β Necromantic Horror β
QTY | Position | Cost | MA | ST | AG | PA | AV | Skills & Traits | Pri | Sec |
---|---|---|---|---|---|---|---|---|---|---|
Zombie | 40k | 4 | 3 | 4+ | β | 9+ | Regeneration | G | AS | |
Ghoul Runners | 75k | 7 | 3 | 3+ | 4+ | 8+ | Dodge | AG | PS | |
Wraith | 95k | 6 | 3 | 3+ | β | 9+ | Block, Foul Appearance, No Hands, Regeneration, Side Step | GS | A | |
Werewolf | 125k | 8 | 3 | 3+ | 4+ | 9+ | Claws, Frenzy, Regeneration | AG | PS | |
Flesh Golem | 115k | 4 | 4 | 4+ | β | 10+ | Regeneration, Stand Firm, Thick Skull | GS | A | |
ReRolls | 70k | Apothecary: No | ||||||||
Special Rules | Masters of Undeath, Sylvanian Spotlight |
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Necromantic Horror Team Strengths
- Lots of Regenerate
- Cheap Linemen
Necromantic Horror Team Weaknesses
- No Ball Handling Skills
- Expensive Rerolls
Necromantic Horror Star Players
Akhorne The Squirrel, Grak & Crumbleberry, Gretchen WΓ€chter, Helmutt Wolf, Bryce Β« The Slice Β» Cambuel, Frank nβ Stein, Skrull Halfeight, Whilhelm Chaney.
Starting Roster Necromantic Horror Team
Max Agility
QTY | Players / Extra | Cost |
---|---|---|
5 | Zombies | 200k |
2 | Ghoul Runners | 150k |
2 | Wraiths | 190k |
2 | Werewolves | 250k |
3 | Rerolls | 210k |
Total | 1000k |
The team starts with the six most agile and fast players (although Wraiths can’t handle the ball). It also maximizes the initial Block, Dodge and both Wraiths and Werewolves have some other useful abilities. Starting with three rerolls avoids having to save an exorbitant amount later on. Although you have to give up the Flesh Golems, you can start saving up for them directly, since you are not allowed to have an Apothecary anyway. Flesh Golems will appeal to you early on as they can be slow to get, however they are quite useful even as a novice player when you get them.
10 Players with Regeneration
QTY | Players / Extra | Cost |
---|---|---|
5 | Zombies | 200k |
1 | Ghoul Runners | 75k |
1 | Wraiths | 95k |
2 | Werewolves | 250k |
2 | Flesh Golems | 230k |
2 | Rerolls | 140k |
Total | 990k |
Before you could go without Ghouls and have all position players with Regeneration in a starting lineup. With the new rules, you go 10k over the starting amount, so you can’t do that anymore. It would have also meant that you would only have the two Werewolves to do the ball handling. With a Wraith and a Necrophage you almost have all the Regeneration option and that extra player who is better at ball handling.
Starting with the Flesh Golems gives them the most time to gather star player points, but the tradeoff is that there are only two rerolls. You can get a little more agility by trading one of the Werewolves and a Zombie for the second Ghoul and the Wraith. That would also mean another player with Block and another with Dodge on the team as well.
No Werewolves
QTY | Players / Extra | Cost |
---|---|---|
5 | Zombies | 200k |
2 | Ghoul Runners | 150k |
2 | Wraiths | 190k |
2 | Flesh Golems | 230k |
3 | Rerolls | 210k |
Total | 980k |
This is essentially the maximum agility list but with the Werewolves swapped out for the Flesh Golems. This also gives you 20k in the bank or some Dedicated Fans. In this case, since you’re not trying to get an apothecary after the first game, the Dedicated Fans will help you save up for Werewolves a little faster. The downsides are that it makes your team a bit slower and your two main players are low on armor and don’t have Regeneration to extend their lives.
Necromantic Horror Team Development
Zombies
It’s not ideal for skills and/or experience points to fall on zombies; you can give them Block to make it harder to knock them down, Dirty Player to specialize in fouling, or distribute a random general skill so their value doesn’t increase too much. If you don’t find their skill useful, you can consider firing them.
Ghoul Runners
Ghoul runners have very good mobility and come with Dodge and decent agility, making them perfect for ball handling. Focus on skills like Block to avoid being knocked down (or tackle with more confidence), Sure Hands to pick up the ball from the ground, and Sidestep to position advantageously when you’re the target of opponent penetration. Wrestle can also be useful for tackling the opponent carrying the ball.
Werewolves
With their high movement, Frenzy, and claws, werewolves are perfect for blitzing, whether it’s to tackle the ball carrier or push players out through the sidelines. Therefore, their first skill should be Block; for subsequent skills, Sidestep is really useful because if you push opponents off the field, Frenzy forces you to follow up, leaving you vulnerable for them to do the same to you. Of course, Dodge is also a great option. As a secondary skill, a werewolf with Mighty Blow can be very intimidating.
Wraiths
Unable to carry the ball and equipped with a fairly comprehensive set of skills from the start, wraiths should focus on disrupting play, filling gaps, performing blitz actions, and supporting teammates. For this, the best options are Guard, Mighty Blow, and Stand Firm.
Flesh Golems
Golems are the only players on the team with above-average strength, so they are responsible for holding back opponents in the central area and exchanging blows. Therefore, Block should be your first choice, followed by Guard, and if a third skill is reached, Mighty Blow.
Summary
Players | Primary | Secundary | Stats |
---|---|---|---|
Flesh Golems | Block, Guard, Mighty Blow | – | – |
Werewolves | Block, Sidestep, Dodge, | Mighty Blow | – |
Wraiths | Guard, Mighty Blow, Stand Firm | – | – |
Ghoul Runners | Block, Sure Hands, Sidestep, Wrestle | – | – |
Zombies | Block, Dirty Player, Random | – | – |
Contents of the GW Team Box
The Necromantic Horror starter box contains 14 miniatures:
- x6 Zombies
- x2 Ghoul Runners
- x2 Ghosts
- x2 Werewolves
- x2 Golems
- x2 double-sided Blood Bowl coins
- x2 turn and replay markers
- x4 balls
- Team Decals
- Bases
The damned and the damned do not always lurk in the forests or graveyards of the Old World. Sometimes they gather together, forming a group to hunt down the more fortunate souls. These groups, who find relief in mad outbursts of terrible violence, do the best they can to alleviate their suffering: they go for a good game of Blood Bowl.
Team Summary
Necromancers are the less strong and faster version of the Undead team. They have immobile Golems instead of Mummies and sacrifice two of the Ghouls for Werewolves. Both types of players are great, Golems can tie up players and slow down cages as well as blocking paths against weaker teams. Werewolves are tougher than ghouls and are great attackers that take out players regardless of their armor.
Of all the hardest hitting teams, they are probably one of the worst to initially cage. They have neither the strength nor the initial hitting ability that other teams of this type have. This can be a challenge when facing them, as perhaps their style of play leans more towards a fast running game than a more direct hitting style.
For beginners, I don’t think they are the best team for the reasons stated above. Coupled with the complicated skills that werewolves start with, I think they may be too complex for a trainer just starting out.
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