![]() The tiering is extensive, and coaches have the opportunity to spend extra gold on various things to approach their roster build in a very individual way, and results are often a mix when compared to the traditional tiering system. Perhaps the most involved and complex example of tiering at NAF tournaments All Teams Viable (ATV) aims to make the races as even as possible while considering the constraints outlined in the Tournament Approval Document. ![]() It is likely that the strength of races is more even than in the Dungeonbowl example. While more involved than only tiering the races, Ironmanj is still relatively simple and elegant. Importantly, the base TV of the tournament is higher than usual too (1.2 m TV), and this allows many of the traditional ‘Tier 2’ races to be more competitive. Ironmanj is an expansion on the tiering system when compared to the Dungeonbowl example, in that there are more tiers, and the skills themselves are tiered. Originally created in York, UK, the Ironmanj ruleset is now used by the Spike! Magazine major tournament in Vancouver, Canada. The split of skills over the two, three game days allows for interesting metagame choices, and in practice, more of the tier two teams have been competitive late into the tournament than before, when there was no tiering. ![]() This is an example of light tiering, where incentives in the form of additional skills are given to weaker races to increase their competitiveness. The Dungeonbowl is the German NAF major tournament, and it has been using this tier structure since 2017. For more inspiration, check out the NAF tournaments list. None of these are recommended, they simply serve as a reference for lightly, more moderately and heavily tiered tournaments a place to start when writing your own rulespack. Some examples of tournament tiers are included below. Generally speaking, tiers are introduced into tournament rulespacks to promote diversity and allow coaches to experiment and increase the variety of teams they are using, without affecting their chances of doing well. The number of tiers used varies widely, from none (and all teams are treated equally, allowing coaches to choose their level of challenge), to a form of the three listed above to over 10. Generally speaking, weaker rosters will be gifted more gold to create the starting team, more TV or points with which to select more skills when compared to stronger rosters, free team goods or inducements or a combination of some of / all of these things. The NAF Tournament Approval Document states: Modifications should not radically affect the existing balance between races, but incentives may be given to the traditionally less-competitive teams, provided this is in moderation. This has led to a wide range of tier structures and incentives for weaker teams being invented across the world. The remainder of this article will talk about tournaments, but basically, if you ever play a one-off game one good option is to choose a set of tournament rules and build teams based on those rules. The majority of leagues ignore them, and leave the lower tier teams as challenges for more experienced coaches (or those who don’t mind about winning). However, in tournaments and one-off games, since 2010 there have often been allowances made to weaker teams to give them more of a chance of competing. So how do these tiers affect the game? In league play, usually not at all. Tier 3: Halflings, Ogres, Goblins (the Stunties) Tier 2: Chaos Chosen, Humans, Tomb Kings, Chaos Renegades, Slann, High Elfs, Nurgle, Necromantic Horror, Elven Union, Vampires, Underworld Denziens Tier 1: Chaos Dwarfs, Dwarfs, Wood Elfs, Skaven, Norse, Lizardmen, Orcs, Shambling Undead, Amazons, Dark Elfs ‘Tier 1’ refers to the strongest, most forgiving races, and ‘Tier 3’ the weakest, most difficult to use teams: Traditionally, the races are split into three tiers representing their rough relative strength, although several other systems of differing numbers of tiers exist. ![]() The term ‘Tiers’ is used to refer to the different relative strengths of groups of the different races. By design, some of the 23 / 26 teams are more difficult to coach than others. This page will eventually be updated to reflect the new edition, but for now, much of the content and direction remains applicable, even if some examples are out of date.īlood Bowl is a game where not all races were created equal. This page was written during the BB2016 edition, so some of the examples presented are out of date for BB2020.
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