Posted: January 12th, 2010, 12:44
Racial Starting Rosters
These examples of decent starting teams can be either copied verbatim or used as a baseline. Generally they will start off with a few rerolls and a handful of specialist players, dropping the Big Guy until later. Remember that rerolls are half price at team creation, so it's worth getting at least a couple, more for teams with few starting skills.
Amazon
5 Linewomen
1 Thrower
1 Catcher
4 Blitzers
4 Rerolls
1 Apothecary
This build sacrifices a thrower and a catcher for a good raft of rerolls and an apothecary. The latter is important, since all the players have AV7 and they're too expensive to want to be replacing too often. The loss of two of the ball players isn't as much of a disadvantage as it might sound, forcing the running game and spreading out the SPPs which might otherwise be hogged by the catchers.
Chaos
7 Beastmen
4 Chaos Warriors
3 Rerolls
The main problem with Chaos teams is that their players are fairly unskilled. This means you need rerolls to counter the skill rerolls the other team will have. This basic build starts with three, which is really the minimum to consider, and a full compliment of Chaos Warriors. The latter have the maximum amount of time to get SPPs before the Minotaur is bought into the line of scrimmage. A variation that offers better value for money is to replace two of the Chaos Warriors with Beastmen and buy an extra reroll, leaving enough cash for an apothecary. This could leave you short of fighting power in early games, and it'll be a long time before you've earned enough for both Chaos Warriors and the Minotaur, but your team should max out on players and rerolls sooner. Personally I'd rather have the players on the pitch sooner and pay more later in the season when money isn't of much use anyway.
Dark Elf
6 Lineman
1 Runner
4 Blitzer
2 Rerolls
Starting with the maximum amount of your Blitzers gives you early access to some good players, and the team is pretty quick on average. The low rerolls could be problematic, but hopefully none will be needed for blocking and with so much agility it isn't likely to be as much of a problem as for other teams. The players left out of the lineup, Assassins and Witch Elves, could be considered a little unstable for a starting team anyway.
Dwarf
5 Blockers
2 Runners
2 Blitzers
2 Troll Slayers
3 Rerolls
Unlike most teams in this list, the Dwarves start off diverse early. You're going to be doing a lot of fighting, and early on it makes life easier if you've hurt as many opposition as possible. Even if it doesn't keep them off the pitch it should give them a healthy fear of coming near your cage for fear of getting a kicking. Your Troll Slayers, as generally non-ball carriers, will benefit from an early start on getting skills, and having three rerolls should be plenty until much later in the team's career. The only player missing is the Death Roller, which is an unwise choice for a new team given how little of the game it will play before being sent off.
Elf
7 Lineman
2 Blitzer
2 Catcher
3 Rerolls
This build sacrifices the Throwers for rerolls. The Catchers, with Nerves of Steel and AG4, make pretty good impromptu throwers anyway, and even the linemen aren't bad over short distances. The rerolls should mostly make up for the skill deficiency and let you build some SPPs outside your specialists.
Goblin
2 Troll
10 Goblin
1 Pogoer
1 Fanatic
4 Re-rolls
3 Fan Factor
Goblins are a squishy team, so having a supply of spares is pretty important, especially when some of your players will be sent off. This lineup starts you with enough players to keep your full team after send-offs, and a spare for injuries. It probably still won't be enough, but goblins are cheap to buy so that won't be for long. Only two of the special players are included - the Pogoer and the Fanatic, who are the more effective ones. It's easy to be tempted to go special-heavy at the beginning, but they're really not worth the money compared to having a full-time player on the field until you can fill the sub's bench.
Halfling
2 Treemen
12 Halfings
3 Fan Factor
4 Re-rolls
There isn't a huge amount to be done with a Halfling team, since you only get a choice of two types of player. The Treemen are essentials, so the only real decision is how many halflings to sacrifice for rerolls. An alternative is to underspend as much as possible to generate inducements for chefs and star players, but that's more of a tactic for experienced halfling players.
High Elves
6 Linemen
1 Thrower
2 Catchers
2 Blitzers
2 Rerolls
This build maximises the offensive capability of the expensive High Elves. Unlike the other elf teams they have some survivability, so the earlier they're on the pitch the more SPPs they'll be picking up. With skilled specialists hopefully those rerolls won't be needed.
Human
5 Lineman
2 Catchers
1 Thrower
4 Blitzers
3 Re-rolls
3 Fan Factor
This is a good versatile starting team. Your Blitzers and Linemen can hold their own against most opponents while your specialists concentrate on ball movement. Remember though that all of your players are reasonably competent and should be able to handle a handoff without much risk. One thrower is really all that's needed as they should be out of harm's way until it's too late, and two catchers gives a bit of tactical choice when attacking. The only real deficiency (you really don't need four catchers) is the Ogre, but as with all Big Guys his instability is best left for when you have a more experienced team a few games in.
Khemri
4 Skeletons
1 Blitz-Ras
2 Thro-Ras
4 Tomb Guardians
3 Rerolls
With Khemri it's absolutely essential that the Tomb Guardians make the starting teams as they're the centrepoint to the whole team. At least one Thro-Ra is also essential if you ever want to pick up the ball, and as fragile as they are a second should mean that you're never short of one. The fewer Skeletons in this lineup are actually an advantage, because at this level with no skills they're a liability.
Lizardmen
5 Skinks
6 Saurus
3 Rerolls
4 Fan Factor
Starting off with six Saurii gives your team maximum stompy potential early on, which is important when your Skinks are as weak as they are. Five Skinks is plenty to exploit your opponent and run in the ball, and three rerolls are plenty to see the team through for a long time. The other advantage of starting off Saurus heavy is that they get more time to develop skills. This is important as they won't be scoring a lot, while your Skinks will catch up quickly with touchdowns. Dropping one Saurus for a Skink and buying an apothecary could help stave off skink deaths against early bashy teams.
Necromantic
2 Flesh Golems
2 Wights
1 Werewolf
1 Ghoul
5 Zombies
3 Rerolls
This is a slightly controversial build, as many believe the Flesh Golems should only come later due to their expense and lack of any real impact. However, starting the team with them allows them to start generating SPPs as soon as possible, since MVPs and injuries are the only things which will generate them. The sacrifice is a werewolf and a ghoul, which may not seem like a great trade-off from a ball handling perspective, but the Ghouls are fragile and the Werewolves can be a liability with their frenzy. Between the two that are present, though, there should be a decent scoring capability and the Flesh Golems will give the line of scrimmage some much needed muscle.
Norse
8 Linemen
2 Werewolves
1 Yheti
3 Rerolls
1 Apothecary
Contrary to previous advice, this build starts with a Big Guy. Prolonged fighting is not something you want a Norse team to be involved in, so having three tough AV8 players on the line of scrimmage will save injuries in the long run and start generating the SPPs early. The apothecary is very handy in a mainly AV7 team, although the loss of a player is mostly financial as they start off well skilled. The lack of positional players isn't a huge disadvantage - Norse are very well suited to a running game as the team are pretty much all Blitzers anyway. The throwers and catchers can come later, and as with any Frenzy skilled player, the Berzerkers can prove a liability in early games.
Nurgle
6 Rotters
1 Pestigor
4 Nurgle Warriors
3 Rerolls
This build drops the Beast of Nurgle to ensure plenty of rerolls and a full lineup of Warriors. Since there aren't a lot of skills in the Nurgle lineup those rerolls are important to counter dropped balls and lack of block. The Beast, on the other hand, is a fairly handy Big Guy and won't suffer too much from missing a few early SPPs, which the Warriors will certainly benefit from more.
Ogre
8 Snotlings
4 Ogres
4 Rerolls
This build maximises the amount of rerolls at the beginning, because they're cheap and you'll need them. It does so at the expense of more snotlings, or an apothecary, in other builds, but an ogre player needs to learn that snotlings are expendable. You'll be buying more ogres later, hopefully not losing too much cash from replacement snotlings.
Orcs
2 Linemen
1 Thrower
4 Black Orc Blockers
4 Blitzers
3 Rerolls
This starting lineup is fairly bashy even for Orcs, but getting skills on those Black Orcs early will benefit them in the long run. The other players apart from the thrower can hold a decent fighting game. The thrower won't have much use right away without any players with catching skills, but short, safe passes behind the lines will make him a nice surprise for your opponent when you do.
Skaven
4 Linerats
1 Thrower
4 Gutter Runners
2 Storm Vermin
3 Rerolls
1 Apothecary
Any Skaven starting team should include an apothecary, and this is no exception. There's a good variety of positional players in the mix, but until the Rat Ogre can fill out the line of scrimmage the team is weak on the fighting front. That's not something Skaven should be looking to do anyway. An option on this to make the team a little more survivable is to drop two Gutter Runners for three Linerats, which gives you an extra player on the bench. It does leave you linerat heavy though (don't worry, some will die off), and personally I'd rather suck it up and replace injured players later.
Undead
5 Zombies
2 Ghouls
2 Wights
2 Mummies
3 Rerolls
This build capitalises on positional players without sacrificing rerolls. The absence of two ghouls is only going to be a major problem if you lose one to injury, and the Wights should be able to give them decent cover while the Mummies chew up the opposition.
Vampire
7 Thralls
4 Vampires
4 Rerolls
This is a good ratio of Vampires to Thralls, meaning any players lost to bloodlust should be less of an impact. With only 11 players there's a high likelihood that the team will be outnumbered, but the vampires are more than a match for most opposing linemen and not bad ball handlers. The lack of specific skills is made up for by the high number of rerolls.
Wood Elves
8 Linemen
1 Catchers
2 Wardancers
2 Rerolls
The slight deficit of rerolls in this lineup shouldn't be a huge problem with the relatively skilled Wood Elves, and the lack of a Thrower isn't a huge issue with the AG4 linemen around. Wardancers are among the best players in the game, so having these early on is good, and by sticking to short passes and running touchdowns they should be able to provide some cover for the more flimsy players. An apothecary should be first on the shopping list, even if it means fielding some mercenaries to cover for casualties.
These examples of decent starting teams can be either copied verbatim or used as a baseline. Generally they will start off with a few rerolls and a handful of specialist players, dropping the Big Guy until later. Remember that rerolls are half price at team creation, so it's worth getting at least a couple, more for teams with few starting skills.
Amazon
5 Linewomen
1 Thrower
1 Catcher
4 Blitzers
4 Rerolls
1 Apothecary
This build sacrifices a thrower and a catcher for a good raft of rerolls and an apothecary. The latter is important, since all the players have AV7 and they're too expensive to want to be replacing too often. The loss of two of the ball players isn't as much of a disadvantage as it might sound, forcing the running game and spreading out the SPPs which might otherwise be hogged by the catchers.
Chaos
7 Beastmen
4 Chaos Warriors
3 Rerolls
The main problem with Chaos teams is that their players are fairly unskilled. This means you need rerolls to counter the skill rerolls the other team will have. This basic build starts with three, which is really the minimum to consider, and a full compliment of Chaos Warriors. The latter have the maximum amount of time to get SPPs before the Minotaur is bought into the line of scrimmage. A variation that offers better value for money is to replace two of the Chaos Warriors with Beastmen and buy an extra reroll, leaving enough cash for an apothecary. This could leave you short of fighting power in early games, and it'll be a long time before you've earned enough for both Chaos Warriors and the Minotaur, but your team should max out on players and rerolls sooner. Personally I'd rather have the players on the pitch sooner and pay more later in the season when money isn't of much use anyway.
Dark Elf
6 Lineman
1 Runner
4 Blitzer
2 Rerolls
Starting with the maximum amount of your Blitzers gives you early access to some good players, and the team is pretty quick on average. The low rerolls could be problematic, but hopefully none will be needed for blocking and with so much agility it isn't likely to be as much of a problem as for other teams. The players left out of the lineup, Assassins and Witch Elves, could be considered a little unstable for a starting team anyway.
Dwarf
5 Blockers
2 Runners
2 Blitzers
2 Troll Slayers
3 Rerolls
Unlike most teams in this list, the Dwarves start off diverse early. You're going to be doing a lot of fighting, and early on it makes life easier if you've hurt as many opposition as possible. Even if it doesn't keep them off the pitch it should give them a healthy fear of coming near your cage for fear of getting a kicking. Your Troll Slayers, as generally non-ball carriers, will benefit from an early start on getting skills, and having three rerolls should be plenty until much later in the team's career. The only player missing is the Death Roller, which is an unwise choice for a new team given how little of the game it will play before being sent off.
Elf
7 Lineman
2 Blitzer
2 Catcher
3 Rerolls
This build sacrifices the Throwers for rerolls. The Catchers, with Nerves of Steel and AG4, make pretty good impromptu throwers anyway, and even the linemen aren't bad over short distances. The rerolls should mostly make up for the skill deficiency and let you build some SPPs outside your specialists.
Goblin
2 Troll
10 Goblin
1 Pogoer
1 Fanatic
4 Re-rolls
3 Fan Factor
Goblins are a squishy team, so having a supply of spares is pretty important, especially when some of your players will be sent off. This lineup starts you with enough players to keep your full team after send-offs, and a spare for injuries. It probably still won't be enough, but goblins are cheap to buy so that won't be for long. Only two of the special players are included - the Pogoer and the Fanatic, who are the more effective ones. It's easy to be tempted to go special-heavy at the beginning, but they're really not worth the money compared to having a full-time player on the field until you can fill the sub's bench.
Halfling
2 Treemen
12 Halfings
3 Fan Factor
4 Re-rolls
There isn't a huge amount to be done with a Halfling team, since you only get a choice of two types of player. The Treemen are essentials, so the only real decision is how many halflings to sacrifice for rerolls. An alternative is to underspend as much as possible to generate inducements for chefs and star players, but that's more of a tactic for experienced halfling players.
High Elves
6 Linemen
1 Thrower
2 Catchers
2 Blitzers
2 Rerolls
This build maximises the offensive capability of the expensive High Elves. Unlike the other elf teams they have some survivability, so the earlier they're on the pitch the more SPPs they'll be picking up. With skilled specialists hopefully those rerolls won't be needed.
Human
5 Lineman
2 Catchers
1 Thrower
4 Blitzers
3 Re-rolls
3 Fan Factor
This is a good versatile starting team. Your Blitzers and Linemen can hold their own against most opponents while your specialists concentrate on ball movement. Remember though that all of your players are reasonably competent and should be able to handle a handoff without much risk. One thrower is really all that's needed as they should be out of harm's way until it's too late, and two catchers gives a bit of tactical choice when attacking. The only real deficiency (you really don't need four catchers) is the Ogre, but as with all Big Guys his instability is best left for when you have a more experienced team a few games in.
Khemri
4 Skeletons
1 Blitz-Ras
2 Thro-Ras
4 Tomb Guardians
3 Rerolls
With Khemri it's absolutely essential that the Tomb Guardians make the starting teams as they're the centrepoint to the whole team. At least one Thro-Ra is also essential if you ever want to pick up the ball, and as fragile as they are a second should mean that you're never short of one. The fewer Skeletons in this lineup are actually an advantage, because at this level with no skills they're a liability.
Lizardmen
5 Skinks
6 Saurus
3 Rerolls
4 Fan Factor
Starting off with six Saurii gives your team maximum stompy potential early on, which is important when your Skinks are as weak as they are. Five Skinks is plenty to exploit your opponent and run in the ball, and three rerolls are plenty to see the team through for a long time. The other advantage of starting off Saurus heavy is that they get more time to develop skills. This is important as they won't be scoring a lot, while your Skinks will catch up quickly with touchdowns. Dropping one Saurus for a Skink and buying an apothecary could help stave off skink deaths against early bashy teams.
Necromantic
2 Flesh Golems
2 Wights
1 Werewolf
1 Ghoul
5 Zombies
3 Rerolls
This is a slightly controversial build, as many believe the Flesh Golems should only come later due to their expense and lack of any real impact. However, starting the team with them allows them to start generating SPPs as soon as possible, since MVPs and injuries are the only things which will generate them. The sacrifice is a werewolf and a ghoul, which may not seem like a great trade-off from a ball handling perspective, but the Ghouls are fragile and the Werewolves can be a liability with their frenzy. Between the two that are present, though, there should be a decent scoring capability and the Flesh Golems will give the line of scrimmage some much needed muscle.
Norse
8 Linemen
2 Werewolves
1 Yheti
3 Rerolls
1 Apothecary
Contrary to previous advice, this build starts with a Big Guy. Prolonged fighting is not something you want a Norse team to be involved in, so having three tough AV8 players on the line of scrimmage will save injuries in the long run and start generating the SPPs early. The apothecary is very handy in a mainly AV7 team, although the loss of a player is mostly financial as they start off well skilled. The lack of positional players isn't a huge disadvantage - Norse are very well suited to a running game as the team are pretty much all Blitzers anyway. The throwers and catchers can come later, and as with any Frenzy skilled player, the Berzerkers can prove a liability in early games.
Nurgle
6 Rotters
1 Pestigor
4 Nurgle Warriors
3 Rerolls
This build drops the Beast of Nurgle to ensure plenty of rerolls and a full lineup of Warriors. Since there aren't a lot of skills in the Nurgle lineup those rerolls are important to counter dropped balls and lack of block. The Beast, on the other hand, is a fairly handy Big Guy and won't suffer too much from missing a few early SPPs, which the Warriors will certainly benefit from more.
Ogre
8 Snotlings
4 Ogres
4 Rerolls
This build maximises the amount of rerolls at the beginning, because they're cheap and you'll need them. It does so at the expense of more snotlings, or an apothecary, in other builds, but an ogre player needs to learn that snotlings are expendable. You'll be buying more ogres later, hopefully not losing too much cash from replacement snotlings.
Orcs
2 Linemen
1 Thrower
4 Black Orc Blockers
4 Blitzers
3 Rerolls
This starting lineup is fairly bashy even for Orcs, but getting skills on those Black Orcs early will benefit them in the long run. The other players apart from the thrower can hold a decent fighting game. The thrower won't have much use right away without any players with catching skills, but short, safe passes behind the lines will make him a nice surprise for your opponent when you do.
Skaven
4 Linerats
1 Thrower
4 Gutter Runners
2 Storm Vermin
3 Rerolls
1 Apothecary
Any Skaven starting team should include an apothecary, and this is no exception. There's a good variety of positional players in the mix, but until the Rat Ogre can fill out the line of scrimmage the team is weak on the fighting front. That's not something Skaven should be looking to do anyway. An option on this to make the team a little more survivable is to drop two Gutter Runners for three Linerats, which gives you an extra player on the bench. It does leave you linerat heavy though (don't worry, some will die off), and personally I'd rather suck it up and replace injured players later.
Undead
5 Zombies
2 Ghouls
2 Wights
2 Mummies
3 Rerolls
This build capitalises on positional players without sacrificing rerolls. The absence of two ghouls is only going to be a major problem if you lose one to injury, and the Wights should be able to give them decent cover while the Mummies chew up the opposition.
Vampire
7 Thralls
4 Vampires
4 Rerolls
This is a good ratio of Vampires to Thralls, meaning any players lost to bloodlust should be less of an impact. With only 11 players there's a high likelihood that the team will be outnumbered, but the vampires are more than a match for most opposing linemen and not bad ball handlers. The lack of specific skills is made up for by the high number of rerolls.
Wood Elves
8 Linemen
1 Catchers
2 Wardancers
2 Rerolls
The slight deficit of rerolls in this lineup shouldn't be a huge problem with the relatively skilled Wood Elves, and the lack of a Thrower isn't a huge issue with the AG4 linemen around. Wardancers are among the best players in the game, so having these early on is good, and by sticking to short passes and running touchdowns they should be able to provide some cover for the more flimsy players. An apothecary should be first on the shopping list, even if it means fielding some mercenaries to cover for casualties.