

1x Blitzer

1x Tackle (Guard, Mighty Blow)

90

1x Gutter Runner

1x Two Heads (Block)

85

1x Thrower

1x Block (Leader, Extra Arms)

85

3x Clanrats

1x Wrestle, 1x Dirty Player

150

6x Snotlings

 

90

3x Goblins

 

120

3x Rerolls, Apo, 2x Bribes

 

360

 

 

1130

All of the packs bar cash are viable for underworld, because they’re underworld. Extra skill simply doesn’t have the drawback, due to their skill variety. Stack is fine but probably worse than the others as underworld don’t have many skills going spare. You could drop wrestle on the clanrat and block on the thrower for a sidestep/two heads gutter runner or a tackle/mighty blow blitzer, but wrestle and block are super helpful for the added 1/9 protection they bring to the table. I’m not sure that the star pack is the best of these 3 packs but it’s by far the most interesting of them.

1x Troll

 

115

1x Blitzer

1x Tackle (Guard, Mighty Blow)

90

1x Gutter Runner

1x Two Heads (Block)

85

1x Thrower

1x Leader (Block, Extra Arms)

85

3x Clanrats

1x Dirty Player

150

6x Snotlings

 

90

2x Goblins

 

120

1x Glart Smashrip Jr.

2x Star player tax

195

2x Rerolls, 2x Bribes

 

360

 

 

1130

It’s a decent option for sure.


Tier 1 Conclusion

In conclusion of tier one, the obvious powerhouse is Underworld with Undead, Dark Elves, and Lizards being the collective runners-up due to being incredibly solid draw teams that can push for a win if needed. Dwarfs and Chaos Dwarfs just don’t make the cut on their own merit, although they are the obvious counterpicks to underworld, dark elves and amazons. Will be interesting to see how many of each turn up.


Tier 2

Amazons

Amazons in tier two are probably the most egregious mistier of this ruleset. 1160 with 7 singles with the option for just a free extra single is stupendously good, as they get everything they want and more. The main decision here is whether you take the extra lino + apo for a little bit more draw-oriented.

2x Blockers

2x Guard (Block [1])

220

2x Blitzers

1x Block, 1x Wrestle

180

1x Thrower

1x Block

80

8x Linewomen

1x Block, 1x Dirty Player

400

3x Rerolls, 1x Bribe

 

280

 

 

1160

The only pack amazons really want to consider is the extra skill, giving them another wrestle lino on top of this already obscenely good build.

2x Blockers

2x Guard (Block [1])

220

2x Blitzers

1x Block, 1x Wrestle

180

1x Thrower

1x Block

80

8x Linewomen

1x Block, 1x Dirty Player, 1x Wrestle

400

3x Rerolls, 1x Bribe

 

280

 

 

1160


Norse 

Norse can get a helluva lot of bang for their buck, but it’s very much not unnecessary.

2x Ulfwereners

1x Block, 1x Guard

210

2x Valkyries

1x Dodge, 1x Wrestle

190

9x Linemen

1x Tackle, 2x Dirty Player

450

1x Beer Boar

 

20

3x Rerolls, 1x Bribe

 

280

 

 

1150

And they can utilise it quite well, in the star pack. I’ve gone for Lord Borak in this particular build, but there are other options like Skrorg Snowpelt or Glart Smashrip Jr.

2x Ulfwereners

1x Block, 1x Guard

210

2x Valkyries

1x Dodge, 1x Leader

190

7x Linemen

 

350

1x Beer Boars

 

20

Lord Borak

3x Star player tax

260

2x Rerolls

 

120

 

 

1150

Orcs

Orcs seem to have been slightly overlooked in this ruleset by a couple of people I’ve spoken with, but the teams they deal with best should probably be super popular, on top of this build being just generally rock solid. I feel the troll is necessary but there are still good builds when disregarding it.

1x Troll

(Guard)

115

4x Big Uns

2x Block, 2x Guard (Block)

360

4x Blitzers

1x Guard, 1x Tackle, 1x Mighty Blow (Frenzy [1])

320

2x Linorcs

 

100

2x Goblins

 

80

3x Rerolls

 

180

 

 

1155


They don’t have many options for packs, but the stack pack is probably the most viable, giving them access to a tackle/mighty blow player. I’ll also take this opportunity to showcase the non-troll build.

4x Big Uns

2x Block, 2x Guard (Block)

360

4x Blitzers

1x Tackle/Mighty Blow

320

1x Thrower

 

65

3x Linorcs

 

150

3x Rerolls, Apo

 

230

 

1x Stack tax

1125

Both builds are definitely solid, and there are some very strong orc players on national teams – again will be interesting to see how the win rates fall post-Greece.


Skaven

Moving on to Skaven, they are another team that gets a massive massive power boost from being in tier 2 as opposed to tier 1 – more than the extra skill, though that does help, the cash breakpoint for Skaven is 1155, meaning they can get the thrower and all gutter runners. I’ve gone for 3 rerolls, 5 linerats but feel free to get apo/change number of rerolls/number of linerats to taste.

1x Rat Ogre

1x Juggernaut (Block)

150

2x Blitzers

1x Guard, 1x Tackle (Mighty Blow[1])

180

4x Gutter Runners

1x Wrestle, 1x Strip Ball, 1x Sidestep, 1x Block

340

1x Thrower

 

85

5x Linerats

 

250

 

 

1155

 

As for the packs, Skaven make good use out of the extra skill and the stack pack, not really needing the cash or the star player. I like the stack pack to get strip ball and wrestle on one gutter in order to make those halfdice sacks a lot more likely than strip or wrestle independently whereas the extra skill is just a free extra skill, due to the variety in skill picks on Skaven.

1x Rat Ogre

1x Juggernaut (Block)

150

2x Blitzers

1x Guard, 1x Tackle (Mighty Blow[1])

180

4x Gutter Runners

1x Wrestle/Strip Ball, 1x Sidestep

340

1x Thrower

 

85

5x Linerats

 

250

 

1x Stack tax

1155

I know there are a few very strong Skaven players going, such as Olivier Du Lac (current world #1 coach) and Sol (current USA #1 coach). With Skaven being strong pre-pack, it will be curious to see where the squad points fall on their respective teams (France and the USA).

Wood Elfs

To finish up tier 2, wood elves. There is some discussion as to whether the thrower is good or not, I personally don’t like it so will be putting together non-thrower builds. The access to a guard catcher means that wood elves can be a bit better than they normally are compared to dark elves.

1x Treeman

 

120

2x Wardancers

1x Tackle, 1x Strip Ball (Sidestep, Frenzy [1])

250

4x Catchers

1x Guard

360

4x Linemen

2x Wrestle, 1x Dodge

280

2x Rerolls, 1x Apo

 

150

 

 

1160

 

If you’re trying to go for this sort of fighty wood elf however, I recommend the extra skill pack option – you get a free extra skill (gone for sidestep here) for switching the dodge lino to a wrestle.

1x Treeman

(Grab, Guard)

120

2x Wardancers

1x Tackle, 1x Strip Ball (Sidestep, Frenzy [1])

250

4x Catchers

1x Guard, 1x Sidestep

360

4x Linemen

3x Wrestle

280

2x Rerolls, 1x Apo

 

150

 

 

1160

Tier 2 Conclusions

We’ve now passed through the notorious heavyweights of the current meta, with the notable mentions in this tier being amazons and skaven out in front, with wood elves and orcs trailing slightly behind. Norse, while being a decent build with pretty good options for packs, are just far too swingy for a non-specialist to pilot them on a national team, in my opinion. Pretty good pick for a singles tournament, however.


Tier 3

High Elfs

Out of the commonly good races, and into some of the less common races seen regularly at tournaments. High elves are one of these less common teams, and they get a decent pack for being in tier 3.

2x Blitzers

2x Dodge

200

4x Catchers

4x Wrestle (Dodge [2])

360

1x Thrower

 

100

5x Linemen

1x Guard

350

3x Rerolls

 

150

 

 

1160

 

Their best option is the extra skill pack, due to their good skill diversity. The cash option and stack option are both solid, with the cash option allowing you the apo instead of the rookie thrower and the stack option letting you rival dark elves in blodging/wrodging capabilities.

2x Blitzers

2x Dodge

200

4x Catchers

4x Wrestle (Dodge [2])

360

1x Thrower

1x Block (Kick)

100

5x Linemen

1x Guard

350

3x Rerolls

 

150

 

 

1160

Humans

Another really interesting team build in this ruleset is humans, and most likely one I will be playing a decent amount myself when not khemri’ing. They get everything they want, and crucially one of the few teams with good access to a Sneaky Git/Dirty Player catcher and Mighty Blow/Tackle blitzer. I’ve gone for a block ogre however, in the vanilla roster, as they don’t have much else to spend it on. I’ve given them 3 catchers in this build, so would normally bench one or two matchup depending.

1x Ogre

1x Block

140

4x Blitzers

3x Guard, 1x Tackle

340

3x Catchers

1x Block

195

1x Thrower

1x Block

80

4x Linemen

 

200

3x Rerolls, 1x Apo

 

200

 

 

1155


Now, onto the pretty great human build. Has a lot of opportunities to remove the opposition, even if it is a little swingy. I’ll give the same stipulation as I gave to the norse.

1x Ogre

 

140

4x Blitzers

3x Guard, 1x Tackle/Mighty Blow

340

3x Catchers

1x Sneaky Git/Dirty Player

195

1x Thrower

 

80

4x Linemen

 

200

3x Rerolls, 1x Apo

 

200

 

 

1155

Necromantic

Now, necromantic. Probably the stand out of this tier, with them getting almost everything they want – with either flavour.

2x Flesh Golem

2x Guard

230

2x Werewolves

2x Block (Wrestle [1])

250

2x Wraiths

2x Guard

190

1x Ghoul

1x Block

75

5x Zombies

1x Dirty Player

200

3x Rerolls

 

210

 

 

1155

 

For the packs, the only one really worth considering is the extra cash – necro are too expensive and skill lacking to take advantage of the others. The extra cash pack basically trades a dirty player zombie for a rookie ghoul, and with them being your main ball carriers, you really want the backup ghoul.

2x Flesh Golem

2x Guard

230

2x Werewolves

2x Block (Wrestle [1])

250

2x Wraiths

2x Guard

190

2x Ghoul

1x Block

150

4x Zombies

 

160

3x Rerolls

 

210

 

 

1190

Tomb Kings

Moving on, to khemri (or tomb kings as some blasphemers like to call them) are quite nice in this ruleset – they get everything they want and more.

4x Tomb Guardians

4x Guard (Mighty Blow [1])

400

2x Blitzras

1x Tackle, 1x Mighty Blow (Guard [1])

180

2x Throras

2x Block (Leader [1])

140

6x Skeletons

 

240

3x Rerolls

 

210

 

 

1170

 

They get a bit more interesting when it comes to the packs, especially as they can utilise the the extra skill pack quite well, getting four rerolls and being able to to lean a bit more into removal based gameplay.

4x Tomb Guardians

3x Guard, 1x Mighty Blow

400

2x Blitzras

1x Tackle, 1x Mighty Blow

180

2x Throras

1x Block, 1x Leader

140

6x Skeletons

1x Dirty Player

240

3x Rerolls

 

210

 

 

1170

The dirty player is my wardancer/witch elf/rat ogre deterrent, and means the opponent is usually a bit less aggressive in the face of a large foul if they get knocked down.

Pro Elfs

Pro elves and high elves being in the same tier usually makes one of them obsolete, but it isn’t that much of a thing in team tournaments as there’s a reason to take the other one. Nothing too special in the spartan build, but 1170 is a mild breakpoint for them as it allows you to get a thrower and a 12 players + apo in.

2x Blitzers

2x Dodge

230

4x Catchers

2x Dodge, 2xWrestle (Block[1])

400

2x Throwers

1x Leader, 1x Dodge (Kick [1])

150

4x Linemen

 

240

2x Rerolls, Apo

 

150

 

 

1170


The extra skill pack for pro elves isn’t the best, but they do make quite good use of the stacking pack, to stack dodge/diving tackle on the blitzers and make them excellent ball harrassment pieces.

2x Blitzers

2x Dodge/Diving Tackle

230

3x Catchers

1x Dodge, 1x Wrestle, 1x Block

400

8x Linemen

 

240

3x Rerolls

 

150

 

 

1170

The loss of the apo hurts quite a bit, but I’ve gone up to 13 men on this roster to compensate for it.

Vampires

Now, the new kid on the block (ignoring gnomes) is the vampire team, and in not wanting to underpower the new team for potentially a year of events (assuming that was their rationale) they’ve given them a bit too much in my opinion. 8 skills with the potential for two stacks is very strong, and the standard build of 5 vampires takes good advantage of it. For the vanilla however, 6 vampires seems to be the best with my limited experience of them. Though, as with all things on this analysis, happy to have a chat with you about this in any sort of discord server, so please reach out if you’re interested in any of this.

2x Blitzers

1x Block, 1x Frenzy (Strip Ball[1])

220

2x Throwers

1x Block, 1x Leader

220

2x Runners

2x Dodge

200

7x Thralls

1x Wrestle, 1x Kick (Block [2])

280

4x Rerolls

 

240

 

 

1160

 

1x Blitzers

1x Block/Frenzy

220

2x Throwers

1x Block/Dodge, 1x Leader

220

2x Runners

2x Dodge

200

7x Thralls

 

280

4x Rerolls

 

240

 

 

1160

Tier 3 Conclusion

And that concludes tier 3. Interestingly, all of these seem really quite viable, with necro, vampires, and khemri getting everything they want, and humans, pro and high elves being pretty close behind. This speaks to the strengths of this particular ruleset, and I expect the data from this event to show more TO’s that gradual TV and skills increase with a lot of options is the way forward for BB2020.

 

Vampires being one of the more swingy teams, they’re a lot harder to justify for a consistent team, but maybe some vampire specialists will be interested to play the new ones at the national level.


Part one of two - read the rest here

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