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|Necromantic Horror Roster|
|0-2||Wight Blitzers||6||3||3||8||Block, Regeneration||GS||AP||90k|
|0-2||Flesh Golems||4||4||2||9||Regeneration, Stand Firm, Thick Skull||GS||AP||110k|
|0-2||Werewolves||8||3||3||8||Claw, Frenzy, Regeneration||GA||SP||120k|
|Re-Rolls||70k (140k after team creation)|
|Apothecary||No. Necromancer may raise dead.|
|Stars available for inducement|
|Throttlesnot 'The Impaler'||6||2||3||7||Dirty Player, Dodge, Leap, Loner, Regeneration, Secret Weapon, Stab, Stunty||100k|
|'Rotten' Rick Bupkeis||4||3||2||8||Dirty Player, Sneaky Git, Loner, Regeneration||110k|
|G'Ral Blodschüker||7||3||3||7||Catch, Dodge, Loner, Sure Feet, Wrestle||160k|
|Ivan 'The Animal' Deathshroud||6||4||2||8||Block, Disturbing Presence, Juggernaut, Loner, Regeneration, Strip Ball, Tackle||230k|
|Wilhelm 'The Wolf-Man' Chaney||8||4||3||8||Loner, Catch, Claws, Frenzy, Regeneration, Wrestle||240k|
|Frank N Stein||4||5||1||9||Break Tackle, Mighty Blow, Stand Firm, Thick Skull, Loner, Regeneration||270k|
|Gretchen Wächter 'The Blood Bowl Widow'||7||3||4||8||Disturbing Presence, Dodge, Foul Appearance, Jump Up, Loner, No Hands, Regeneration, Shadowing, Side Step||280k|
|Ramtut III||5||6||1||9||Loner, Break Tackle, Mighty Blow, Regeneration, Wrestle||360k|
|Count Luthor Von Drakenborg||6||5||4||9||Loner, Block, Hypnotic Gaze, Regeneration,Side Step||390k|
Flesh golems skill up slowly so it's important to get them asap, plus they are your only players with STR above 3. You can only afford one wolf but that's ok as it's easier to keep him safe and skill him up until your team (and their coach) is more experienced. First purchase is usually 2nd wolf then maybe 4th RR / 2nd ghoul.
Some coaches believe the Flesh Golems are merely the best zombies one could think of, and so aren't worth their price tag; this variation maxes out all the other positionals.
30k in the bank toward first FG or 4th RR.
For some, anything that helps to get 4 rerolls on a starting roster is welcome. You may also want to be conservative on 'Wolves for starters - as long as you don't have much Block you wanna avoid using too much Frenzy. You still need a lot of fast Ag 3 players to have a competitive team.
Flesh Golems are the core of you positional bash play. Stand Firm St 4 makes them good zoners and cagers. On the other hand Ghouls' innate fragility requires the team to protect them. Ghouls lead to worse positioning in the better case, or straight playing undermanned in the worse. The other 4 AG3 positionals should get the ball job done, and don't need to outrun the cage.
Perhaps you want to foul anything that moves and eat the brains of your enemies. This roster gives you the flexibility of high MA Ag 3 without fragile ghouls. Healthy fouling and bashing will help you survive your early games. Soon you will begin to have a few skilled zombies to support your strong wolves and wights. Ghouls develop quickly and are more of a luxury than a necessity in early games.