Starting 1M Rosters for CRP
Posted: Sun Oct 26, 2014 3:50 pm
Admin: please sticky this and unsticky the outdated thread it's replacing.
This is a thorough but not necessarily exhaustive list of competitive builds for the CRP era, with a number of viable, fun builds included. Italicized builds are not necessarily optimal, but are fun and can thrive in a common format. If you would like to submit a build, please identify its purpose, whether that's a style of play or construction, or a common league format (perpetual, scheduled, matching, or tournament). You may include one line as a description of when and why you take that build. No theorybowl please, only stuff you've tried or seen used, with some kind of success. Expect new builds to be included on this page in italics most of the time.
Amazons
*** Perpetual: 4 Blitzers, 8 Linewomen, 3 Re-Rolls, Apothecary, 40k Treasury.
Catchers and Throwers suck for value. This is the most efficient roster.
*** Scheduled: 4 Blitzers, Thrower, Catcher, 6 Linewomen, 3 Re-Rolls, Apothecary.
In a scheduled league, it's good to have some position players.
*** Tournament: 4 Blitzers, 2 Catchers, 6 Linewomen, 4 Re-Rolls
If you're getting skills each round, Catchers and their Agility access may be nice.
*** Bribe: 3 Blitzers, 9 Linewomen, 3 Re-Rolls, 130k Treasury
*** Wizard: 3 Blitzers, 8 Linewomen, 3 Re-Rolls, 180k Treasury
These rosters are good in all-rookie formats, like scheduled leagues and tournaments. They're not effective in perpetual or matching formats, unless you know you can face 1M teams with sub-900k teams.
Chaos
*** All-Purpose: 4 Warriors, 7 Beastmen, 3 Re-Rolls
There's only one way to rock.
*** Minotaur: Minotaur, 3 Warriors, 7 Beastmen, 2 Re-Rolls, 10k Treasury
Way risky, better to buy the Mino with winnings. If the Mino were 10k cheaper, you could have 2 Warriors and 3 Re-Rolls....
Chaos Dwarfs
*** Scheduled: 2 Bulls, 5 Dwarfs, 4 Hobgoblins, 3 Re-Rolls, 20k Treasury
If you like Re-Rolls, this is the basic Chaos Dwarf roster.
*** Perpetual/Tourney: 2 Bulls, 6 Dwarfs, 4 Hobgoblins, 2 Re-Rolls, 20k Treasury
Max positionals (except Minotaur), but only two Re-Rolls.
*** Fouly: 1 Bull, 6 Dwarfs, 6 Hobgoblins, 3 Re-Rolls
Good for a perpetual or scheduled format, lets you use the Hobgoblins as weapons.
*** Minotaur 1: 1 Minotaur, 1 Bull, 6 Dwarfs, 4 Hobgoblins, 2 Re-Rolls
*** Minotaur 2: 1 Minotaur, 1 Bull, 5 Dwarfs, 4 Hobgoblins, 3 Re-Rolls
Minotaurs aren't great players, but they can be a lot of fun.
Chaos Pact
*** Marauders: 12 Marauders, Elf, 4 Re-Rolls, Apothecary
This roster is deadly if you like to mob 'em and hammer 'em and don't trust big guys.
*** Bigs: Ogre, Troll, Elf, 8 Marauders, 4 Re-Rolls
This is the big, strong, version, fairly reliable too but lacking in depth.
*** Midrange: Elf, Troll, Goblin, 9 Marauders, 4 Re-Rolls, Apothecary
This is the happy medium roster, with okay depth, a one-turn option, and one big guy.
Dark Elves
*** Vanilla: 4 Blitzers, 7 Linemen, 2 Re-Rolls, 10k Treasury
This is the toughest roster.
*** Witch: 3 Blitzers, Witch, 7 Linemen, 2 Re-Rolls
If you like Witch Elves, this one works.
*** Runner: 4 Blitzers, Runner, 6 Linemen, 2 Re-Rolls
You can have a Runner too, if you don't know any better.
*** Sturdy: Blitzer, 10 Linemen, 3 Re-Rolls, Apothecary
This roster for joining a long-running scheduled league vs. nasty opposition.
Dwarfs
*** All-Purpose: 2 Slayers, 2 Blitzers, 2 Runners, 5 Blockers, 3 Re-Rolls
Max positionals, 3 re-rolls, what's not to like?
*** Boomer/Bribe: Runner, 2 Blitzers, 8 Blockers, 2 re-rolls, 100k Treasury
This is good for all-rookie scheduled or tournament environments.
Elves
*** Scheduled: 2 Blitzers, 1 Catcher, 8 Linemen, 3 Re-Rolls, Apothecary
The Apothecary is critical in a scheduled league, as a lost Blitzer or Catcher is crippling.
*** Perpetual/Tournament: 2 Blitzers, 2 Catchers, 1 Thrower, 6 Linemen, 3 Re-Rolls
Plenty of positionals, and enough re-rolls!
Goblins
*** Full-Go: 2 Trolls, Looney, Fanatic, Bomb, Pogo, 8 Gobbos, 4 Re-Rolls
Vroom vroom! Lots of reserves, but no money for bribes.
Halflings
*** Deeproot: 2 Trees, 10 Flings, 1 Re-Roll, 400k Treasury
Three ST6-7 smashers and 2.5 re-rolls. Everybody else is a Halfling, but still….
High Elves
*** Scheduled/Perpetual: 2 Blitzers, Catcher, 8 Linemen, 3 Re-Rolls
This is the most reliable High Elf roster.
*** Tournament: 2 Blitzers, 2 Catchers, Thrower, 6 Linemen, 2 Re-Rolls, 10k Treasury
The lack of re-rolls is a concern, but having all the position players is nice.
*** Catchers: 3 Catchers, Thrower, 7 Linemen, 3 Re-Rolls
Speedy, with enough Re-Rolls, but no Block.
Humans
*** League/Perpetual: 4 Blitzers, Thrower, Catcher, 6 Linemen, 3 Re-Rolls, Apothecary
Durable, tough, enough Re-Rolls.
*** Tournament: 4 Blitzers, Thrower, Catcher, 6 Linemen, 4 Re-Rolls
The same roster with a fourth Re-Roll in place of the Apothecary.
*** Ogre: Ogre, 4 Blitzers, Thrower, Catcher, 4 Linemen, 3 Re-Rolls, 10k Treasury
An Ogre adds beef, but is unreliable.
*** Bribe: 3 Blitzers, Thrower, 8 Linemen, 3 Re-Rolls, 110k Treasury
*** Griff: 11 Linemen, 2 Re-Rolls, 350k Treasury
*** Wizard: 4 Blitzers, Thrower, 6 Linemen, 2 Re-Rolls, 170k Treasury
These three rosters are for scheduled leagues against rookies, or for rookie tournaments.
Khemri
*** Heavy: 4 Tomb Guardians, 2 Blitz-Ras, 5 Skeletons, 3 Re-Rolls, 10k Treasury
This roster has trouble with the ball, but it's as hard-hitting as they come.
*** Ballin': 3 Tomb Guardians, 2 Blitz-Ras, Thro-Ra, 6 Skeletons, 3 Re-Rolls.
12 players and a ball-carrier, at the expense of some of the team's signature strength.
*** Extra-Ballin': 4 Tomb Guardians, Blitz-Ra, 2 Thro-Ras, 4 Skeletons, 3 Re-Rolls.
Only one Blitz-Ra makes this build unreliable early, but it's strong and has lots of ball skills (for Khemri).
*** KO Tourney: 4 Tomb Guardians, 2 Blitz-Ras, 2 Thro-Ras, 3 Skeletons, 2 Re-Rolls, 20k Treasury.
Two Re-Rolls is dangerous, but this build at least lets you max out on Guardians and start with Sure Hands.
Lizardman
*** All-Purpose: 6 Sauri, 5 Skinks, 3 Re-Rolls, 40k Treasury
If you'd rather have all your Re-Rolls intact to start your team.
*** Heavy: Krox, 6 Saurus, 4 Skinks, 2 Re-Rolls, 20k Treasury
If you'd rather have all your heavies intact to start your team.
Necromantic
*** Speedy: 2 Werewolves, 2 Ghouls, 2 Wights, 5 Zombies, 3 Re-Rolls, 30k Treasury
All six mobile players!
*** Sturdy: 2 Werewolves, Golem, 2 Wights, 6 Zombies, 3 Re-Rolls, 20k Treasury
Everybody regenerates!
*** Tough: Werewolf, 2 Flesh Golems, Ghoul, 2 Wights, 5 Zombies, 3 Re-Rolls
Max Golems means maximum strength.
Norse
*** League/Perpetual: 2 Ulfs, Runner, Berserker, 8 Linemen, 3 Re-Rolls, Apothecary, 20k Treasury
More reliable than the Snow Troll roster.
*** Heavy: Snow Troll, 2 Ulfs, 9 Linemen, 3 Re-Rolls, 10k Treasury
Good for ground-pounding.
*** Boomer: Runner, 11 Linemen, 3 Re-Rolls, 180k Treasury
Boomer and a Bribe is good fun in a scheduled rookie format.
Nurgle
*** Max-ST: Beast, 4 Warriors, Pestigor, 5 Rotters, 2 Re-Rolls
Who needs ball-handling? This team has everything needed to bash.
*** No-Beast: 4 Warriors, 3 Pestigors, 4 Rotters, 2 Re-Rolls, 20k Treasury
Pestigors need skills, so starting them is always nice.
*** Play-It-Safe: 4 Warriors, Pestigor, 6 Rotters, 3 Re-Rolls
Three re-rolls is a must for early ball-handling, but starting 6 Rotters is a liability.
Ogres
*** Heavy: 6 Ogres, 8 Snotlings
Here's a dilemma. You can go without re-rolls...
*** Skilly: 5 Ogres, 8 Snotlings, 2 Re-Rolls
… or you can not start all your Ogres and have some re-rolls.
*** Reserves: 4 Ogres, 11 Snotlings, 3 Re-Rolls, 10k Treasury
… or you can not start all your Ogres and have some re-rolls.
Orcs
*** Heavy: 4 BOBs, 4 Blitzers, 3 Linos, 3 Re-Rolls, 30k Treasury
If you don't like AV8 Throwers.
*** Skilly: 4 Blockers, 4 Blitzers, Thrower, 2 Linemen, 3 Re-Rolls, 10k Treasury
If you do like AV8 Throwers.
*** Extra-Heavy: Troll, 4 Blockers, 4 Blitzers, Thrower, Lineman, 2 Re-Rolls, 10k Treasury
If you just gotta start with that Troll.
*** Fouly: 3 Blockers, 4 Blitzers, 5 Linemen, 3 Re-Rolls, 10k Treasury
Extra bodies plus high AV equals kicking time!
*** Lucky: 3 Blockers, 4 Blitzers, 4 Linemen, 4 Re-Rolls
Four re-rolls! That's highly useful at low TV.
*** Fouly-Skilly: 3 Blockers, 4 Blitzers, Thrower, 3 Linemen, Goblin, 3 Re-Rolls
Enough bodies to foul, with a Thrower, using the Goblin to make up the extra cash.
*** ST3, rookie league: 4 Blitzers, 8 Linemen, 3 Re-Rolls, 100k Treasury
*** ST3, perpetual: 4 Blitzers, Thrower, 7 Linemen, 3 Re-Rolls, Apothecary, 30k Treasury
BOBs are overpriced. Trolls are unreliable. Ditch them all, and have a good old time! Good for getting games with Orcs in perpetual leagues, which is often hard to do.
Skaven
*** Durable: 2 Blitzers, 3 Gutter Runners, 7 Line-Rats, 3 Re-Rolls, Apothecary
Twelve men and an Apothecary make up for low AV, producing a roster with both speed and durability.
*** Max Positionals: 2 Blitzers, 4 Gutter Runners, Thrower, 4 Line-Rats, 3 Re-Rolls, Apothecary
Maximum speed, with an Apothecary to keep it all from falling apart.
*** Res Tourney: 2 Blitzers, 4 Gutter Runners, Thrower, 5 Line-Rats, 3 Re-Rolls
The Max Positionals roster, only with 12 men instead of the Apothecary: perfect for a resurrection tourney.
*** Big Guy: Rat Ogre, 2 Blitzers, 3 Gutter Runners, 5 Linos, 3 Re-Rolls
Rawr! This roster lacks durability but makes it up with extra firepower.
Slann
*** League/Perpetual: 2 Blitzers, Catcher, 8 Linefrogs, 4 Re-Rolls, 20k Treasury
This is a good roster for developing players, but starts off lacking a little for punch.
*** Short League: 11 Linefrogs, Catcher, 4 Re-Rolls, Apothecary, 10k Treasury
This roster struggles over the long haul, but it's about as sturdy as it gets on day one.
*** League/Tourney: 10 Linefrogs, Blitzer, Catcher, 4 Re-Rolls, 10k Treasury
This roster includes one Blitzer who can become the team's star in a skills-assigned tourney.
*** Big Guy: Krox, 2 Blitzers, 8 Linefrogs, 3 Re-Rolls, 10k Treasury
This is as heavy and hard-hitting as any Slann roster gets, but maybe not so reliable.
*** Catchers: 4 Catchers, 7 Linefrogs, 5 Re-Rolls, 10k Treasury
Nimble, with plenty of re-rolls. But small and fragile.
*** Big and Little: Kroxigor, 4 Catcher, 6 Linemen, 3 Re-Rolls, 30k Treasury
Big risks, big rewards! This roster lacks for Strength at the back end, but the Krox opens up some options.
Undead
*** All-Purpose: 2 Mummies, 2 Wights, 3 Ghouls, 4 Skels/Zombies, 3 Re-Rolls
Who needs to hire anything? Recruit your line off your early opposition and save cash for replacement players.
Underworld
*** All-Purpose: Troll, 2 Blitzers, Thrower, 2 Linerats, 7 Goblins, 3 Re-Rolls, Apothecary
The Troll and Blitzers are the centerpiece; surrounding them with plenty of bodies is critical.
*** No Troll: 2 Blitzers, 2 Throwers, 2 Linerats, 8 Goblins, 3 Re-Rolls, Apothecary
The Troll won't be missed right away: he's better as he develops.
Vampire
*** All-Purpose: 3 Vampires, 9 Thralls, 4 Re-Rolls, 30k Treasury
Vampires eat re-rolls and Thralls, it's nice to have extra of both. Three Vamps is just enough to wreak havoc.
*** Risky: 4 Vamps, 8 Thralls, 3 Re-Rolls, 30k Treasury
Three Re-Rolls and four Vampires is a little dangerous, but four Vampires can wreak havoc on rookie teams.
Wood Elf
*** No Catcher: 2 Wardancers, 9 Linemen, 2 Re-Rolls, 30k Treasury
An all ST3 roster is nice, and with 30k cash getting your Apothecary after game one is all but assured.
*** Catcher: 2 Wardancers, Catcher, 8 Linemen, 2 Re-Rolls, 10k Treasury
Maximum mobility, and starting Dodge: good combo.
*** Air-Raid: 2 Wardancers, Thrower, 3 Catchers, 5 Linemen, 1 Re-Roll
This is risky, lacking both Strength and Re-Rolls, but highly effective on offense and tricksy on defense.
This is a thorough but not necessarily exhaustive list of competitive builds for the CRP era, with a number of viable, fun builds included. Italicized builds are not necessarily optimal, but are fun and can thrive in a common format. If you would like to submit a build, please identify its purpose, whether that's a style of play or construction, or a common league format (perpetual, scheduled, matching, or tournament). You may include one line as a description of when and why you take that build. No theorybowl please, only stuff you've tried or seen used, with some kind of success. Expect new builds to be included on this page in italics most of the time.
Amazons
*** Perpetual: 4 Blitzers, 8 Linewomen, 3 Re-Rolls, Apothecary, 40k Treasury.
Catchers and Throwers suck for value. This is the most efficient roster.
*** Scheduled: 4 Blitzers, Thrower, Catcher, 6 Linewomen, 3 Re-Rolls, Apothecary.
In a scheduled league, it's good to have some position players.
*** Tournament: 4 Blitzers, 2 Catchers, 6 Linewomen, 4 Re-Rolls
If you're getting skills each round, Catchers and their Agility access may be nice.
*** Bribe: 3 Blitzers, 9 Linewomen, 3 Re-Rolls, 130k Treasury
*** Wizard: 3 Blitzers, 8 Linewomen, 3 Re-Rolls, 180k Treasury
These rosters are good in all-rookie formats, like scheduled leagues and tournaments. They're not effective in perpetual or matching formats, unless you know you can face 1M teams with sub-900k teams.
Chaos
*** All-Purpose: 4 Warriors, 7 Beastmen, 3 Re-Rolls
There's only one way to rock.
*** Minotaur: Minotaur, 3 Warriors, 7 Beastmen, 2 Re-Rolls, 10k Treasury
Way risky, better to buy the Mino with winnings. If the Mino were 10k cheaper, you could have 2 Warriors and 3 Re-Rolls....
Chaos Dwarfs
*** Scheduled: 2 Bulls, 5 Dwarfs, 4 Hobgoblins, 3 Re-Rolls, 20k Treasury
If you like Re-Rolls, this is the basic Chaos Dwarf roster.
*** Perpetual/Tourney: 2 Bulls, 6 Dwarfs, 4 Hobgoblins, 2 Re-Rolls, 20k Treasury
Max positionals (except Minotaur), but only two Re-Rolls.
*** Fouly: 1 Bull, 6 Dwarfs, 6 Hobgoblins, 3 Re-Rolls
Good for a perpetual or scheduled format, lets you use the Hobgoblins as weapons.
*** Minotaur 1: 1 Minotaur, 1 Bull, 6 Dwarfs, 4 Hobgoblins, 2 Re-Rolls
*** Minotaur 2: 1 Minotaur, 1 Bull, 5 Dwarfs, 4 Hobgoblins, 3 Re-Rolls
Minotaurs aren't great players, but they can be a lot of fun.
Chaos Pact
*** Marauders: 12 Marauders, Elf, 4 Re-Rolls, Apothecary
This roster is deadly if you like to mob 'em and hammer 'em and don't trust big guys.
*** Bigs: Ogre, Troll, Elf, 8 Marauders, 4 Re-Rolls
This is the big, strong, version, fairly reliable too but lacking in depth.
*** Midrange: Elf, Troll, Goblin, 9 Marauders, 4 Re-Rolls, Apothecary
This is the happy medium roster, with okay depth, a one-turn option, and one big guy.
Dark Elves
*** Vanilla: 4 Blitzers, 7 Linemen, 2 Re-Rolls, 10k Treasury
This is the toughest roster.
*** Witch: 3 Blitzers, Witch, 7 Linemen, 2 Re-Rolls
If you like Witch Elves, this one works.
*** Runner: 4 Blitzers, Runner, 6 Linemen, 2 Re-Rolls
You can have a Runner too, if you don't know any better.
*** Sturdy: Blitzer, 10 Linemen, 3 Re-Rolls, Apothecary
This roster for joining a long-running scheduled league vs. nasty opposition.
Dwarfs
*** All-Purpose: 2 Slayers, 2 Blitzers, 2 Runners, 5 Blockers, 3 Re-Rolls
Max positionals, 3 re-rolls, what's not to like?
*** Boomer/Bribe: Runner, 2 Blitzers, 8 Blockers, 2 re-rolls, 100k Treasury
This is good for all-rookie scheduled or tournament environments.
Elves
*** Scheduled: 2 Blitzers, 1 Catcher, 8 Linemen, 3 Re-Rolls, Apothecary
The Apothecary is critical in a scheduled league, as a lost Blitzer or Catcher is crippling.
*** Perpetual/Tournament: 2 Blitzers, 2 Catchers, 1 Thrower, 6 Linemen, 3 Re-Rolls
Plenty of positionals, and enough re-rolls!
Goblins
*** Full-Go: 2 Trolls, Looney, Fanatic, Bomb, Pogo, 8 Gobbos, 4 Re-Rolls
Vroom vroom! Lots of reserves, but no money for bribes.
Halflings
*** Deeproot: 2 Trees, 10 Flings, 1 Re-Roll, 400k Treasury
Three ST6-7 smashers and 2.5 re-rolls. Everybody else is a Halfling, but still….
High Elves
*** Scheduled/Perpetual: 2 Blitzers, Catcher, 8 Linemen, 3 Re-Rolls
This is the most reliable High Elf roster.
*** Tournament: 2 Blitzers, 2 Catchers, Thrower, 6 Linemen, 2 Re-Rolls, 10k Treasury
The lack of re-rolls is a concern, but having all the position players is nice.
*** Catchers: 3 Catchers, Thrower, 7 Linemen, 3 Re-Rolls
Speedy, with enough Re-Rolls, but no Block.
Humans
*** League/Perpetual: 4 Blitzers, Thrower, Catcher, 6 Linemen, 3 Re-Rolls, Apothecary
Durable, tough, enough Re-Rolls.
*** Tournament: 4 Blitzers, Thrower, Catcher, 6 Linemen, 4 Re-Rolls
The same roster with a fourth Re-Roll in place of the Apothecary.
*** Ogre: Ogre, 4 Blitzers, Thrower, Catcher, 4 Linemen, 3 Re-Rolls, 10k Treasury
An Ogre adds beef, but is unreliable.
*** Bribe: 3 Blitzers, Thrower, 8 Linemen, 3 Re-Rolls, 110k Treasury
*** Griff: 11 Linemen, 2 Re-Rolls, 350k Treasury
*** Wizard: 4 Blitzers, Thrower, 6 Linemen, 2 Re-Rolls, 170k Treasury
These three rosters are for scheduled leagues against rookies, or for rookie tournaments.
Khemri
*** Heavy: 4 Tomb Guardians, 2 Blitz-Ras, 5 Skeletons, 3 Re-Rolls, 10k Treasury
This roster has trouble with the ball, but it's as hard-hitting as they come.
*** Ballin': 3 Tomb Guardians, 2 Blitz-Ras, Thro-Ra, 6 Skeletons, 3 Re-Rolls.
12 players and a ball-carrier, at the expense of some of the team's signature strength.
*** Extra-Ballin': 4 Tomb Guardians, Blitz-Ra, 2 Thro-Ras, 4 Skeletons, 3 Re-Rolls.
Only one Blitz-Ra makes this build unreliable early, but it's strong and has lots of ball skills (for Khemri).
*** KO Tourney: 4 Tomb Guardians, 2 Blitz-Ras, 2 Thro-Ras, 3 Skeletons, 2 Re-Rolls, 20k Treasury.
Two Re-Rolls is dangerous, but this build at least lets you max out on Guardians and start with Sure Hands.
Lizardman
*** All-Purpose: 6 Sauri, 5 Skinks, 3 Re-Rolls, 40k Treasury
If you'd rather have all your Re-Rolls intact to start your team.
*** Heavy: Krox, 6 Saurus, 4 Skinks, 2 Re-Rolls, 20k Treasury
If you'd rather have all your heavies intact to start your team.
Necromantic
*** Speedy: 2 Werewolves, 2 Ghouls, 2 Wights, 5 Zombies, 3 Re-Rolls, 30k Treasury
All six mobile players!
*** Sturdy: 2 Werewolves, Golem, 2 Wights, 6 Zombies, 3 Re-Rolls, 20k Treasury
Everybody regenerates!
*** Tough: Werewolf, 2 Flesh Golems, Ghoul, 2 Wights, 5 Zombies, 3 Re-Rolls
Max Golems means maximum strength.
Norse
*** League/Perpetual: 2 Ulfs, Runner, Berserker, 8 Linemen, 3 Re-Rolls, Apothecary, 20k Treasury
More reliable than the Snow Troll roster.
*** Heavy: Snow Troll, 2 Ulfs, 9 Linemen, 3 Re-Rolls, 10k Treasury
Good for ground-pounding.
*** Boomer: Runner, 11 Linemen, 3 Re-Rolls, 180k Treasury
Boomer and a Bribe is good fun in a scheduled rookie format.
Nurgle
*** Max-ST: Beast, 4 Warriors, Pestigor, 5 Rotters, 2 Re-Rolls
Who needs ball-handling? This team has everything needed to bash.
*** No-Beast: 4 Warriors, 3 Pestigors, 4 Rotters, 2 Re-Rolls, 20k Treasury
Pestigors need skills, so starting them is always nice.
*** Play-It-Safe: 4 Warriors, Pestigor, 6 Rotters, 3 Re-Rolls
Three re-rolls is a must for early ball-handling, but starting 6 Rotters is a liability.
Ogres
*** Heavy: 6 Ogres, 8 Snotlings
Here's a dilemma. You can go without re-rolls...
*** Skilly: 5 Ogres, 8 Snotlings, 2 Re-Rolls
… or you can not start all your Ogres and have some re-rolls.
*** Reserves: 4 Ogres, 11 Snotlings, 3 Re-Rolls, 10k Treasury
… or you can not start all your Ogres and have some re-rolls.
Orcs
*** Heavy: 4 BOBs, 4 Blitzers, 3 Linos, 3 Re-Rolls, 30k Treasury
If you don't like AV8 Throwers.
*** Skilly: 4 Blockers, 4 Blitzers, Thrower, 2 Linemen, 3 Re-Rolls, 10k Treasury
If you do like AV8 Throwers.
*** Extra-Heavy: Troll, 4 Blockers, 4 Blitzers, Thrower, Lineman, 2 Re-Rolls, 10k Treasury
If you just gotta start with that Troll.
*** Fouly: 3 Blockers, 4 Blitzers, 5 Linemen, 3 Re-Rolls, 10k Treasury
Extra bodies plus high AV equals kicking time!
*** Lucky: 3 Blockers, 4 Blitzers, 4 Linemen, 4 Re-Rolls
Four re-rolls! That's highly useful at low TV.
*** Fouly-Skilly: 3 Blockers, 4 Blitzers, Thrower, 3 Linemen, Goblin, 3 Re-Rolls
Enough bodies to foul, with a Thrower, using the Goblin to make up the extra cash.
*** ST3, rookie league: 4 Blitzers, 8 Linemen, 3 Re-Rolls, 100k Treasury
*** ST3, perpetual: 4 Blitzers, Thrower, 7 Linemen, 3 Re-Rolls, Apothecary, 30k Treasury
BOBs are overpriced. Trolls are unreliable. Ditch them all, and have a good old time! Good for getting games with Orcs in perpetual leagues, which is often hard to do.
Skaven
*** Durable: 2 Blitzers, 3 Gutter Runners, 7 Line-Rats, 3 Re-Rolls, Apothecary
Twelve men and an Apothecary make up for low AV, producing a roster with both speed and durability.
*** Max Positionals: 2 Blitzers, 4 Gutter Runners, Thrower, 4 Line-Rats, 3 Re-Rolls, Apothecary
Maximum speed, with an Apothecary to keep it all from falling apart.
*** Res Tourney: 2 Blitzers, 4 Gutter Runners, Thrower, 5 Line-Rats, 3 Re-Rolls
The Max Positionals roster, only with 12 men instead of the Apothecary: perfect for a resurrection tourney.
*** Big Guy: Rat Ogre, 2 Blitzers, 3 Gutter Runners, 5 Linos, 3 Re-Rolls
Rawr! This roster lacks durability but makes it up with extra firepower.
Slann
*** League/Perpetual: 2 Blitzers, Catcher, 8 Linefrogs, 4 Re-Rolls, 20k Treasury
This is a good roster for developing players, but starts off lacking a little for punch.
*** Short League: 11 Linefrogs, Catcher, 4 Re-Rolls, Apothecary, 10k Treasury
This roster struggles over the long haul, but it's about as sturdy as it gets on day one.
*** League/Tourney: 10 Linefrogs, Blitzer, Catcher, 4 Re-Rolls, 10k Treasury
This roster includes one Blitzer who can become the team's star in a skills-assigned tourney.
*** Big Guy: Krox, 2 Blitzers, 8 Linefrogs, 3 Re-Rolls, 10k Treasury
This is as heavy and hard-hitting as any Slann roster gets, but maybe not so reliable.
*** Catchers: 4 Catchers, 7 Linefrogs, 5 Re-Rolls, 10k Treasury
Nimble, with plenty of re-rolls. But small and fragile.
*** Big and Little: Kroxigor, 4 Catcher, 6 Linemen, 3 Re-Rolls, 30k Treasury
Big risks, big rewards! This roster lacks for Strength at the back end, but the Krox opens up some options.
Undead
*** All-Purpose: 2 Mummies, 2 Wights, 3 Ghouls, 4 Skels/Zombies, 3 Re-Rolls
Who needs to hire anything? Recruit your line off your early opposition and save cash for replacement players.
Underworld
*** All-Purpose: Troll, 2 Blitzers, Thrower, 2 Linerats, 7 Goblins, 3 Re-Rolls, Apothecary
The Troll and Blitzers are the centerpiece; surrounding them with plenty of bodies is critical.
*** No Troll: 2 Blitzers, 2 Throwers, 2 Linerats, 8 Goblins, 3 Re-Rolls, Apothecary
The Troll won't be missed right away: he's better as he develops.
Vampire
*** All-Purpose: 3 Vampires, 9 Thralls, 4 Re-Rolls, 30k Treasury
Vampires eat re-rolls and Thralls, it's nice to have extra of both. Three Vamps is just enough to wreak havoc.
*** Risky: 4 Vamps, 8 Thralls, 3 Re-Rolls, 30k Treasury
Three Re-Rolls and four Vampires is a little dangerous, but four Vampires can wreak havoc on rookie teams.
Wood Elf
*** No Catcher: 2 Wardancers, 9 Linemen, 2 Re-Rolls, 30k Treasury
An all ST3 roster is nice, and with 30k cash getting your Apothecary after game one is all but assured.
*** Catcher: 2 Wardancers, Catcher, 8 Linemen, 2 Re-Rolls, 10k Treasury
Maximum mobility, and starting Dodge: good combo.
*** Air-Raid: 2 Wardancers, Thrower, 3 Catchers, 5 Linemen, 1 Re-Roll
This is risky, lacking both Strength and Re-Rolls, but highly effective on offense and tricksy on defense.