Necromantic Horror
Tier 2About
The Necromantic Horror team is what happens when a mad necromancer decides that regular undead just are not exciting enough. Where Shambling Undead coaches rely on sheer numbers and grinding attrition, the Necromantic approach is far more creative -- stitching together a roster of horrifying specialists that blend raw speed with supernatural resilience. The centrepieces of the team are the Werewolves, savage creatures capable of tearing through a defensive line before the opposition even knows what hit them.
Supporting the Werewolves are the Flesh Golems, lumbering walls of stitched-together muscle that anchor the line of scrimmage with Stand Firm and Regeneration. On the flanks, a pair of Wraiths drift through the pitch with Foul Appearance and Side Step, making them maddeningly difficult to pin down or remove. The humble Zombies fill out the ranks as disposable linemen, slow but remarkably persistent thanks to Regeneration.
Coaching Necromantic Horror is about leveraging your speed advantage where it matters most. The Werewolves provide a burst of Movement 8 that very few bashy teams can match, while your Flesh Golems and Wraiths hold the line. You do not have an apothecary, but Regeneration on almost every player means you can shrug off injuries that would cripple other rosters. This is a team that rewards aggressive play and creative use of its diverse positional lineup.
Positionals
| Position | MA | ST | AG | PA | AV | Cost | Starting Skills | Primary | Secondary | Max |
|---|---|---|---|---|---|---|---|---|---|---|
| Zombie Lineman | 4 | 3 | 4+ | 6+ | 9+ | 40k | Eye GougeRegenerationUnsteady | Devious, General | Agility, Strength | 16 |
| Ghoul Runner | 7 | 3 | 3+ | 4+ | 8+ | 75k | DodgeRegeneration | Agility, General | Devious, Passing, Strength | 2 |
| Wraith | 6 | 3 | 3+ | - | 9+ | 85k | BlockFoul AppearanceNo BallRegenerationSidestep | General, Strength | Agility, Devious | 2 |
| Werewolf | 8 | 3 | 3+ | 3+ | 9+ | 120k | ClawsFrenzyRegeneration | Agility, General | Devious, Passing, Strength | 2 |
| Flesh Golem | 4 | 4 | 4+ | 6+ | 10+ | 110k | RegenerationStand FirmThick SkullUnsteady | General, Strength | Agility, Devious | 2 |
Strengths
- Werewolves provide exceptional speed (MA8) with Claws and Frenzy for a devastating blitz threat
- Flesh Golems are durable anchors with ST4, Stand Firm, and Regeneration
- Wraiths are extremely hard to remove thanks to Foul Appearance, Side Step, and Regeneration
- Regeneration across the roster compensates for the lack of an apothecary
Weaknesses
- Zombies are painfully slow at MA4 with no useful skills for ball handling
- No apothecary means failed Regeneration rolls result in permanent casualties
- Limited passing game and low agility make scoring from distance very difficult
- Expensive positionals mean a starting roster can feel thin on numbers
Tips & Strategy
- Use your Werewolves as targeted missiles -- pick the most valuable blitz each turn and commit fully
- Position Flesh Golems centrally to anchor the scrimmage; their Stand Firm makes them nearly impossible to push aside
- Keep Wraiths on the flanks where Foul Appearance and Side Step frustrate opposing cage-breakers
- Prioritise Block on your Werewolves as their first skill to reduce the risk of turnover on the blitz
