BB2020 Necromantic Horror Starting Rosters

Necromantic Horror Starting Rosters Overview

Necromantic Horror teams look a little bit different from previous editions. They’ve lost the Wights and have been replaced by non ball handling Wraiths who are also slightly more expensive. Speaking of price increases the same has also happened to the Ghouls, Werewolves and Flesh Golems. This is going to have quite an impact on the starting rosters coaches may have been used to.

QTYPositionCostMASTAGPAAVSkills & TraitsPriSec
0-16Zombie40k434+9+RegenerationGAS
0-2Ghoul Runners75k733+4+8+DodgeAGPS
0-2Wraith95k633+9+Block, Foul Appearance, No Hands, Regeneration, Side StepGSA
0-2Werewolf125k833+4+9+Claws, Frenzy, RegenerationAGPS
0-2Flesh Golem115k444+10+Regeneration, Stand Firm, Thick SkullGSA
0-8ReRolls70kApothecary: No
Special RulesMasters of Undeath, Sylvanian Spotlight

Maximum Agility Necromantic Horror

QuantityPlayer / ItemCost
5Zombies200k
2Ghoul Runners150k
2Wraiths190k
2Werewolves250k
3Rerolls210k
Total1000k

When pricing out this build I was surprised to see that you can still fit in three rerolls given the price rises on the players. (The old version had 30k left in the bank.) The team starts with all six of it’s more agile and faster players (even if the Wraiths can’t handle the ball). It also maximises the initial Block, Dodge and the Wraiths and Werewolves both have some other handy skills. Starting with three of the expensive rerolls avoids having to save up an extortionate amount later on. Whilst you have to forgo the Flesh Golems you can start saving for them straight away as you’re not allowed to have an Apothecary anyway. You would like the Flesh Golems early on as they can be slow to skill up, however they are pretty useful even as rookie players when you eventually get them.

10x Regeneration Necromantic Horror

QuantityPlayer / ItemCost
5Zombies200k
1Ghoul Runners75k
1Wraiths95k
2Werewolves250k
2Flesh Golems230k
2Rerolls140k
Total990k

You used to be able to go with no Ghouls and get all the positional players with Regeneration into a starting lineup. Under the new rules you’re 10k over the amount of starting money so can no longer do that. It would have also meant that you would have only had the two Werewolves for doing the ball handling. Going to one Wraith and one Ghoul nearly gives you an entire 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 trade off is only two team rerolls. You can get a bit more agility by swapping one of the Werewolves and a Zombie for the second Ghoul and Wraith. That would also mean another player with Block and another with Dodge on the team as well.

No Werewolves Necromantic Horror

QuantityPlayer / ItemCost
5Zombies200k
2Ghoul Runners150k
2Wraiths190k
2Flesh Golems230k
3Rerolls210k
Total980k

This is essentially the maximum agility roster but with the Werewolves swapped out for the Flesh Golems. This also gets you 20k in the bank or some Dedicated Fans. In this case as you aren’t trying to get an Apothecary after game one the Dedicated Fans should help save up for the Werewolves that tiny bit quicker. The drawbacks are that it makes your team quite a bit slower and your two main ball handlers have both low armour and no Regeneration to extend their lives.

Necromantic Horror Starting Rosters Summary

When I first saw all the price rises on the team I really thought you would have to give up a lot for your starting teams but in reality it just takes you right to the edge of your budget. There are a couple of variations that would take you just over the budget, but that’s the case for all of the Blood Bowl races. It’s always been tough to get all the expensive players on a starting Necromantic Horror team so not a lot has really changed in reality.

The new Wraiths are actually quite useful players but you have to watch out for the fact they are unable to handle the ball. Make sure you’ve got enough Ghouls and Werewolves to do your ball handling. If you do that then it’s hard to really go wrong unless you take things to the extreme. Going down to one reroll will just lead to far too many turnovers and they will take longer to save up for than any of your players would.

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