Greetings everyone. I'm new to Blood Bowl and am looking for some advice on starting a Lizardmen team. The league I'm playing in will be 15 Games long with about 6-10 teams, so it will leave a bit of time for development. I'm looking for advice on which of the two popular starting options below to go with. I've read through the very helpful articles here about playing Lizardmen, so thanks to all the authors for the great advice. 6x Saurus 5x Skink 3 RRs 40k banked (apothecary after game 1, then Kroxigor unless other needs arise) -or- 6x Saurus 1x Kroxigor 4x Skinks 2x RRs 20k banked (apothecary, then 3x cheerleader & 3x assistant coach to try and net extra RRs) Is it a rule in LRB6 that purchasing team re-rolls after team creation is doubled in costs? I've seen online discussions that note re-rolls double in cost after creation, but I haven't been able to track down that section in the rulebook. If they do double in costs, the first build might definitively be the way to go. I've been playtesting the first build (with no Kroxigor), but I'm exploring the merits of the second roster. Here's the points I've been mulling over: (1) Having 6x Str4 and 1x Str5 all with AV9 will be really imposing on the defense. Should be able to out-muscle or at least go toe-to-toe with any bashy squad, even with 4x Skinks. And everyone is fast enough to keep up with Agility teams, more or less. I have trouble imaging how I myself would play offense against so much high Str, so I think it could give opponents headaches as they try to find enough marks or assists to actually be able to throw 2 die blocks in their favor and create holes for the ball to progress. On offense, strengthens the resilience of the cage even more. (2) Prehensile Tail seems really useful, as that extra -1 can really tip the scales for a dodging elf or gutter runner, almost doubling the chance that the dodge roll fails (1/6-->1/3). Though, with Bonehead, moving the Krox to where it's most useful will be risky. (3) A Str5 can, one-on-one, double die block just about anything on the LOS (especially in the early games), and can free up Str4 Sauri to be more mobile and actually put their MA6 to use. Additionally, a Str5 can solo blitz a Str2 catcher, etc. with a 3 die block. So against Wood Elves and other such teams, could stay mid-field on defense and then MA6 blitz a catcher for 3 dice without needing any assists. Means risking the Bonehead, but could have its uses. Plus, even if you don't down the receiver, Prehensile Tail is ready to go. (4) Fewer skinks on defense, which seems to be a very good thing in the early games before the skinks have acquired any skills. Four skinks still seems formidable enough on offense with options to shift it up with multiple hand-off targets. Until they start getting KO'd or injured... (5) Increases chances Kroxigor levels up earlier and more often. (6) I'd first buy an apothecary (ideally after the first game with any luck to protect the Sauri/Krox) and then would think about buying 3x Cheerleader & 3x Assistant Coach to try and maximize the likelihood of scoring extra re-rolls once or twice a game. Worried this might over-inflate the TV though with things that only sometimes produce results. (7) Seems like it would be a really strong starting squad that could hopefully win its first few games and gain some momentum and extra winnings and FAME to compensate for the painfully slow leveling that will follow. Even if the winnings come in really slowly and the leveling lags behind the curve, this squad would still be packin' a punch and could hopefully mitigate the leveling gap. The downside, of course, is that you only have 2x re-rolls. But I've found that even with 3x re-rolls I typically will only ever spend them when I'm on the offensive – specifically on Pick Up, Hand-Off, or second or later Dodge rolls. I've been sucking up a lot of bad block rolls with my Saurii instead of spending re-rolls (maybe this is a bad strategy), because I know I can't afford to spend re-rolls on anything but trying to grab or move that slippery ball with skinks. Besides, at AV9 Saurii usually have improved odds of coming out of “Both Down” results in better shape than their opponents (save those with Block, obviously). The turnovers from these bad blocks are unfortunate, but if the ball is well protected then it's not too terrible as long as you've still got turns for a score. And, given that Pick Ups and Hand-Offs are the only rolls I'd feel comfortable spending re-rolls on, ideally you won't need to make more than two of those a half (one to pick up attempt, one to a hand-off). Now, I certainly wouldn't mind having extra re-rolls, but I wonder if an early Kroxigor would be better than that extra re-roll. So, I'm wondering if it's possible for a Kroxigor-boosted Lizardmen team to thrive with 2 re-rolls, or if the 3 early re-rolls and a mid-league Kroxigor are the better option. I guess I'm worried that maybe I'm just rationalizing to myself to justify using my beloved Kroxigor conversion. Thanks for any help to a BB rookie!