In the Old World the dead do not rest easy. Vampires lurk in haunted castles, Necromancers seek to escape death by searching for forbidden knowledge, the Liche-lords rule over legions of corpses, and on the Blood Bowl field players who died long ago return to the scenes of their former glory and play Blood Bowl once again…
|QTY||Position||Cost||MA||ST||AG||PA||AV||Skills & Traits||Pri||Sec|
|0-12||Skeleton||40k||5||3||4+||6+||8+||Regeneration, Thick Skull||G||AS|
|0-2||Mummy||125k||3||5||5+||–||10+||Mighty Blow (+1), Regeneration||S||AG|
|Special Rules||Masters of Undeath, Sylvanian Spotlight|
Shambling Undead Team Overview:
Shambling Undead are one of the best teams in the game. They have a great mix of strong, fast, resiliant 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 shrug off injuies and death! With cheap players to use for fouling or tying up big guys, and the faster more agile Ghouls give the team a strong running game.
The bad news is the high cost of Rerolls, the Ghouls are fragile and have no regeneration or a team apothcary to keep them alive. They will often get targetted as the easiest players to get out of the game. They also aren’t that great at passing the ball, normally having no access to passing skills and you don’t really want to run ghouls off into the opposition half to be catching the ball.
For a beginner they are a great team, if not the best team, to start with. Strong, tough Mummies for hitting the other team and hiding your players behind, Zombies are cheap and fairly resiliant and the Wights and Ghouls give you some ball carrying ability. If you can keep the Ghouls safe and start with a few Rerolls, this is my recommended team to start with.
Shambling Undead Team Strengths:
- Great mix of players
- Great Beginner Team
Shambling Undead Team Weaknesses:
- Expensive Rerolls
- Weak Passing game
- Ghouls need to be protected