12 coaches online • Server time: 03:29
Help Support Bugs Staff Contributors Privacy Policy FUMBBL Rules
Log in
Recent Forum Topics goto Post Gnomes are great!goto Post Coach Standinggoto Post New special rule for...

Back to Secret League

Clan Moulder Starting Roster & Tactics


"If you like the BLOOD in your BB experience and don't care from whom it flows - your slaves or the opponent - then Moulder is a team for you."

Variation 1

  • 2 Armoured Rat Ogres
  • 2 Rat Ogres
  • 6 Throtlings
  • 2 Skaven Slaves
  • 3 Rerolls
  • 1 Fan
  • Total 1000k

3 re-rolls gives you security to use your rat ogres. The downside is the low amount of players, which you need to keep in mind the first few games. Most likely you'll end up playing the next few games with 11 players and journeymen replacing mng or worse on the little rats. But that's just how the team works.

 


Tactics

PLAYERS:

  • Armored Rat Ogres

are safe to activate, but not guaranteed to act. So use them mostly to do the blocking and hope to get 4+ to get them moving. I think them as blockers and road blocks. It may be tempting to use them on the LOS since they've the best AV and S5, but when prone they only get up on a 4+ unless you blitz. Also opponent is likely to gang foul them to get rid of your hardest asset. Develop with good passive skills like Guard and Tentacles or spend for a douple and get Block.

  • Rat Ogres

I like to think them as your active big rats and can be specialized accordingly - think them as your blitzers or even ball carriers. This is because Rat Ogres are the guaranteed to act when given a Throtling or Slave to lash out to (in case the Animal Savagery dice roll fails). In grave situations another ogre is also ok to lash out to, but REALLY be sure you can afford it. To save the little rats, you can try to move Rat Ogres on the 4+ and risk them losing the turn and tackle zone, which can be good on the early turns of the game/half and in situations where the failure isn't an issue. Developing depends on the role you had in mind: Block & Break Tackle are good for a blitzer and Carrier could use the mutations such as Extra Arms, Monstrous Mouth (cancels strip ball). Taking a random S or M or secondary G can also be potential since you've up to 4 of these, but as they are expensive I don't encourage this until you've developed the team a bit.

  • Slaves

these are your main ball handlers and utility players. They are fast, but fragile. Try to keep them from harm and they might survive the game. I wouldn't dedicate any Slave to fouling, since Moulder has better players for that. Developing either random G or good mutations such as Extra Arms and Two Heads.

  • Throtlings

are your must have. They are great at keeping your ogres going and can get to almost anywhere with MA 6 and 2+ dodging. Don't spend them meaninglessly you need them on the 2nd half also or you risk getting your ogres getting overpowered and out of action. Use them wisely, but don't get attached to them. They are the fodder after all and dirty cheap. Might be the best option to put 3 on the LOS to not risk any of the better players. Developing: Random G/A/M, Foul Appearance is great with 10k, Sneaky git even with 20k and Dirty Player would be nice, if the player ever gets that much spp before dying.

-habeli

Last update: June 27, 2024