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|Re-Rolls||50k (100k after team creation)|
|Stars available for inducement|
|Helmut Wulf||6||3||3||8||Loner, Chainsaw, Secret Weapon, Stand Firm||110k|
|Willow Rosebark||5||4||3||8||Loner, Dauntless, Side Step, Thick Skull||150k|
|Roxanna Darknail||8||3||5||7||Loner, Dodge, Frenzy, Jump Up, Juggernaut, Leap||250k|
|Zara the Slayer||6||4||3||8||Loner, Block, Dauntless, Dodge, Jump Up, Stab, Stakes||270k|
|Bertha Bigfist||6||5||2||9||Loner, Bone-head, Break tackle, Dodge, Mighty Blow, Thick Skull, Throw Team-Mate||290k|
|Morg 'n' Thorg||6||6||3||10||Loner, Block, Mighty Blow, Thick Skull, Throw Team-Mate||430k|
This is for a long-range build, leaving out your 2nd Catcher to prevent them from hogging the spps; use your 4 RR's to get those first skills on Blitzers and Linewomen.
A similar roster to the first, only this time you start with 1 less Re-roll in place for an extra player on the roster in case of injuries.
The second catcher on the team gives your opponent something to think about defensively. The improved option of a passing game suddenly becomes more of an option which can force your opponent to defend a little deeper, which in turn allows you to concentrate on the center of the pitch with your greater numbers. You also have 30k left toward a 12th player or (longer-term) wait till you have enough to get your 4th Re-roll
This variation focuses on one of the strengths of this race: they're cheap! You get maximum amount of Block from the start, 4 re-rolls will help you with Ag 3 ball-handling and to make better blocks, and you're almost guaranteed 50k in Inducements against other starting teams, and 100k v. even slightly developed teams. You start with 90k in the bank, so you wont need the Apothecary until you have some players that are worth saving.