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I found curious that almoust no one like to play elves they're by far the best offense on the game and the amazons like the lizard man are very underestimated, because they got block and dodge all over so its a freaking hell to get them tackled down its like the elves but really hard to knock down.
Amazons only start with dodge (for the most part), and have lowish AV. Which is why (I think) people generally dislike them. Combined with their average St and Ag scores across the board and they have a harder time taking advantage of anything. Still, not a bad team.
That said, I do still prefer Undead. Both for the fact that it was my first team IRL, and because I'm familiar with their tactics.
I have tried most of the teams but in the end I like three of them:
Humans - they are average enough not to be OP against hard AI, good catcher and thrower
Amazons - they all have dodge and every amazon can gain block and tacke (nothing more to ask. I do not use throwers or catchers, I give sure hands to first linewoman that levels up and she is enought to keep scoring)
Undead - one Mummy (guard), 10 skeletons (tackle), 2 wights and a ghoul with sure hands and sure feet (nothing more is needed)
Reasons: BLOCK, BLOCK, BLOCK
But if you prefer to be on the move, then amazons is your team
For start yes... but for example Humans can have block too, so in the longer run humans would be better.
We have 3 factors:
Armor - how often you will be injured
Block - reduces the chances to be knocked from 3/6 to 2/6.
Dodge - reduces the chances as the Block but can be disabled with Tackle
I made same calculations and the result is:
If you have an armour of 7 and Dodge or Block your chances to be knocked down + failing an armor roll is exactly the same as having 8 armour without any skills.(around 14%)
(Armour 7 + block or dodge) 33,33% to be knocked down * 41,67% to fail the armour roll = 13,86%
(Armour 8 without any skills) 50% to be knocked down * 27,78% to fail the armour roll = 13,89%
(Amazon against tacke or Skeleton has around 21% to be knocked down and have his/her armour cracked)
So starting Norse Lineman and starting Human Lineman have the same chances to be stunned or worse. And the human can be still improved with Block.
Remember that expected value in 2d6 roll is 7. Lately I consider Mighty Blow as one of the most powerful skills. It is very good against Armor 8 players, and is Devastating against Armour 7 guys.
If you are knocked down:
Armour 7 saves in 58% and against Mighty Blow in 42%
Armour 8 saves in 72% and against Mighty Blow in 58%
Armour 9 saves in 83% and against Mighty Blow in 72%
I prefer teams that have higher armour raiting (or regeneration) for the campaign.
They are really nice and about the most versatily alongside Skaven, being able to pick all skills. Humans start off very strong and get better.
For a while that is: TV > 2000 favours other teams, with Chaos scaling up best of all. Humans remain a decent choice even at a high TV though. Losses are easier to replace at a high TV with their solid rookies. Others face a huge gap if they ever lose their star. Also a well developped human team can scale up well beyond 2000 TV - it is about skill distribution. Humans want a more even distribution and profit from lucky skill rolls (specifically attribute bonuses, but also doubles for linemen) more than others. Just enough of a long term disadvantage to justify the overpowered start.
Human versatility allows to play your game, or learn the game in all its facets. Ball play or brute force - humans can do it all. Skill up to your preference and adapt to the opponent, playing a vast array of strategies and tactics! It's glorious really. Give them a shot!
That's apart from actual tabletop of course.
I still play the first Blood Bowl game. Its fine for me. All I wanted was a replica of the table top game and that's what I got. The campaign in the second one is very disappointing, thoughjt the animations, grass and commentary are superb!
Warhammer Quest and Space Hulk are other gems, exactly like the table top games. Warhammer Quest in particular is brilliant. Despite the original Dawn Of War game being amazing RTS version of the Warhammer 40,000 universe, I want an authentic turn based game. The closest to that is Eldar Rites Of War and that's sadly based on second edition rules.
I love Total War:Warhammer, but what I would pay big bickies for is a Warhammer and Warhammer 40,000 turn based, faithful to the rules version of the table top games.
You could say...go to a club and play with your dice and minatures, which I did for many years, but since moving I can't find any GW enthusiasts, so an online game true to the source games would be beautiful. Like what they did with BB and Warhammer Quest.
It is very fun! Tactical with a bit of luck for randomness and good sense of progression. Never played Mordenheim, but I've played Necromunda which is the Warhammer 40,000 version of Mordenheim. Inquisitor is a very good table top game too and the videogame version is true to the source material.