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Necromantic Horror lineups

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Starting Rosters

 Necromantic Horror Roster 
 Positional  MA  ST  AG  AV  Skills  Normal  Double  Price 
   0-16  Zombies  4  3  2  8  Regeneration  G  ASP  40k 
   0-2  Ghoul Runners  7  3  3  7  Dodge  GA  SP  70k 
   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 
 Star Player  MA  ST  AG  AV  Skills  Price 
    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 

Variation 1: 2 Flesh Golems

  • 1 Werewolf
  • 2 Flesh Golems
  • 2 Wights
  • 1 Ghoul
  • 5 Zombies
  • 3 Rerolls
  • Total 1000k

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.

 

Variation 2: 3 RR's, no Flesh Golems

  • 2 Werewolves
  • 2 Wights
  • 2 Ghouls
  • 5 Zombies
  • 3 Rerolls
  • Total 970k

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.

 

Variation 3: 4 RR's, 1 Flesh Golem

  • 1 Werewolf
  • 1 Flesh Golem
  • 2 Wights
  • 1 Ghoul
  • 6 Zombies
  • 4 Rerolls
  • Total 1000k

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.

 

Variation 4: No Ghouls, 2 RR

  • 2 Werewolves
  • 2 Flesh Golems
  • 2 Wights
  • 5 Zombies
  • 2 Rerolls
  • Total 980k

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.

 

Variation 5: 13 Players, 3 RR's

  • 2 Werewolves
  • 2 Wights
  • 9 Zombies
  • 3 Rerolls
  • Total 990k

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.

 

Last update: May 1, 2020