This article will probably read a lot different from many of the other articles in regards to tactics and builds, probably because I come from a different enviroment then many of the other players, but also because humans use something which most other teams are loathe to even speak of, that being substitutions.
First, let's meet our intrepid players.
Linemen are the base players upon which all other players in bloodbowl are structured around, at 50K, MV6 AR8 ST3 AG3 they don't do anything especially well except being cheap without any horrific flaws. The only better cheap linemen are the orcs (arguably), but with AR8 you won't be carting off hordes of these guys like the skaven.
Catchers are 70K, only have AG3 and ST2, AR7 and MV8, they are terrible and everyone knows it, but they are cheap for what they can do and are your only players with A skill access, which is like mana from heaven. They have Catch and Dodge, so they aren't as fragile as many, but they are no woodelves. They're a 0-4, which means you can get a mess o' them.
Blitzers at 90K are the best bang for your buck around. They are clones of the real stars of the Skaven game, the Skaven Blitzer. They have only AR8 ST3 AG3, but a MV7 and having four of them (they come with block and S access) means you can raise holy hell anywhere on the field at a moment's notice.
Throwers are decent at 70K MV6 AG3 ST3 AR8 with pass and sure hands, you only get two, but if you need more then two, well, you're in trouble.
The Ogre is...140K of failure. At MV5 ST5 AG2 AV9 you might want him as a later purchase, but the only skills you can use on him that he starts with is Mighty Blow and Thick Skull, but it'll be some time before you're really looking at punching other teams in the mouth. Bonehead is a huge let-down, and without G skill access or other players who can really support him in a long term punch up, life can get unpleasent for him fast on the line.
Before we move onto builds, we have to look at what roles each player can play on the team. It may be tempting to think of humans as fast orcs, but they are not. Think of them instead as tougher, slower skaven.
Linemen are fodder supreme, in fact, humans may be the only team which can outfoul the gobbos. Many players go with wrestle-fend on them, and take opposing players to the ground, with MV6 you can get a bunch of them to any wrestle incident and kick those brutes into the sun.
Blitzers play two roles, one is securing throwing/running lanes and the second is absolutely terrifying your opponent's backfield. If you can make your opponent feel that if he misses a pick-up you will then score and that he has to race for the ball every time, it can seriously get into the heads of a bashing team looking for that 2-1 win.
Ogres are big guys, they exist on the line, but the human line shiuldn't really stay on the line long at all, so his job is often to just tie up assists and get blocked into oblivion so you can get a numbers advantage elsewhere.
Catchers are the question mark. They obviously catch, but they are also cheap enough that they deserve serious consideration for another role, the shut down corner. However, a shut down corner is useless against a bashy team, but combine them with a quick backfield rush with your blitzers and you can see the most beautiful of all things, elven and skaven panic.
Anyway, here are some rough builds
Crumpers- Option game play (hard hitting short-passing team designed for havok and reliability) It's got a whole mess of rerolls (I'd go with the 5 and no apoth) and uses the blitzers as recievers. On defense throwers are as good as linemen and can fish the ball with some reliability (and if you have one with dump-off, act like huge jerks)
4 Blitzers- 360K
2 Thrower -140K
5 Linemen -250K
5 re-rolls or 4 rerolls and a apothecary.
Full Deck- This team is going to have some problems on defense initially due to the four catchers, but can skill up fast and is excellent at run-and-shoot style offenses. I wouldn't really recommend this unless you really know what you're doing, as you can end up with batches of cripples really fast. You can also go with 2 rerolls and an additional lineman, but if you're going to commit to smash and dash, you might as well really commit.
4 Catchers -280K
2 Throwers -140K
4 Blitzers -360K
1 Lineman -50K
3 rerolls (or 2+apoth)
20K banked
Big Bash- I don't like this build, period, if you want a big guy and smashy team you'll quickly find humans to be very disappointing, humans can become smashy with their speed and adaptability, but you'll never be the team standing toe-to-toe with anyone, as you only barely outbrawl skaven and are probably a little worse in a big guy rumble then Elves, as their big guy will smack down your big guy. The problem is you need a lot of rerolls because you'll get very few 2 dice blocks against other bashers, and your ball handlers are, well, too soft to play bash'em.
4 Blitzers- 360K
1 Orge -140K
6 Linemen -300K
4 Rerolls -200K
Jack of all Trades- This is the classic Human build, well loved by all. Probably the best build for a starting player, as two catchers won't totally gimp your defense when they run around your backfield versus a basher. You could switch up the spare thrower for another catcher, but that will make it difficult to run spread offenses. if you do that you might want to trade in a reroll for an additional lineman or seriously look at that apothacary to start.
4 Blitzers (notice a trend here)- 360K
2 Throwers- 140K
2 Catchers- 140K
3 Linemen- 150K
4 Rerolls
10K
Okay, now that you've got some idea of what kind of team you want to build, it's time to discuss some simple offensive concepts that you can use in the human game that you may not have seen elsewhere. I won't give a bunch of player placements for offense as, sadly, humans aren't just "I sets 'em up and does ma thang", if you get predictable, you'll get caught short and corralled into playing into the opposing team's strengths.
The Option Offense
This is something that really only humans do well, though many skaven dabble in it (some do more then dabble), like the other philosophy (spread offense) the goal here is to create more threats then your opponent can handle. In the option set you'll need either catchers or blitzers, the threat is almost as important as the ability to make good on the threat in this offense, as a blitzer with a re-roll can catch a ball as well as a starting catcher.
What you want to have is some sort of loose screen for your thrower and a line which can tie up your opponents line (if you're stompy enough, maybe even take someone out), ideally one downfield blitzer at least. First, collect up your ball and get your screeners between you and the pass rush, then charge those downfield players downfield. Now your opponent has got a few choices. He can mark your downfield blitzer(s) or make a straight rush. If he rushes you have the ability to just toss and go, and if he marks with someone who's got the speed to keep pace with your blitzer, they're likely St3 or less. You can punch those elven backfielder's in the jaw with a fair amount of impunity, especially if you pull your catcher over to give an assist and keep the angles so it's hard to remark them both. If he concentrates on shutting down your pass game, outnumber his line and kick the beejesus out of him, then cage up and stomp.
This playstyle is a nightmare for light teams, as they lack the muscle to prevent you from marching on them if you get ahead in the line numbers game, but often their best markers are too wussy to want to have them standing next to a blitzer on your turn. Remember the key here is to flummox them, so keep things rolling and don't let them set their feet and come up with a viable defense in whatever part of the field you're threatening now.
The Spread Offense
This offense is not going to work all the time, but when it works, it is a thing of beauty. The idea is you have two (or more) catchers (sub in blitzers if need be) in position to get into three spaces in the backfield, and you have two throwers on the field, and two light screens. The idea is simple, where-ever your foe kicks the ball, you go and pick it up (set up the screen in case you have fumblitis), get your lads downfield and see where the defense is, then heave-ho the ball across the field if need be. You'll actually heave-ho less then you suspect, as with the example above, the secondary threat forces your opponent to split his gits up or risk the easy TD concede.
The 4 turn Score
Some people talk about stalling, but I think that's just wussiness. If you want to have some real bliss, try scoring in 4 turns. Your linemen are fendy enough to keep you from getting beaten into a pulp and grind teams will have the decide if they want to try to score or not. If they don't you can make a play for the ball, and if they do they'll have to run a close thing to get downfield fast enough. Speed teams, well, speed teams have to balance scoring quick (and leaving you time to score if they take the 2 turn route) or holding the ball (giving you time to ground and pound their receivers)
Defense
Playing Defense with Humans is all about the threat of having your head kicked in. Well, not really, but it can really make a lot of players very leery do throw even two dice blocks against your lineman with wrestle when they know if they go down they're likely to get fouled into oblivion shortly thereafter. This and fend is often the best way to sort out your line, as you're not going to "tree stump stand" in front of anyone.
Against teams like dwarves, consider having you linemen spread out, thus to get a 2 dice block requires 2 guys, and if he gets wrestled down there's no one standing between them and Dr.Foulkick if he doesn't. This would mean that to get some surity he'd need to devote 6 men to the line in blocking positions, leaving the wings vulnerable.
Come down those wings like a madman with your blitzers, this is almost a universal against any team. You want to make your opponent feel they need to cage up before picking up the ball, so if they fail you don't snatch it up yourself. This means that slow teams will need to have 2 people back to receive, leaving only 3 to distrubute around to make cages or back his schemes. Kick allows you to make him walk for it, and may be the first skill you ever give to a lineman. Against fast teams having a blitzer or two in their backfield means that they're going to want to get that pass off now rather then have time to set themselves square. If you play a cover-2 defense this'll give you chances to pick the ball. It may not sound like much, but a 1/6 with reroll means that in a 2 TD game you'll have an almost even chance of pulling one down, and with quick responses and blitzers already downfeild, he'll have a nightmare trying to stop a pick from turning into a quick TD your way.
It's not quite skaven quick, but that again, you aren't having to carry off batches of players and can use wrestler with impunity. He wants to block and foul you're lineman into oblivion as a revenge? Let him.
What is Cover-2?
Cover-2 is a system where you have two catcher's deployed on defense, usually with pass block. The theory is that two such catchers can essentially cover the available field for potential throwing plays which can result in a TD, and with dodge they can get into a position to make picks. The issue is that cover-2 is pretty much useless against running teams, but makes passing teams have to consider picking up safe throw, but in a large league there's going to be few chances for them to use it, so only a few throwers will pick it up early, and even then it's an AG check skill.
Cover-2 doesn't work when your opponent has time to down the catchers in longer drives, so the key to making it work is quick pressure so they feel it's throw or risk a sack from blitzers they just can't outrun.
Next up, builds for player!
{V.03, still need to add the builds and playstyles against all 8 of the shipped teams}