|Recent Forum Topics Blocking in turn 16||New FUMBBL API||FULGINIUM BOWL 12 - ...|
|0-1||Kroxigor||6||5||1||9||Loner, Bone-head, Mighty Blow, Prehensile Tail, Thick Skull||S||GAP||140k|
|Re-Rolls||60k (120k after team creation)|
|Stars available for inducement|
|Helmut Wulf||6||3||3||8||Loner, Chainsaw, Secret Weapon, Stand Firm||110k|
|Hemlock||8||2||3||7||Loner, Block, Dodge, Side Step, Jump Up, Stab, Stunty||170k|
|Lottabottol||8||3||3||8||Loner, Catch, Diving Tackle, Jump Up, Leap, Pass Block, Shadowing, Very Long Legs||220k|
|Quetzal Leap||8||2||4||7||Loner, Catch, Diving Catch, Fend, Kick-off Return, Leap, Nerves of Steel, Very Long Legs||250k|
|Slibli||7||4||1||9||Loner, Block, Grab, Guard, Stand Firm||250k|
|Morg 'n' Thorg||6||6||3||10||Loner, Block, Mighty Blow, Thick Skull, Throw Team-Mate||430k|
Skinks don't do much well except run fast, so if you want more than 6 "linemen", you need the Krox. St 5 makes a good roadblock, the Prehensile Tail adds to that, and MB is always a nice edge. 3 high-St players on the LoS plus 4 back is perfect for protecting your 4 skinks, which break easily.
You will want 3 RR's asap, so this is "cheaper" than Variation #1 - if you can last long enough with only 6 "blockers" to earn money for your Krox. Many coaches do not believe the extra RR makes up for starting with five St 2, AV 7 Stunties on the field.