top of page
Search

Eurobowl Rosters - The Lowdown! pt. 2

Updated: 2 days ago

by Dementor, Alex Davies


Part two of two - read the first piece here


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.

 

Tier 4

Chaos Pact

Onto the more undesirable races, starting with chaos pact (renegades in new money). They have a couple options for star players but if they’re trying to go more down the line normal their spartan pack is alright.

1x Rat Ogre

1x Block

150

1x Troll

1x Guard

115

1x Ogre

1x Block

140

1x Dark Elf

1x Dodge

75

1x Orc

 

50

1x Skaven

1x Wrestle

50

6x Linemen

2x Block

300

1x Goblin

 

40

3x Rerolls, 1x Apo

 

260

 

 

1180

 

This is alright, Pact still have their downside of being Pact but it’s probably the best roster you’ll make for them in this ruleset. They have a couple of options for stars, I like the look of Bilerot for the extra st5 guy but splashing a little bit more cash for Borak is also decent.

1x Rat Ogre

1x Block

150

1x Troll

 

115

1x Ogre

1x Block

140

1x Dark Elf

1x Dodge

75

1x Thrower

1x Leader

75

1x Orc

 

50

1x Skaven

1x Wrestle

50

4x Linemen

 

200

1x Bilerot Vomitflesh

2x Star Player Tax

180

2x Rerolls

 

260

 

 

1175

It’s still pact, despite the slight buff of Bilerot. They’re ultimately too swingy to rely on in a team environment, in my opinion.


Khorne

Moving on, khorne. They have a couple of good builds here, my favourite is the vanilla one where you can fit in a 13th man – super helpful when a team explodes as much as khorne does. The obvious weakness here is the 2 rerolls, but when hitting almost always with block you probably won’t need them that much for blocking and can save them for the important things.

1x Bloodspawn

1x Block

160

4x Bloodseekers

4x Block (Guard [1])

440

3x Khorngors

2x Guard, 1x Sure Hands

210

5x Linemen

 

250

2x Rerolls

 

120

 

 

1180


A different angle on khorne is to drop the spawn and go with the stack pack to make a couple of very good seekers and make the team a bit more well rounded on the whole. You’re sacrificing a bit of strength to double your guard amount, which changes your matchup chart slightly – in a way that is positive overall, considering some of the powerhouse teams in this ruleset (skaven, underworld).

4x Bloodseekers

2x Block/Guard, 2x Block 

440

3x Khorngors

2x Guard

210

6x Linemen

 

250

3x Rerolls, 1x Apo

 

230

 

 

1180

Old World Alliance

Old World Alliance are a curious team due to the number of options available to them, and I think they work best as a star caddy team. The annoying part of them star caddying is that most of the good stars available to them are around the 210k-250k mark, making them the wrong side of the ideal star tax boundary. This vanilla version is more fouling oriented, their guard density as well as access to a dirty player mean they can set up big fouls on good players reasonably consistently.

1x Ogre

1x Guard

150

1x Human Blitzer

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

90

1x Human Catcher

1x Block

65

1x Human Thrower

1x Leader

80

1x Troll Slayer

1x Guard

95

1x Dwarf Blitzer

1x Guard

80

2x Dwarf Blocker

2x Guard

150

4x Linemen

1x Dirty Player

200

1x Halfling

 

30

2x Rerolls, 1x Bribe

 

240

 

 

1180

 

Their star build has a few good options to choose from: Ivar Eriksson, Karla Von Kill, Skrorg Snowpelt, the Mighty Zug, and Grombrindal the White Dwarf. Ivar plays more aggressively on defence, and is also a good pick for coverage due to his tackle and guard. Karla is probably the weakest of these, bringing not much more to the team than Ivar – mostly trading guard and tackle and a really good special skill for dodge. Skrorg is good for some damage output and more strength to back up your guards and your ogre. Mighty Zug does much the same thing, there isn’t a lot of difference between the two. Grombrindal is the most interesting of these, allowing you a tackle mighty blow hit most turns, and his other options are all quite good for OWA too. My personal pick is Ivar, but I like all of them.

1x Ogre

1x Guard

150

1x Human Blitzer

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

90

1x Human Catcher

1x Block

65

1x Human Thrower

1x Leader

80

1x Dwarf Blitzer

1x Guard

80

1x Dwarf Blocker

1x Guard

75

5x Linemen

 

250

1x Ivar Eriksson

3x Star Player Tax

245

2x Rerolls

 

140

 

 

1175

Slann

Slann conclude the tier, and the only viable pick in this tier. I like the more “Kfoged” style of playing them, heavy on catchers and rerolls, drop the krox. This particular build makes really good use of the Athena pack, due to slann starting with basically no good skills.

4x Catchers

1x Guard, 3x Dodge

320

9x Linemen

2x Wrestle, 1x Strip Ball, 1x Block

540

5x Rerolls, 1x Apo

 

300

 

 

1160

 

The Athena pack just gives them +1 skill, I’ve gone for an extra wrestle here. The other packs seem a bit pointless with them not really having any good stars, not needing the cash, and not making good use of the stack.

4x Catchers

1x Guard, 3x Dodge

320

9x Linemen

3x Wrestle, 1x Strip Ball, 1x Block

540

5x Rerolls, 1x Apo

 

300

 

 

1160


Tier 4 Conclusion

To conclude tier 4, slann and khorne are the stronger picks here, with slann having the edge by quite a bit.


Tier 5


Black Orcs

Now time for the bottom of the barrel picks, the absolute undesirables. Black orcs, though hurt by the recent guard nerf, are still reasonable. Turning +5 fouls into +3 or +4 fouls is very much not the end of the world, and I quite like some of the builds here.

1x Troll

1x Block

115

6x Black Orcs

2x Block, 4x Guard (Tackle [1])

540

7x Goblins

1x Dirty Player

315

2x Rerolls, 2x Bribes

 

220



1190

This has the potential to deal a lot of damage with 3d mighty blow block blitzes and large fouls to back it up, but black orcs are held back by their speed and inherent lack of agency in winning games when compared to a lot of the stronger teams.

In terms of packs, the cash pack is terrible and unusable, they have no good and cheap stars, and the extra skill seems pointless as it can’t go on a black orc. Maybe sure hands on another goblin if you’re desperate. The one I’d consider is the stack pack to get mighty blow and block on one black orc for slightly more consistent blitzing, but even then it feels like a bit of a waste of a squad point.


1x Troll

1x Block

115

6x Black Orcs

1x Block/Mighty Blow, 1x Block, 4x Guard (Tackle [1])

540

7x Goblins


315

2x Rerolls, 2x Bribes

 

220



1190

Chaos

Chaos actually build decently well into this pack, or as well as chaos can. The vanilla gives them a decent amount of bashing and control power, but this is another team I’d be surprised to see any of in the actual eurobowl.

1x Ogre

1x Block

140

4x Warriors

4x Block (Guard [2])

400

7x Beastmen

2x Wrestle, 1x Guard, 1x Sure Hands

420

3x Rerolls, 1x Apo

 

230



1190

They make good use of a couple of the packs, stacking seems good to get a few block guard warriors or maybe some block mighty blow, but the one I like the most is the extra skill as they have basically no useful base skills, it’s just a skill limit of 3 for them.

1x Ogre

1x Block

140

4x Warriors

2x Block 2x Guard 

400

7x Beastmen

3x Wrestle, 1x Guard, 1x Sure Hands

420

3x Rerolls, 1x Apo

 

230



1190

Imperial Nobility

Nobility, one of my favourite teams, actually gets a lot of what they want in this pack. 1190 is enough for a full complement of the good positionals, a slightly deep bench, and 3 rerolls. The second blitzer skill is a little variable, I’ve put frenzy down here to take full use of their large amount of guard and stand firm, but dodge or tackle are both very good options.

1x Ogre

1x Block

140

2x Blitzers

1x Dodge, 1x Frenzy

210

4x Bodyguards

4x Guard

360

6x Linemen

1x Wrestle, 1x Dirty Player

270

3x Rerolls

 

210



1190

The only one of the packs that nobility will be considering is the stack pack, to get a dodge sidestep blitzer or maybe a dodge frenzy blitzer. You can drop the dirty player lino to stack on both blitzers, but I think the lino is pretty important for some good damage output on any strong players that go down.

1x Ogre

1x Guard

140

2x Blitzers

1x Dodge, 1x Dodge/Frenzy

210

4x Bodyguards

4x Guard

360

6x Linemen

1x Dirty Player

270

3x Rerolls

 

210



1190

Nurgle

Last and very much least, Nurgle. Sometimes with Nurgle they are a little bit redeemed by having far more skills and TV than other teams but this is not the case in this rule set that is so generous to so many teams. They have an alright build for vanilla, where you can get in all of the positionals and two whole rerolls!

1x Beast

1x Stand Firm

140

4x Bloaters

2x Block, 2x Guard

460

4x Pestigors

2x Block, 1x Wrestle, 1x Sure Hands

300

4x Rotters

1x Dirty Player

140

2x Rerolls

 

140



1180

Similarly to chaos, they like the stack pack and the extra skill pack, and are both very underwhelming. The extra skill swaps the sure hands for leader, and a block to a wrestle. Both very similar rosters, both not very good.

1x Beast

1x Stand Firm (Guard [1])

140

4x Bloaters

2x Block, 2x Guard

460

4x Pestigors

1x Block, 2x Wrestle, 1x Leader

300

4x Rotters

1x Dirty Player

140

2x Rerolls

 

140



1180

Concluding thoughts

At first glance, I wasn’t the biggest fan of this Eurobowl’s rule set. It overcomplicates things in a way that makes things more confusing for team building and not necessarily better balancing. I still dislike the pack system, and I would rather not see it going forwards into the next Eurobowls, but then again I haven’t played any team tournaments with the ruleset yet. 


So, in terms of playing tournaments with the ruleset, I’ll make some suggestions for 8 and 4 player teams Eurobowl itself. The first combination I looked at was just trying to get all of the best teams into one squad and not really caring for squad points, and I ended up on this combination.


My Eurobowl Eight

Dark Elves (Spartan)

Lizardmen (Spartan)

Undead (Spartan)

Underworld Denizens (Ares, Glart Smashrip)

Amazons (Athena)

Orcs (Spartan)

Necromantic Horror (Hermes)

Skaven (Athena)


As you can see, this only used 7 of the squad points but there isn’t really anywhere better for them to go. All of the spartan teams are better than a different team using a one point squad pack, with the only exception maybe being vampires with the Artemis pack. Vampires are still too swingy in terms of injuries and hypno gazes working and all the other dice they roll to be a good team for Eurobowl, as they struggle to lock down draws a lot of the time - usually massive wins or losses where they suffer a lot of casualties.


A similar tune for the Europen squads, where the same good teams remain good.


My Europen Four

Dark Elves (Spartan)

Underworld Denizens (Spartan)

Amazons (Athena)

Necromantic Horror (Hermes)


These could really be any combination of the 8 above teams, as any of those would make a very good squad.


This concludes my thoughts on the Eurobowl Ruleset and the teams that are good, and if you would like to see the full complement of rosters that I created (at least one for each pack for each team, bar the stunties) the link is here. Eurobowl Rosters Final. Let me know via discord or your medium of choice your thoughts on these, always happy to listen to criticisms/explain a bit more of my thought process. Thanks for reading!

189 views0 comments

Comments


bottom of page