Each "side" features different fantasy creatures with their own skills.
Blood Bowl is still very much about the luck of the roll, but a player who knows what they're doing can actually find ways to turn even bad rolls into good ones. For instance, orcs are bruisers and elves are fast. However, certain subsets of each race are better at certain roles. Some can throw, others can block. It's possible to simply play up a certain race's overall bonus, but knowing how to use the subsets is at the heart of every strategy and will quickly separate a good player from a dominant one.
Blood Bowl's strategic element isn't just about knowing how to use player's talents; you also need to use its many outside elements. You can bribe officials, buy potions, and cheerleaders actually matter during games. There's a lot to every game and as stated multiple times, Blood Bowl is a game you just have to play a lot to really figure out.
Real-time play is an interesting twist, but it becomes really clear early on that the mechanics don't translate well. Blood Bowl is a game of stats. In turn-based games they make sense, but when brought into real-time gameplay, they don't translate the same way. Movement is mucked up and even negates some racial traits. If the turn-based gameplay isn't appealing, there's a good chance the real-time play won't appeal to you either.
I've only played the tabletop game a few times (and wasn't very good at it), but Cyanide has done a pretty good job at taking Blood Bowl's core concepts and translating them into a videogame. However, gameplay is still rather complex and doesn't flow in same way as traditional sports games. While an interesting concept, only long-time players are likely to find Blood Bowl appealing.