
★ Shambling Undead ★
QTY | Position | Cost | MA | ST | AG | PA | AV | Skills & Traits | Pri | Sec |
---|---|---|---|---|---|---|---|---|---|---|
![]() | Skeleton Linemen | 40k | 5 | 3 | 4+ | 6+ | 8+ | Regeneration, Thick Skull | G | AS |
![]() | Zombie Linemen | 40k | 4 | 3 | 4+ | – | 9+ | Regeneration | G | AS |
![]() | Ghoul Runner | 75k | 7 | 3 | 3+ | 4+ | 8+ | Dodge | AG | PS |
![]() | Wight Blitzer | 90k | 6 | 3 | 3+ | 5+ | 9+ | Block, Regeneration | GS | AP |
![]() | Mummies | 125k | 3 | 5 | 5+ | – | 10+ | Mighty Blow (+1), Regeneration | S | AG |
![]() | ReRolls | 70k | Apothecary: No | |||||||
Special Rules | Masters of Undeath, Sylvanian Spotlight |
Create your team roster
Shambling Undead Team Strengths:
- Great mix of players
- Resilient
- Great Beginner Team
Shambling Undead Team Weaknesses:
- Expensive Rerolls
- Weak Passing game
- Ghouls need to be protected
Undead Star Players:
- Akhorne
- Bryce « The Slice » Cambuel
- Frank n’ Stein
- Grak & Crumbleberry
- Gretchen Wächter
- Helmutt Wolf
- Ivan ‘the Animal’ Deathshroud
- Karina von Riesz
- Luthor von Drakenborg
- Skrull Halfheight
- Whilhelm Chaney
Starting Roster Shambling Undead Team
Standart Team
QTY | Players / Extras | Cost |
---|---|---|
5 | Skeletons / Zombies | 200k |
2 | Ghoul Runners | 150k |
2 | Wight Blitzers | 180k |
2 | Mummies | 250k |
3 | Rerolls | 210k |
Total | 990k |
This is one of the few teams that actually select themselves. The only thing to watch out for is the mix of Skeletons and Zombies. The common school of thought is that Zombies are slightly better since they have more armor. The extra movement is not really necessary for the job they usually do of being on the line of scrimmage or marking the opponent’s strong players. The extra movement of a skeleton can be useful at times, especially for getting into position to draw fouls. It can sometimes come into play when advancing in a cage, although it is usually worked around the slower mummies anyway.
You could throw in a reroll that would allow you to afford another Necrophage. That gives you an extra player that could be useful as a replacement or for fouls. However, the cost of the dice rolls doubles and you will be able to afford to buy a Necrophage much sooner than an extra reroll. Necrophages are also the most fragile player on the team, with little armor and no access to Regeneration or Apothecary.
Another option is to drop a Necrophage and then you can afford two more Liners. This makes your team much slower and less agile. That’s one of the advantages that undead teams have over other hit teams, so it seems silly not to play to their advantage. A Necrophage on the field will offer much more than having a spare Skeleton or Zombie on the bench. Likewise, it also makes no sense to drop a Wight or Mummy.
Team Development
Skeleton / Zombie
I’m grouping these two positions together because, while they have some differences (movement, thick skull, armor, etc.), their characteristics are very similar, and their role is the same: cannon fodder, providing assists, and being a nuisance.
The skills that suit them best, in order, are Block, Wrestle, and Dirty Player. In leagues, if your treasury is healthy, you can opt for random skills to keep their team value low.
Ghoul
Thanks to their movement, agility, and skills, one of your ghouls will usually be responsible for ball handling. For this role, give them Block, Sure Hands, and Sidestep.
It’s also worth specializing one of your ghouls for the opposite role, using Wrestle and Strip Ball. It’s better to do this with ghouls rather than wights, as you won’t waste Block, they have higher movement, and they already start with Dodge, allowing you to take risks and dive into cages to tackle the ball carrier when no better option is available.
For attributes, Movement can be extremely valuable.
Wight
Wights act as blitzers. While they can occasionally carry the ball if needed, you’ll generally want them performing blitz actions. To optimize their efficiency, Defensive, Mighty Blow, and Guard are excellent choices.
Mummy
Mummies are a unique type of Big Guy: you can take two, they lack the Loner trait or any other negative traits, and they already come with Mighty Blow. However, due to their low movement, they are more strategic than purely offensive.
Giving them Guard makes them invaluable for protecting teammates, and Stand Firm prevents opponents from breaking through your defensive line or even shields your ball carrier.
Block is secondary but very useful if you can afford it.
Summary
Positional | Primary Skills | Secondary Skills | Attributes |
---|---|---|---|
Skeleton / Zombie | Block, Wrestle, Dirty Player | ||
Ghoul | Block, Sure Hands, Sidestep, Wrestle, Strip Ball | Movement | |
Wight | Defensive, Mighty Blow, Guard | ||
Mummy | Guard, Stand Firm | Block |
Section created by: SmellyDiaper
GW Team Box Contents
The Undead starter box contains 14 miniatures:
- x2 Mummies
- x2 Knights
- x2 Ghouls
- x4 Zombies
- x4 Skeletons
- x2 double-sided Blood Bowl coins
- x2 turn and replay markers
- x4 Balls
- Team Decals
- Bases
In the Old World the dead do not rest easy. Vampires lurk in haunted castles, necromancers try to escape death by seeking forbidden knowledge while ruling legions of corpses, and on the field of Blood Bowl long-dead players return to the stages of their former glory and play Blood Bowl once more…
Team Summary
The Undead are one of the best teams in the game. They have a great mix of strong, fast, tough and cheap players. They have access to the strongest standard players of any starting team. Most of the team has the ability to regenerate, allowing them to resist injury and death. With cheap players to use on fouls or tie up bigs, and the faster and more agile Necrophages give the team a strong running game.
The bad news is the high cost of Second Chances, Necrophages are fragile and don’t have regeneration or a team medic to keep them alive. They are usually the easiest players to take out of the game. They are also not very good at passing the ball, as they usually don’t have access to passing skills and you don’t want Ghouls going deep into the opposing half to catch the ball unprotected.
For a beginner they are a great, if not the best, team to start with. Mummies are strong and tough to beat the other team and hide your players behind, Zombies are cheap and pretty tough and Necrophages and Ghouls give you the ability to carry the ball. If you can keep the Necrophages safe and start with a few Second Chances, it’s a good team to start playing.
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