The Old World Alliance is one of the new team options in Blood Bowl 3, bringing a selection of the Warhammer World’s more cooperative denizens together. Much like the Chaos Renegades, this team features a big variety of small and large players to select from, which can make building the team a little bewildering.
In this guide, we’ll tell you the best way to build the Alliance, how you can develop the team, the best skills for the players, and the best strategies to get all of your diverse parts working together.
Starting Team Build
- 1 x Altern Forest Treeman
- 1 x Halfling Hopeful
- 1 x Dwarf Troll Slayer
- 1 x Dwarf Blitzer
- 1 x Dwarf Blocker
- 1 x Human Thrower
- 1 x Human Catcher
- 1 x Human Blitzer
- 3 x Human Linemen
- 3 x Team Re-rolls
Starting the Treeman, despite his lesser mobility, is a better option for OWA than the Ogre, not least by allowing easier one-turn Throw Team-mate scores with the Halfling. The Tree is also cheaper, and you never have to worry about it losing its Tackle Zones to Bonehead. For your other choices, the Human positions and Linemen are just very solid choices who come with a range of useful skills and can be developed into very strong players. The Halfling gives you a one-turn Touchdown option, and can also be used for cheap fouling.
The Dwarf players are a mixed bag and suffer from having the Loner skill. The Blitzer is a very solid take that gives you more Block and has great development options. The Slayer is another player with Block, and has great potential as a killer, as well as giving you tactical options (and limitations) with Frenzy. The Dwarf Blockers is not a patch on the Dwarf team’s version, with Arm Bar and Brawler no comparison to Block and Tackle, but it does give you an additional AV10+ player and easy access to Guard. The Dwarf Runner is not really worth taking when you have the Human Thrower, and this build excludes it.
Team Development
There are not too many additional options after starting with the above build, so the main areas you can expand are through adding another Halfling, more Human Linemen, and the Apothecary. You can take these in any order you prefer and should look ultimately to have quite a large roster with fourteen-plus players. A Fourth Team re-roll is also worth considering once your team has grown a bit.
Best Skills
Below are the best starting skills to take on your Alliance. More expensive Secondary choices are marked in Italics.
Player |
Skills |
---|---|
Altern Forest Treeman |
Block, Grab, Guard, Pro |
Ogre |
Block, Guard, Stand Firm |
Human Lineman |
Block or Wrestle, Tackle, Guard, Dirty Player |
Human Thrower |
Leader, Block, Dodge, Accurate |
Human Catcher |
|
Human Blitzer |
Mighty Blow, Tackle, Guard, Dodge |
Dwarf Blocker |
Guard, Tackle, Stand Firm |
Dwarf Runner |
Block, Leader |
Dwarf Troll Slayer |
Mighty Blow, Tackle, Stand Firm, Guard |
Dwarf Blitzer |
Mighty Blow, Tackle, Guard |
Halfling Hopeful |
|
You have several players who can be built for different purposes and should decide which way to go based on the balance of the rest of your team. Though you can build the Human Catcher for fouling, for example, the Halflings or a Human Linemen are probably used for this purpose, with the Catcher being one of your few excellent dedicated scorers.
Strategies
The hardest part of making OWA work is combining all of their different moving parts and tools into a coherent approach, and ensuring they are all positioned to take the best advantage of their particular skills on any given turn. In many ways, they can play similarly to the Human team, but you have significantly less mobility and a little more armor. You can still look to the Human Thrower and Catcher to provide a reliable scoring combo, while generally, you will need to make a more conservative cage offense utilizing your various blockers and the Treeman to anchor your offense and make holes in the opposition lines.
The Slayer gives you a unique opportunity here to move opponents well out of position (or off the pitch) with his Frenzy skill, but he must be supported, as he is more lightly armored and can easily become isolated. Remember that you can score one-turn touchdowns with Throw Team-mate. Though this is a low percentage play, it can completely change games, so it is worth understanding and practicing how to best set up and execute.
Defensively OWA plays a fairly conservative game plan and should look to create screens and reduce opportunities for opposition Blitzes while waiting for opportunities to strike. The Treeman is a very powerful tool to hold the middle of the field and can often occupy several enemy players. A good tactic is to find ways to push opponents into base contact with it. Fouling is a strong game plan, and you have several ways to win the war of attrition, with many good hitting pieces and the ability to punish opponents who are on the floor with your Halflings, Human Linemen, or in time, a Sneaky Git player.