

Stand Firm is also a nice Primary and combo with Guard. Mummies happily take Guard as a Primary, but saving for Block as a Secondary is equally viable. It also means if using them to cage you must plan around that cage advancing at their pace. Their poor MA means they are less effective blitzers, and it also means you must be very careful with their positioning, as they can easily become separated, particularly if knocked down. ST5 and Mighty Blow, with no negatrait to spoil your actions, or cause you Loner Turnovers, means this pair of brutes can (semi-)reliably smash opponents and control the pitch turn after turn. The player that really defines the Undead, the Mummy turns what would be a tough hybrid team into a legitimately terrifying basher. Ghouls can absolutely benefit from more MA if you are in a position to save for it. Sure Hands is a good second skill option for carriers, while Sidestep also has good synergy for Blodgers. Wrestle is a sound option if going the pure ball-hawking route, in which case Tackle or Strip ball should follow. Block is a great first skill on any Ghoul and immediately turns them into dual threats. Ghouls can be developed as ball carriers or as ball-hawks. That said, Dodge is a very powerful defensive tool at lower TV, and so you can quite happily field Ghouls on defense, and even use them quite aggressively, especially when you have three or four on the roster. On the flip side they have low armour and are your only players without Regeneration. They are your natural ball carriers, with high movement, decent agility and passing ability, and start with Dodge. Ghouls are some of the most pivotal players on the team. Having one Wight with the MB/Tackle combo is a fantastic asset to hunt enemy Dodge and Blodge threats that the Mummies are less able to deal with. Strength Access on Primary means they can easily pick up key skills like Guard and Mighty Blow. Wights can ball carry in a pinch, but this is a poorer use for them than guarding and supporting your Ghoul ball carriers.

A Blitzer by any other name, they have a combination of movement range and blocking ability that means they will normally be your Blitz action user on any given turn. Your ancient armoured warriors are one of the key players in the team. Skeletons can be skilled just as zombies, but arguably having one with Dirty Player is the best use of them.


As a result, they are generally only taken occasionally, mainly because the extra movement is helpful for fouling. Skeletons, while sharing many of the same stats and limitations as the Zombies, crucially lack the higher armour that allows them to be an annoying meat shield for the team. Dirty Player is an option once you have skilled others. Fend and Guard (a Secondary) are also worth considering.
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The fact that your Masters of Undeath skill allows you to occasionally get them for free is another bonus. Whether it’s standing on the LOS, tagging more valuable opposing players, or fouling cheap and durable linemen are a great asset. They are slow, with average strength and armour, have bad agility, and cannot even pass the ball but thanks to their 40k price tag they are absolutely perfect at what they do – which is every dirty job your team needs them to. The Undead have two sets of core linemen on their roster, but the Zombies will be your go-to choice.
