Undead Mummy Overview:
Mummies are unparalleled in Blood Bowl when it comes to reliable high strength players. They aren’t as good as they used to be as they no longer have normal access to general skills. However this isn’t really a massive deal and Undead are still one of the best teams despite this set back. Obviously given their slow speed but high strength and armour they make brilliant blockers. They are also hard to get past for other teams and provide a great front line to protect their team mates. This all adds up to using them for a slow grinding cage down the pitch. Their high strength makes it hard for other teams to knock them over, high armour generally keeps them protected and Regeneration lets them shrug off a lot of injuries as well.
Obviously the key skill for any blocker would be Block, though Mummies now need a doubles roll in order to take it. This has hit their reliability a bit (until they get block that is) and you need to bear this in mind. If you can maximise assists to get three dice blocks instead of two, then it is well worth doing. You also need to consider the effect falling over on a block will have before you do it. If they are holding a valuable position and you have already used a reroll that turn perhaps you might be best off doing nothing with them for that turn.
Mummies are really good in the thick of it and for supporting the ball carrier in providing protection. Be careful with their slow movement not to get them separated from the main action revolving around the ball. Free them up with a block from a team mate so they can move (at least until they get break tackle), after getting Guard, they can also help a team mate get a two dice block instead of a one die block. If the team mate has Block as well, then you should probably hit with them first as the turnover risk is lower. Obviously SPP for Mummies are pretty much all going to come from casualties or MVPs, so you do need to be hitting with them and Mighty Blow will help with getting those SPP or at least opponents off the pitch.
For defence it is usually best not to set them up on the LOS as may seem the sensible thing to do. They will just get tied up easily and their slow movement will keep them away from the action if you do manage to get them free. Setting them back a few squares will give you a greater coverage range and they are fantastic players for standing in the way of a cage. The opponents will usually have to go around rather than through the path of a Mummy. They can also hit their way through a ruck of players if needed to head towards the ball carrier. If they are within blitzing range of a receiver on a more agile team then you can hopefully cause some pain. They will usually be more isolated or low strength so you can get the three dice hits on them and Mighty Blow will be great against their low armour. So against both styles of play setting them up back a bit makes sense. Leave the LOS for Zombies as that is what they do best.
- Normal: Guard, Break Tackle, Stand Firm/Grab/Piling On
- Doubles: Block, Side Step
- Stat Increase: +ST +MV
Being as you can’t take Block unless you roll doubles (and if you do then you should, there is no better alternative) your first skill choice should pretty much always be Guard. It will help out your team mates loads and make caging the ball a lot easier and successful. Their high strength will also make it hard for the other team to push them out of the way as well. Break Tackle is my next recommendation, mainly so you can stop them getting tied up by cheap opposing Linemen and keep them in the action where you need them. By your third skill hopefully you have a double for Block but if not there are a number of skills to choose from. Stand Firm will really help with holding positions for both offence and defence and also combine well with Guard. Grab will give you lots of targets to keep in contact, set up chain Blocks in case you only get a push, lastly you can really open up spaces to move a cage into easier.
You can consider Piling On to get more casualties, though your slow movement makes it troublesome to keep up with the rest of your team. Mummies are of more use to the rest of their team when they are on their feet. Being prone will render Guard useless, weakening the position of the team mates around them, deny the protection they provide by screening team mates and also makes life easier for the opposition by not having to try and knock them over. The final issue I have is the potential foul possibility you have granted the other team to one of your key players.
After Block for further double rolls I may be tempted to skip them as there are so many useful Strength skills, though Side Step can be really great, but don’t take it if you already have Stand Firm due to the overlap in abilities they both provide. Tackle could be worth considering in Dodge heavy leagues and will also help against other teams blockers who took it on a double roll.
Stat Increases point towards +ST being great, ST6 is really tricky for most teams to deal with and as they can use rerolls unlike most high strength players there is less of a reason to use the double for Block. I wouldn’t bother with +AV as you don’t get knocked over a great deal and have high armour to start with and Regeneration as back up. +MV is really helpful to give you extra range and also to keep up with a cage. It will also mean you can blitz a player standing next to you if you do get knocked over, without the need to do a Go For It to hit them.
Undead Mummy Summary:
I would build both Mummies the same way, most the players on Undead teams are fairly well defined in their roles and it makes sense to build them to maximise that potential. I can’t really see many alternative ways to build Mummies which would also keep them most useful to the team strategy as a whole. Another outside skill to perhaps consider is Pass Block, the extra movement could be fantastic and you can perhaps get them in the way to block a path, or exert another tackle zone on the receiver.