Bashy vs Squishy
By Coach Dragon
Throughout the history of the DragonBowl league, there have been many debates
about which teams are "better". The BloodBowl teams have been described as "Bashy",
(i.e. Aggressive) or squishy (i.e. Sustaining injuries easily). In this
document, I hope to shed a bit of light on the subject, possibly exploring some
misconceptions, and hopefully instigate another healthy round of debate.
Please note that I simply write this document as a coach who has played both "bashy"
and "squishy" teams in our league. These are my personal opinions and
observations and in no way reflect those of the league commissioner.
Definition of Terms
For the purposes of this article, we will assume that when Games Workshop
created BloodBowl, they intended, as in most games involving alien races, that
humans be the quintessential average team. From a simple observation of the
abilities of the human team, we see that humans possess 4 players with access to
strength skills, 4 players with access to agility skills, and an AV of 7.75
From these observations, we can begin by defining some terms
Squishy: Teams with AV < 7.75
Crunchy: Teams with AV > 7.75
Bashy: Teams that have more than 4 players with access to STR skills
Finesse: Teams that have more than 4 players with access to AG skills
As you can see by these definitions, comparing bashy vs. squishy is similar to
comparing apples and oranges, since we are comparing Armor value to skills.
According to these definitions we can classify all the teams in a manner that
everyone can agree on.
Classification of Teams
The following table shows the classification of Bloodbowl teams using our
definitions as criteria. The team rosters are created with the following
limitations; all position players are purchased, 16 players, a big guy if
permitted, an apothecary if permitted. Please note that classifications of team
rosters would change if not all position players are purchased. For example, if
the Khemri team does not purchase all of its mummies but instead decides to
purchase only zombies, it would no longer be considered a bashy team.
So, lets classify all our teams (AV in brackets):
| Squishy | Balanced Armor | Crunchy | |
| Finesse | Elf (7.13) | High Elf (7.75) | Dark Elf (7.88) |
| Goblin (7.25) | Lizardman (7.87)* | ||
| Halfling (6.5) | |||
| Wood Elf (7.19) | |||
| Balanced Skills | Amazon (7.0) | Human (7.75) | Necromantic (8) |
| Norse (7.13) | |||
| Skaven (7.25) | |||
| Undead (7.63) | |||
| Bashy | Khemri (7.625) | Chaos (8.31) | |
| Chaos Dwarf (8.13) | |||
| Dwarf (8.75) | |||
| Lizardman (7.87)* | |||
| Nurgle (8.31) | |||
| Orc (8.375) | |||
* The Lizardman team appears twice, as it meets criteria for both Finesse and
Bashy
Cost of Roster
Another assumption we must make is that Games Workshop bases the cost of a
player on stats, skills, and racial traits that a player has. A simple
conclusion from this is that the more expensive players are also the players
with the greater abilities. To take this idea one step further, one can say that
the team that fields the most expensive roster has a higher quality team than
the team that fields a less expensive roster. Please note that this does not
include any SPP gained or any potential skill increases. It also doesn't take
into account rerolls and such.
The following table shows the cost of the teams with rosters that are created
with the following limitations; all position players are purchased, 16 players,
a big guy if permitted, and an apothecary if permitted.
| Dark Elf | 1290000 gc |
| High Elf | 1260000 gc |
| Wood Elf | 1250000 gc |
| Dwarf | 1180000 gc |
| Elf | 1170000 gc |
| Nurgle | 1160000 gc |
| Chaos | 1150000 gc |
| Human | 1150000 gc |
| Lizardmen | 1140000 gc |
| Skaven | 1120000 gc |
| Norse | 1100000 gc |
| Chaos Dwarf | 1080000 gc |
| Amazon | 1040000 gc |
| Orc | 1040000 gc |
| Necromantic | 1010000 gc |
| Khemri | 970000 gc |
| Undead | 870000 gc |
| Goblin | 770000 gc |
| Halfling | 660000 gc |
Monetary Gains
According to some current theories, squishy teams make similar amounts of money
as crunchy teams. As per the rules, winning a match will reward a team with a
bonus to the amount of match winnings for the winning team, and well as give a
bonus to the fan factor roll thus giving a better chance for increased income in
future matches. Therefore, this theory could only be true if one also concludes
that the number of games won by squishy teams is roughly equal to those won by
crunchy teams.
Due to the reduced AV of squishy teams, over time they will focus more money on
replacing players. The AV of the crunchy teams should ensure that their players
are replaced less often and therefore crunchy teams will accumulate excess money
at some point in time. At some point, the excess money will boost the crunchy
team's Team Rating without providing any in-game benefit to the team. In
essence, this excess money becomes the equivalent of "empty-calories". At this
point, the crunchy team must use the money to enhance the team's abilities (via
coaches, cheerleaders, rerolls,...) or spend the money on single-shot
game-boosters (via freebooters, wizards,…) or else suffer the negative effects
of having a high Team Rating (handicap rolls against, reduced winnings).
Strategies for Winning
To win at BloodBowl, there are many techniques. Generally, strategy can be
broken down into two main forms. By the definition of the rules, the team with
the most points at the end of the game is the winner. The other way to win is to
get the other team to concede the match.
Winning by scoring is generally the most adopted strategy, requiring that the
ball is moved a total of approximately 26 squares across the field. Many
experienced finesse teams are able to accomplish a touchdown in as little as 2
turns, with passing plays and hand-offs. Most bashy teams are ill suited to this
style of play, as their MV requires that they spend more than 2 turns
accomplishing this task. Many bashy teams control the number of 2 turn finesse
plays used against them by controlling the clock (i.e. controlling the ball and
waiting for the clock to run out before scoring their final touchdown for the
half).
With the new rules changes, winning by forcing your opponent to concede becomes
more difficult because the opposing coach is no longer forced to concede the
match when they can no longer field sufficient players. If both teams field full
rosters, a team would have to eject, on average, one opponent per turn in order
to fully deplete the opponent's roster. To further achieve this goal, the
aggressive team may also foul one player per turn. This tactic does not come
without risks, as a foul which is caught results in a turnover, as well as the
possibility of having one's own player ejected from the game, thus reducing your
chances of achieving the 1 ejection/turn quota for the current drive (i.e. 10
blocks per turn instead of 11). In general, this is very difficult task to
accomplish. In fact, I don't believe that it has yet been achieved in our league
play, with the hundreds of games that have been played so far.
Conclusions
I'd like to conclude this exploration by saying that deciding which team to play
is very dependant on your style of play. There are teams for every style and in
the end I don't believe that any team has an inherent advantage over another. My
final parting thoughts are that if you are emotionally tied to your players, I
would suggest a crunchy team, as the increased AV may increase the lifespan of
your players. If you are emotionally tied to your team, I would suggest a flavor
of elf since their starting abilities enhance the team's chances of glory in the
league.