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Scribbl 02 Finished

Issue 2, Summer 2603, Round 2
Contents


















From the Desk of the Editor
"Boss boss, have you seen this?" Carlos burst through the door of Grot's office, waving a piece of paper in the air. "Yes Carlos, I've seen our first issue distribution figures, vey impressive but I feel there's room for improvement. "No boss, THIS." Carlos cleared space on Grot's heaving desk and put the paper down. It was a crudely drawn piece of paper. At the top it was labelled "The Infamous Troll's Trousers and Grot didn't like it one bit. "Whatcha gonna do boss," Carlos asked. "We need to deal with this before it spreads any further," Grot's brow furrowed. "And I know just the way. Carlos, fetch your wheels of steal!" "Yeah boy, DJ Tuffjaw all up in this beach" Carlos ran from the room.












Later

Well my name's Snot Grotly
and I'm here to say.
That I'm gonna drop
some wisdom today.

Stay in school
and don't do drugs.
Get good grades,
don't be a thug.

Carlos clutched his head in his hands. "When did you last listen to rap, Snot? Things have changed a bit since the days of De La Squig and Strigohill Gang".
"I like to keep it classy Carlos, there is no point descending to his level. If I can't beat him with my razor sharp wit and verbal eloquence then I don't deserve to call myself the editor of this respected zine."

"Listen to this," Carlos said, pulling from his bag a small box which he placed upon the deck and opened. 3 confused and slightly shaken figures were visible inside. Upon the influx of light they lept to their feet and stood in formation. "This is the latest in sound reproduction technology," explained Carlos.
"Is it legal" asked Snot.
"Swear to nuffle" said Carlos.
"Go ahead then."
"Basically, these are like magic pixie gnome type things..."
"We're sprites" a microscopic voice was heard to say.
"... who can replicate any sound they hear. I took em along to a Three Six Nausica concert and they memorised every single note. Check this out. Alright guys, let's hear it."

And as if by magic a tinny reproduction of a song was heard. Grot wasn't sure to begin with, then his foot started tapping, his head starting nodding and he began bouncing from foot to foot like Scrappa Sorehead without his ADHD medicine.

"Wow, I see what you mean", said Grot. "Things have changed. Alright, let me have another go. Bring that beat back...

Uh, uh, 1 2 1 2
...
F Phoenix!
We know you can't rise like one
KO ladies with your breath
While I verbally stun

I'm dropping these bombs
Like a fumbling Boomer
You're huddled afraid
Waiting for me to consume ya

Spreading this dirt
Like it's some kind of news
It's common fact that
Carol gets out her boobs

How did you think
she became a fan favorite?
It wasn't writing crap
and being a plagiarist

How convenient that when
our first issue drops
You get a piece of paper,
drop trouser and squat

And try to peddle it,
looking for a sucker.
When everyone knows
you're the real mother... Brinfindal!"

The door to the office had swung open and the popular gnome appeared, looking angry and holding a piece of paper.

"Have you seen this Grot?"
"Yes, I have and we're dealing with it right now. Wanna get in on this jam?"
"Do I ever" said the gnome.

"It's Bilfrindal on the mic
and prediction's my game
but I don't need to be psychic
to know you'll get slain

see while you were at home
impregnating tissues
I was giving you content
for your next hundred issues

you write about my conquests
it'll fill your pages
I predict they'll tell of me
throughout the ages

publishing a zine
with only one page
a front cover is not deserving
of all of this rage

go back home to your mum
take her some flowers
and why not ask her
what's in the troll's trousers

Brinfindal out! Peace"

"Meeting over," declared Grot and the stunned half dozen other staff filed out in disbelief, muttering to themselves.
"I heard there are vacancies at the Araby Gazette" one of them was heard to mutter.
A Summons to a Spectral Spectacle - A Youngblood XI Primer

By Nigel Likely

Do you feel that chill? That tingle down your back? It could be the chill of late spring as it gives way to the summer; it could be the anticipation for a whole new season of Blood Bowl; or it could be the wisps of a something a little more blood-chilling, such as the opening of a whole new region for the summer time, a very haunted region and to commemorate this event a whole new Youngblood Competition to celebrate!

Whether you are a casual consumer, wanting the immediate 101 on the new teams hitting the CIBBL circuit; a long time fan wanting the juicy facts, or a grizzled coach wanting to know just what exactly he’ll be up against soon, The SCRIBBL is the place to be with the exclusive Youngblood XI Primer!

Side Note


The classification of players in this article is done using the CabalVision patented ‘Standardised Technical Ability Totals’ system (Or STAT system for short) for the purpose of giving important information quickly. For those new to this sport the STAT system is a number of values that rate a player’s abilities in certain areas of the game through a series of hidden algorithms and presents that data in the form of a single digit number, the higher the number, the better that player’s ability in that area.

For example the Human Lineman, generally considered the most average player in the entire game has a normal STAT value of 6338. This number is broken down as follows;
>The first number is Movement Allowance (MA), a measure of how fast the player can move without pushing himself.
>The second number is Strength (ST), representing how strong the player is compared to other players in the game for blocking and bashing purposes.
>The third number is Agility (AG), this covers the player’s ability in ball handling, dodging, passing and other such finesse based movements.
>The final number Armour Value (AV), is quite simply how tough the player is when taking hits on the field, whether from other players or from stumbles, trips, and crowd interaction.

In long form this statline could be presented as MA6 ST3 AG3 AV8.

The Haunted Vintage

Since the dead arose during the Autumn of 2601, the undead have made their bloody presence known to the league at large in shocking fashion, clawing their way quickly up the ranks to the very height of the hierarchy to earn their place amongst the league’s greatest teams. From the ancient dynasties of the Land of the Dead, to the blue-blooded aristocracies of Sylvania, the unliving in one form or another have been a household name for many a fan.

But much like a freshly dug grave at the cemetery, there has been a noticeable gap that had yet to be filled, a certain selection of old and established teams that are just as iconic in this particular wheelhouse as the Vampires and the Khemri and yet seem to have been put to one side and mostly ignored. Until now. Cut from the same funeral cloth as some of the most infamous and dangerous teams in Blood Bowl both past and present, The Undead and The Necromantic teams are freshly arisen straight from the crypt, with a monstrous pedigree behind them. You could even say that there are no Ghouls like the Old Ghouls.

Shambling Revenants - The Undead - Bashy, but Runny

First we should start with the important point, ‘how do these two teams play?’ And the answer to that question is ‘pretty much the same, but with a few key differences between the two.’ Both teams have a bunch of cheap and expendable linemen, and a few crucial and specialized positional players to work with, presenting you with an adaptable roster that can bash the running teams and outrun the bashing teams if needs be, you could almost call it a human roster if you squinted at it in a dim light. Where the differences come into play is down to certain positionals, we’ll get to that shortly.

0-16 Zombie - 40k - 4328 - Regeneration - G - ASP
0-16 Skeleton - 40k- 5327 - Regeneration, Thick Skull - G - ASP

First the Linemen, the Undead technically get two possible linemen options, both at 40k a piece. However the Revenants have opted to go hard in with their positionals to start out with, so there are only Zombies on the team for now, and they are generally prefered to Skeletons in a lot of cases. They are there to get in the way and get punched, their entire existence on the roster is to be a resilient punching bag between your opponent and your important players, and unlike most linemen that exist just to be a red smear on the end of a giant’s boot, Regen offers your already reasonably tough Zombies just that little bit extra staying power in both the short and long term. And since the team comes with a Necromancer, when you kill your opponent’s players you get a Zombie for free, such value!

0-4 Ghoul - 70k - 7337 - Dodge - GA - SP

Now your positionals on the other hand are the backbone of both this team and the Necromantic team too, which saves a lot of writing time really. First up are the Ghouls, you get 0-4 of these boys, they are the fastest players on your roster and also the most delicate. What you see from the above statline is a fast player that is the only one on the team with Agility skill access, making them the best suited to carrying the ball on your team, or chasing down your opponent’s fleeing ball carrier. What you don’t see, and is the reason why you have those zombies and your other positionals is Regeneration. There are only 6 possible players on the team that have AG3 by default and the team cannot take an Apothecary due to being Undead. Therefore it is greatly important that you protect them from taking too many bumps if you can help it, because if they get injured they aren’t coming back for that game, if at all.

0-2 Wight - 90k - 6338 - Block, Regeneration - GS - AP

Now what tools do you have available to prevent this? First of all you have Wights, roughly considered they are the Blitzers of the team. I mean hell, they’re pretty much the Human Blitzer with Regen for -1 MA, although you can only take 0-2 of them. They are quite easily the most general piece on the team that can fill in a lot of gaps in your strategy. You need a tough but mobile cage for your ghouls making a break for the endzone? Wights. You need a secondary ball carrier because your star Ghoul ate the dirt? Wights. Your Ghouls tangled up in a mess of players and you need someone to wade in and bash heads? Wights. For a lot of problems you can solve them with the right Wight with the right Wight skills for the right answer to the Wight problem. Now try saying that quickly.

And if the general Nuln army knife of the Wights doesn’t work for you, then you have the veritable sledgehammer of the team, and the one piece (well two if you count the Skeletons) that the Necromantic roster doesn’t get and what ultimately makes the difference for this team when comparing strategies.

0-2 Mummy - 120k - 3519 - Mighty Blow, Regeneration - S - GAP

Behold the Mummy. You see your team’s big guy? He wishes he was a Mummy, and you would wish he was a Mummy too, first of all because you get 0-2 of them and second of all is what you get for the asking price. At 120k a pop, you are laying down a fat stack to recruit this player but in return you get; a incredibly strong player with Mighty Blow, Regeneration, S access, and no negatraits, none, not even Loner. They might be slow, you could even use the word glacial to describe them compared to rest of your team, but as the toughest and strongest player on your team they are a roadblock that your opponent must either avoid or attempt to plough through. Earlier I described how the two teams here can position themselves for the running game or the bashing game depending on the situation with key differences, for the Undead it’s that they lean more towards the bashing end of the particular spectrum with the heavy duty players available to them, hence I would coin the term ‘Bashy but Runny.’

Leicheberg Lycans - The Necromantic - Runny, but Bashy

So now that we have established this theme, where does that leave us in regards to the Necromantic squadron? In short, if the Undead could be considered ‘Bashy, but Runny’ because they have a few very strong blocking players backed up by more nimble postionals, then the Necromantic team are a team that has some very strong running players backed up by more bulky positionals, hence ‘Runny, but Bashy’. And as you will most likely want me to actually do my job and explain what exactly I mean by this, so I shall do so accordingly.

0-16 Zombie - 40k - 4328 - Regeneration - G - ASP
0-2 Wight - 90k - 6338 - Block, Regeneration - GS - AP
0-2 Ghoul - 70k - 7337 - Dodge - GA - SP

Before we get to the meat of that explanation however, we should talk about what is the same for this roster when compared to the Undead team, and the answer is ‘a lot of things really’. Their re-rolls are the same price; they have access to most of the same star players, they come with a Necromancer rather than an Apothecary and they have on their roster Zombies, Wights and Ghouls, just like the Undead roster with all the same skills, stats and skill access available to them and they will most likely fulfill the same role on this team as well (Mostly, we’ll get to that point). The only real immediate difference is that Necro teams only get 0-2 Ghouls, rather than the Undead’s 0-4. So then what’s the main differences between these two teams? Two things as a matter of fact.

0-2 Flesh Golem - 110k - 4429 - Regeneration, Stand Firm, Thick Skull - GS - AP

First of all, I shall introduce the Flesh Golem. A positional you get 0-2 of, these boys are what could be considered the bulky guard piece for your team similar in form and function to a Black Orc Blocker. They aren’t quite as ‘heavy duty’ as the Mummies, but ST4 is still ST4, and the fact they are half of your team’s strength access when combined with the Wights is nothing to be sneezed at by any stretch of the imagination. Put them near somewhere you want the opponent holed up and/or your sides to break through, they’ll give you the leg up you need. “But Nigel, a 4 movement piece is nothing close to what I would consider ‘Runny’, and you get less Ghouls than the Undead do, so what does this team get that makes them especially Runny?” Oh sweet summer child, I will tell you what you get.

Picture a player. A very shaggy and disheveled player from the outset, almost doglike in looks and demeanor. Now imagine that this dogman can run really fast, like faster than the most of the ‘fast’ players on most other teams, faster than most players in the game beaten only by certain ratty positionals in certain underground regions. Imagine that this player is also really angry. Imagine that this player has claws. Imagine a MA8 player with Frenzy and Claw barrelling towards your endzone, or your prize ball carrier. You don’t have to imagine that player, because it looks exactly like this.

0-2 Werewolf - 120k - 8338 - Claw, Frenzy, Regeneration - GA - SP

If the Mummy is the front and centre piece for the Undead side, than the Werewolf is the crown jewel of any Necromantic roster. You can get up to two of these amazing players, and you will want them both as soon as possible because they are a problem solver piece. There are very few pieces in the game that are as fast as or faster than the Werewolf by default and most of them are only ST2, whether you need a lightning fast blitzer, or a turbo gear ball carrier the Werewolf will have you covered.

BL: Scribbl's dwarf in the know
And now over to Bradrid Largegranite at CabalVision headquarters with some breaking news on the contract signings for the new division. Take it away Bradrid

BL: Thank you Nigel. We've been promised that we're about to meet the coach and key players of the new Necromantic team, the Leicheberg Lycans. Oh yes, the door is opening and here they come... A trio of sickly and uncomfortable looking beings have just entered the room. The first and last of them look similar, they could be twins in terms of stature but a series of scars that slice up their features into very different patterns and shades mark them out as distinctly different. Count Petr von Stolpe is the third of the trio, but he looks nothing like the family portrait that the media have been using to promote his new team. Drawn, shying from the bright lights and jumping at the smallest noise he is a shadow of the noble figure anyone expects from the star player/coach of this new franchise. Von Stolpe appears somewhat fixated by the historic pictures on the walls here at CabalVision headquarters, standing transfixed by the images that stir memories of great players from his youth he seems lost in a world he can’t quite grasp, a melancholy look on his decrepit face. Looks like he's just remembered where he is and sits at the interview table, making sure the door is in full view. Finally, after what seems like an eternity, he seems comfortable and he introduces Artem and Vigo, the Lycans newly ‘signed’ blockers. More later Nigel. Don't call me, I'll call you.

The New Blood

Although the Haunted Hills are not frequented by many people for pretty obvious reasons the region is nevertheless a vibrant and diverse region, with much in the way to offer the careful traveller (and many ways for the unwary bumbler to disappear without a trace). But in the world of Blood Bowl the only household names to many are those from the big Necromantic and Undead teams and a lot of the more, rarely sighted creatures that haunt the hills are not well known outside of the region itself.

You have probably heard of the likes of Champions of Death, or the Bruendar Grimjacks, but have you heard of the Westside Werewolves? Or the Praag Changelings? Or perhaps even that rather infamous team the Frozen Phantoms? I would suspect for the majority of fans the answer would be ‘Who’ or ‘Huh’ or your local regional variant and that’s exactly the reason the Secret League initiative was started. To take those teams that were shunned previously by the old leagues due to a lack of numbers, and give them a front and centre spot in the limelight alongside the more well known rosters, there’s a vibrant sporting tradition where you couldn’t see it and we wish to bring it straight to you dear reader. And you’d be amazed at what crawled out of the crypt for some of these teams, allow me to introduce The Ethereals, and The Were.

Revenge Street Reapers - The Ethereals - Breaking Defense

Here’s a question, if I asked you to describe to me what you thought a typical, standard Blood Bowl team looked like, what image pops into your mind? It probably includes a Lineman, or something similar depending on your species and region; a strong blitzer type, a catcher or runner and possibly even a thrower. This is the standard for a lot of teams from jungles of Lustria to the far east of Nippon, simple defined positionals with simply defined roles and functions, there might unique touches depending on where you go but that is what you can apply to a lot of teams in the game. Now take that idea and burn it. It will do you no good here, not when you see what a typical Ethereal team will bring to the match.

You don’t believe me? Alright I will hit you with this one, the Ethereal Lineman equivalent has a STAT Agility score of 5. That is more statistically Agile than almost every single elf in the entire league currently, matched only by five other players as of the time of writing. Ah but before you spit out your drink all over this magazine this player also has No Hands. ‘What?’

0-16 Spirit Host - 60k - 6356 - Foul Appearance, No Hands, Titchy, Regeneration - GA - SP

Behold the best dodging piece in the entire game, the Spirit Host. This player can get into almost anywhere Nuffle willing, and the only thing that will stop a Spirit Host in its tracks, is an unlucky trip or a player actually hitting it. And between Foul Appearance and Regeneration even that may run into issues. Of course with the player in question having No Hands it greatly limits its capabilities to gain SPP outside of MVPs and casualties, but on the other hand you get an incredibly capable player right out of the box. And of course since this is technically an Undead roster, the Ethereals have access to a Necromancer to bring back even more Spirit Hosts from your opponent’s dead players!

0-4 Wraith - 110k - 6338 - Foul Appearance, Disturbing Presence, Leap, Very Long Legs, Regenerate, Stab - GS - AP

But of course a team actually needs players who can occasionally hold the ball and maybe hit people, you can’t simply just dodge the other team to victory, and the Ethereals have two such players with actual hands, sort of. Player one, the Wraith, take a moment to catch your breath after reading that extensive skill list. Now wait! I know the moment you saw both Stab and Strength access on normals you thought about that Multiple Block/Stab combo but, this is the only piece on your team with Strength access you have to keep that in mind. But that said, the Wraith highlights two of this team’s largest strengths that it brings to the table; the ability to get through and around almost anything with lots of leap and high agility, and a varied toolset that is not readily available to other teams. That’s the important part since starting out, the team does not have many skills that save on rerolls without development and these players in particular are what you will would probably want to invest about half of your experience into. They are your secondary ball carriers, the team’s muscle and its defensive backbone all rolled up into 4 ghastly spectres.

0-2 Banshee - 100k - 7247 - Foul Appearance, Leap, Very Long Legs, Regenerate, Hypnotic Gaze - GA - SP

‘Secondary ball carrier’ the astute among you notice, it’s almost as if that implies there is a piece you would be giving the ball to in most circumstances, yes? Beware of the Banshee, unwary players, for she rounds off this team and it’s capabilities in spine tingling fashion. Yes you see you have an AG4 player that can leap, dodge and pick up the ball all on a +2, and that makes the Banshee extremely good at carrying the ball in a lot of cases, but look at what else you have. Stab, Leap (with Very Long Legs) on two positionals, A Titchy Player with AG5 and Hypnotic Gaze, a combination of abilities and players that are to a ball cage what a crowbar is to a coffin. Now a lot of the Ethereal team is quite squishy as you may have noticed, even with the defensive double whammy of Foul Appearance and Regenerate but, given time and development you have a team that can crack even the most tightly packed and cautious defense wide open, after all you have the tools to do so, it’s all down to how they are used. No ball is ever truly out of reach of such a ghastly offense.

Ravensloft Ravers - The Were - Born to be Wild

Since the foundation of the game all those years ago, the addition of the myriad and varied changelings to the game has been met with wild success for many teams. From the Ulfwerners of the Norse, to the Werebears of the Kislev, and the now infamous Werewolves, many players have turned an unfortunate curse into a bountiful blessing that keeps on giving, career ending injuries and deaths notwithstanding. So of course they have their own team in the Haunted Hills region, where else but the ancestral home of almost all things that go bump in the night would you find the largest concentration of Were-creatures per square mile? And where else would you take a bunch of players like that and put them onto a major sporting team but CIBBL itself?

0-16 Werecat - 50k - 7247 - Jump Up - GA - SP

Like most teams if you look close enough you can see a clear running theme amongst its roster, and the theme for the Were team is quite simply speed. For example the Werecat the Raver’s lineman is already out of the gate as fast as many running pieces on other teams, and then you have the double whammy combo of AG4 and Jump Up giving you a player that will threaten a very large area of the pitch around itself unless you remove them entirely from it. The only slight issue with this player is the combination of ST2 and AV7 is, not great for a player that you would want protecting your positional players. AG4 will be getting a lot of legwork in preventing your delicate Catmen from taking too many shots to the face. But it’s not all doom and gloom however.

0-4 Werewolf - 120k - 8338 - Claw, Frenzy, Regeneration - GA - SP

Remember that earlier profile I did on the Necromantic team and the Werewolf? Remember how I pointed out that for their base speed and strength they are lot stronger and tougher than other comparable speedy pieces? And that I basically stated outright ‘this is the best player on the team, he will do work for you.’ Well guess what! Not only do the Weres get this player too, they can get up to FOUR of them! Between the Werecats and the Werewolves, you have a team that is not only the fastest team in Youngblood XI, but one of the fastest in the league as a whole beaten only by the Clan Eshin teams. And just like in the Necromantic roster and even more so in this one, the Werewolves are your problem solving pieces that should be protected at all cost. Thankfully however, unlike the previous three teams on this list the Were team is the only Haunted Hill roster that can hire an Apothecary, with the combination of Regeneration and the sawbones on staff you can ensure that your expensive players don’t get sent to the doghouse.

0-2 Werebear - 110k - 4518 - Really Stupid, Mighty Blow, Thick Skull and Grab - S - GAP

And last but certainly not least, we come to the second most prevalent Were creature in the league at large, the Werebear. Unlike the rest of the team the Werebears are not fast at all being very slow in more ways than one, but also unlike the rest of the team they actually have more strength than ST2, immediately making them much better at holding down the opposition away from your Werewolves than the Werecats by this fact alone. In the priority of your team at large they are the second most important player to develop, even just getting Guard on them will immediately offer your Werecats a great deal more protection against getting punched in the face by just being present at a scuffle. The Werebears protect the Werecats, the Werecats protect the Werewolves and then the Werewolves win you the game, and considering that they have currently won both of their games at the time of writing, it’s clearly working out for them!

BL: Keeps a hefty book of grudges
Back to Bradrid Largegranite at CabalVision headquarters and this time she's with Coach MorMac of the new were team, the Ravensloft Ravers. Bradrid, did you get my flowers?

BL: Piss off Nigel. Yes, I'm here with coach MorMac and he's very eager to talk. Here he is

MM: WHO LET THE DOGS OUT? WHO LET THE CATS OUT OF THE BAG? WHO IS GONNA “BEARRRRRRR” IT ALL?
Oh, why, that would be ME! Hi honey, just call me Mac. I’m the coach of the new Were team, the Ravensloft Ravers! Y’know, the team that’s actually alive? Yeah, the other teams
in our region are undead, which I guess makes us FUN-dead, heh! But seriously, have you seen the other teams? Zombies? Really? Can you even tell if it moves? And even if it does, does anyone really care? Not like it’s gonna do cartwheels or anything. What else…mummies, golems...bleh. Go change your bandages, King Tut, there’s ladies present! Oh, and nice bolts ya got there Frankie! Are those standard or metric? A team of ghosts? Well, I haven’t seen ‘em. No one has. Gee, maybe it’s because they’re GHOSTS!

Look, the Ravers bring some much needed speed and flash to a pretty dead (snicker!) region. Sure, the other teams do have some living players who can actually move faster than a snotling with a banjo in his mouth, but we are THE speed team, right up there with the Elf and Skaven teams. Make no mistake, though, we CAN hit back! The werewolves have some serious claws on them, and when their frenzy kicks in, surf’s up, baby! There’s gonna be some lucky fans taking home souvenirs from our games…a nose, perhaps, maybe an ear or two. Of course, let’s not forget about the werebears. Yeah, I said it, BEARS! The Beasts from the East, my friend! As for the werecats, their ability to hit top speed, even after they’ve been knocked down, means this team is very hard to outflank or outrun. Pair that with their high agility, and lemme tell ya, you’ll regret dropping the ball around these little kitties!
So here we are, the new kid on the block, welcoming the fact that all eyes will be upon us, seeing how we fare against the more established races. There’s certainly a lot of doubters out there, mostly talking about our players’ armor being too light, or our cats not being strong enough, or our wolves and bears being too hard to control. Well, on behalf of the players, coaches, and staff of the Ravensloft Ravers, I’d just like to say, BRING IT ON, BABY!

BL: Back to you gitface, I'm off to howl at the moon with MorMac. Woof woof!

The Wild Cards

To say that this is a tournament for the Haunted Hills and by the Haunted Hills would most definitely not be a lie, but exclusively for the Haunted Hills? Absolutely not. For in this summertime competition as we witness the best and brightest of new teams come to the fore, we celebrate not only the emergence of new teams, but the return of old ones. Old rosters that had been represented before in the league but had since fallen on the wayside, whether through the team going bust, disbanding or the coach going missing sometimes teams are forced to drop out of the league for circumstances beyond their immediate control. We are saddened to see them leave, anyone would be, but today some of those teams return to the fold emboldened and reforged anew.

Representing the Misty Isles of Albion and the deep trenches of the Great Ocean respectively, The Four Nations and The Nauticans are the sole foreign national teams playing in the Youngblood XI competition, each bringing with them players and tactics the likes of which the Haunted Hills have never seen, each with players with no easy equivalent on any team in the league at large, and each arranged against the living dead and each other in the struggle for victory. With pride on the line and glory in sight, can these teams rise like a phoenix from the ashes and seize the day?

Albion Four Colour Knights - The Four Nations - Passing Play

Before we proceed with the explanation of this team any further we should take an aside to discuss a topic that is quite a controversial subject for many teams in the game at large, passing plays with AG3 players. The full explanation of the hows whys and wherefores as to why the human passing play is generally not employed by teams, even those that have the positionals for it, could possibly fill an article in itself. So here’s the short version, it involves a lot of risky plays on both ends of the equation for an action that if it fails at any point, will cost you your turn and quite possibly the ball. Even with the necessary skills it cannot be made entirely safe, and this is why +AG Throwers on mostly AG3 teams are almost as treasured and protected as +ST Blitzers, that one stat difference suddenly makes a lot of things much safer. So when the general consensus of many is that the passing play should never be your first option on a human team, where does that leave the Four Nations?

0-16 Lineman - 60k - 6338 - Dump-Off, Nerves of Steel - G - SPA

First we’ll get straight to the heart of the matter and why I started with that preamble, every single member of the Four Nations roster comes with two skills by default, Dump-Off and Nerves of Steel. For a quick reminder, Dump-Off allows you to immediately make a quick pass with the ball in response to getting blocked, and Nerves of Steel lets players ignore the presence of nearby opponents when they attempt to throw or catch the ball. So the idea in theory is that you have a team that if your ball carrier is threatened, you can immediately dump the ball onto a nearby teammate making it extremely difficult for the opposing team to take the ball off of you, because you can always move it away from them even if they get the successful blitz. But as mentioned above the human passing play is not 100% reliable, and so even with that blanket Nerves of Steel on your players you can still fumble the pass, so once again we come back to the important point. Passing should never be your first option, the fact that it’s there is good and when it works it works, but relying on it exclusively will only lead to disappointment and fumbled balls.

0-2 Full Back - 80k - 6338 - Dump-Off, Nerves of Steel, Catch, Kick-Off Return - GP - SA
0-2 Half Back - 80k - 6338 - Dump-Off, Nerves of Steel, Kick, Hail Mary Pass - GP - SA

Moving onto our positionals and here we see another point about the Four Nations team, in that their approach to the classic Blitzer; Thrower, Catcher roles are a little unorthodox in their execution. For starters here are the pieces on the team with passing skill access, neither of them have Pass, but they fulfill the normal ‘passing’ role in different ways. The Full Back is your main carrier, thanks to the combination of Catch and Kick-Off Return he can move the ball into the cage as soon as possible. The loose cage is the crucial element to the Four Nations roster, the sooner you can get it set up and moving the better, he would be the player you set up when receiving the ball. The Half Back on the other hand is built for the opponent’s offense, Kick allows you to more carefully place the ball where you like but Hail Mary Pass is what makes the player. If your opponent drops the ball, your Half Back can pick it up, and then boot it down the length of the pitch because nothing halts your opponent’s offensive drive quite like having to move back up the pitch for the ball, and if you have other players up the pitch in a position to capitalize you can swing the momentum in your favour in a single turn.

0-4 Forward - 80k - 6338 - Dump-Off, Nerves of Steel, Diving Tackle, Fend, GS - AP

Next on the line of classic roles, with unorthodox skills comes our Blitzer, who doesn’t come with Block. This player is vital to your success, for the simple fact that on a team that has no players with more than ST3 on it’s roster, having multiple players with strength skills access becomes a crucial element to your team’s strategy at high TV values. That is one of the larger problems with the team on it’s own, it has a lot of interesting skills that give the players unique functions, but lacks a lot of the dull but effective rerolling/security skills such as Block or Dodge, leaving a noticeable gap in your roster that defines your development for the first few levels. That being said having access to Diving Tackle and Fend from right at the start gives you options that a lot of the teams in this competition might have issues dealing with. Use them to guard your cage against blitz attempts, stick them next to your opponent’s speedy pieces to frustrate them, and develop them as soon as possible and they won’t do you wrong.

0-2 Wing - 80k - 7338 - Dump-Off, Nerves of Steel, Catch - GA - SP

And then we round off our positionals with the Catcher, who despite everything before does in fact have Catch! A good start as is the fact that he comes with just a little bit more speed than the rest of the roster, giving you the most normal looking piece on your team. As such there’s nothing overly complicated you can say about them, keep them on hand and nearby for the moment that your Forwards and Linemen can open a path through the opponent’s defense and then hand the ball off to them and cover their escape. The addition of blanket Dump Off + Nerves of Steel on all players plus the presence of HMP gives you a few extra options on this formula which when you are playing at the starting TV of this team will give you the extra edge you’ll need in this competition. In all, cage the ball, be patient with your offense and defense plans and most of all do not be tempted to use Dump-Off at every opportunity and this team will not do you wrong.

Riptide Runners - The Nauticans - Crashing Wake

What defines a Stunty team? It’s more than having less than human strength on average, Lizardmen, Weres and Underworld have a lot of ST2 players and they are not considered to be ‘stunty’ teams. Nor is it merely just having Stunty on some players, a good few teams such as the Gnomes and the Albion side have stunty players and yet, they are not considered to be Stunty teams. Win rates and high casualty rates are also nothing to do with it, so what does it mean to be a ‘Stunty Team’? The actual general consensus will vary depending on who you talk to that I am not entirely knowledgeable on myself. So I will ask a different question. What does this Stunty team bring to the pitch that will give it a leg up over the opposition? The answer is quite simple, ‘some very unique options, and some very dangerous crabs’.

0-16 Crester - 60k - 7 237 - Big Hand, Dodge, Right Stuff, Stunty - A - GSP

Even with your differing definitions there are generally a few immediate indicators of Stunty-ness. No G access is normally a persuasive one, less than ST3 and Stunty are normally clues that indicate the presence of a Stunty team. And the slight issue that on contact with the general violence that happens to a Blood Bowl player, they tend to crumple much more easily than a non-stunty player. So what’s the upside when your players right off the bat are not as strong or durable as most other players in the game?

The fact that they are incredibly hard to lay hands on for one, Stunty allows a player to ignore enemy tackle zones when dodging, and the new rulings on Right Stuff protects them from being tackled during a dodge. And the Cresters themselves come with a few extra scruples on top of that, MA7 and Big Hand, meaning that if your opponent say, dropped the ball due to whatever reason they might be made to do so, you can have a player dash in; swipe the ball out right from under their noses thanks to the fact that they ignore enemy players for dodging and picking up the ball, and dodge right back out again. “But Nigel how am I meant to make the opponent drop the ball when most of my players are ST2 with only Agility access?” Well random commenter that’s easy, it’s what you have all those other players on your team for.

0-2 Giant Crab - 140k - 4519 - Always Hungry, Bone-head, Claw, Loner, Side Step, Throw Team-Mate - S - GAP
0-2 Crab Rider - 100k - 5428 - Claw, Side Step - G - ASP

Such as your two brands of crustacean flavoured chump crushers, the Giant Crab, and the Crab Rider. Differing stats and ability access aside these two pieces fulfill the same kind of role for the team, muscling their way through and around your opponent’s tougher players to pinch at their soft underbellies. For the tough outer shell you have access to Claw, the veritable can opener of the league at large, and Side Step for the ability to get your very dangerous hitting pieces closer and closer to your opponent’s vulnerables with every block that they fail to down your crabs. The ability to be able to shuffle around the strongest player on your team is a benefit that is normally available only to the likes of the Water Elementals, and now you can indulge in this too!

And if you are that way inclined towards it yes, you do have the Throw Team-Mate option for all that entails (Including the part where your hungry crab might just decide to eat your player, use it cautiously).

0-2 Ignimbrite - 80k - 33310 - Bombardier, Regeneration, Secret Weapon - GS - AP

Do you like Bombs? I sure do, there’s nothing in the game that asserts dominance, quite like a well thrown bomb removing a number of your opponent’s players from the pitch in one action. But normally the issue with a bomb thrower is that, they are quite delicate and if they happen to drop their bomb at their feet and blow themselves up, the chances are that they will injure themselves in the process. Now if your bomber had an armour value of ten the absolute maximum in the league at large, then perhaps the Ignimbrite could be considered a few orders of magnitude tougher than your average Grenadier. The fact that he also has access to half of your team’s base Strength access also helps in his position as an incredibly dangerous stop gap between your opponent’s team and yours. Because even if they are carefully avoided and pushed to one side, you can never entirely count out the ability of a thrown bomb to suddenly swing the momentum in your favour.

0-4 Manta Runner - 70k - 7136 - Big Hand, Dodge, Right Stuff, Shadowing, Stunty, Titchy, Wrestle - A - GSP

And finally, we come quite possibly the strangest player on your team, the Manta Runner. An even tinier, even brittler and yet even more nimble Crester and do you want to hear the craziest thing? This lowest possible strength player, with some of the weakest armour in the entire game is quite possibly one of the best equipped players to dealing with the enemy ball carrier. Let me explain, first of all on top of the base Crester body that already lets you dart through your opponent’s players as if they weren’t there, you get Titchy, which gives you an extra edge to your dodging, making multiple dodges in a single movement a lot safer. Next you have Shadowing meaning that if your initial attack doesn’t work your opponent’s attempts to escape will be hindered by your little runner chasing after him as he tries to flee. And finally Wrestle, which combined with Dodge first of all makes it harder for your opponent’s players to deal with this little devil, because only one result on a dice roll will actually hit him. And second of all, makes those blocks thrown at a disadvantage against the ball carrier much more likely to succeed than you might expect, everything except an attacker down will either down or push your target out of position to further surround him, or enable additional blocks against him. And aside from that, there’s no reason why you can’t have them snatch the ball either, just be careful to protect him whilst he does his work, because at AV6 and ST1 if you let your little tyke take too many shots to his face, his luck will run out eventually.



Stars In Your Eyes

Edmund Highnose sits down with Aimhirghin Glúingel

EH: Aimhirghin Glúingel, welcome! Tell us a bit about yourself and how you came to the great sport of Blood Bowl.

AG: I grew up in the forest, surrounded by fey and fairie, pixie and woads. My upbringing was so entwined with the woodland, that I considered myself a product of the forest. So it was only natural that when I grew up, I'd want to hack the whole thing down with a massive chainsaw.

EH: Can you explain the process by which you would seek to chainsaw an opponent?

AG: People use the term 'chainsawer' which suggests we just cut bits off at random; when in fact for each individual opponent I will put together a strategy to ensure that exactly the right bit of the opponent gets trimmed. I like to describe it as 'aggressive topiary'

EH: Your first appearance came for the Londinium Lunatics the other week. Were you excited by the possibility?

AG: It's a great pleasure to turn out for the Lunatics. It's a great moment when you look down the field, and see the line of tiny pixies protecting you from the blitzing storm vermin. It really makes you think about the choices you made that brought you to this point.

EH: That said, Aimhirghin, when you turned out for the Lunatics, the programme mentioned you were an experienced chainsaw-wielder. However, you looked to struggle at times with the death-dealing machine. Some suggest that the chainsaw you were carrying looked suspiciously like a breadknife taped to a broomhandle.

AG: Only one way to find out. (Vavavavrrrrrrooooooooooooooooooooom)

At this point, the interview was concluded. - EH.




Merchandise Madness

For the sport fans at home:

Mugs! Everyone loves to drink from a special mug, so avoid the dull generic kind and get yourself a proper one of your favourite team! Are you a Bugman's XXXXXX drinker? A blood drinker? Are you into some kind of weird explosive Warpstone beverage? Take your sip from a custom mug and make it fancy!



As you can see almost every team has their own merchandise available. We just warn our readers to be careful with the Tower of the Necromancer's Magic Bone Mug, apparently it can brutally drain your soul and reanimate your empty corpse into a mindless zombie!

Time for our Top 3 Special Deal Indoor Selection:



Each Crimson Fins Hard Bite Mug came out with an autograph from one of their most beloved players! These Sons of Stromfel love their audience for sure!



The Grand Celestial Delegate mug is just pure poetry made into a mug. An incredibly detailed illustration narrates the ancient history of the Great Cathay. You probably can't afford it.



Short on money? Just buy a cheap Stealers Cup!

For the sport fans at the stadium:

Finally it's time to go to the stadium and cheer for your team. You can't go dressed like a filthy occasional fan, you need to show proud the colors of your team. So let's start with the fine new shirts of the Summer Season.



But wait... there's more! You are a big fan after all so why not spice up things with a special hat! It's perfect for that hateful Very Sunny Weather, so don't be a greedy dwarf and buy a hat! [that's racist, can we take that out? -ed]



But wait... there's more! Before you spend all your money don't forget to take a look at our
Top 3 Special Deal Outdoor Selection:


Flails! Both The Congregation of the Holy Touchdown and Pleasure Strings are selling flails and whips in their stadium. How convenient!


The Sartosta Black Flags' Black Flag. It's simple and essential, the guy that came up with this idea deserve a promotion.


Rocks! They are free and quite effective so feel free to fill your pockets before a match.

Are you looking for merchandise of the Goblin Revolushunary Kommitee? Too bad! There is none; infact they released a very clear statement: “Merchandise is a evil product of the system. The only thing that a true fan and comrade must posses is his or her infinite dedication to the Goblinism cause” These goblin are so silly, aren't they? They are gonna miss the wonderful and original SCRIBBL merchandise! Check the special discount for our readers!



Let's Cook ... Shark Fin Soup
(With Greasus Legsnapper)
Ingredients

400 grams shark fins
100 grams dried, ground cresters
10 large dried madcap mushrooms
50 grams dried bamboo shoots
1 slice ginger root
2 tablespoons zoat fat
1 teaspoon salt
2 tablespoons soy sauce
4 tablespoons Nippon white wine
3/4 litres slann broth (I prefer runty catcher broth but any will suffice)
Fish stock from red-boiled fins
1 tablespoon corn starch

Method

Clean the fins, place in warm water. We're eating the Stromfels but that doesn't mean they're not disgusting so clean off as much grime as you can.
Soak ground crester and dried mushrooms for thirty minutes in 1/4 litre of warm water. The water can then be discarded. I source my crester locally, from the bins behind the Riptide Runners stadium. The crester is always fresh as they die on the pitch at such a rate.
The dried bamboo should also be soaked until soft, then cut into thin strips.
Thoroughly clean and scale the shark fins, place in a litre of water. I know we've done this already but the Sons of Stromfel are really disgusting. Shame they taste so good.
Simmer for one hour. Afterwards set the water aside.
Place fins in a fresh litre of water and bring to a boil.
Reduce heat and simmer, covered, for an hour and a half. Afterwards strain fins.
In a separate pot, add slann broth and bring to a boil.
Add ginger and crester, simmering for thirty minutes.
Remove from heat and strain the broth, discarding the crester and ginger. You didn't think we'd eat the crester did you? Yuck!
In a separate pot, heat the zoat fat, adding the bamboo shoots and mushrooms together with salt.
Saute for one minute, then add soy sauce, wine, broth, fish stock, and fins. Boil under low heat, stirring frequently, for twenty minutes.
Remove from heat and slowly stir in the corn starch, in small increments.
Leave the soup in direct sunlight for at least an hour. You may think nothing will happen at first but eventually the soup will burst into flame, you will hear the tortured dying of Stromfel souls and this really adds to the flavour.
Reheat and serve in a large bowl. The shark fins should remain on the surface.



Greasus says "a perfect way to dispose of any Sons of Stromfel you may have lying around after a bloody game"

Congregation of Holy Touchdown
Head Coach: Father Fanky
Race: Sisters of Sigmar
Active Since: Summer, Year 2
Games Played: 19
Record: 10/3/6
Best Win: 2 – 0, vs vs Dryad, vs Spawn of Chaos, vs Wood Elf, vs Cathay
Worst Loss: 0 – 2, vs vs Nippon
Highest TV: 1,720k on 2017-01-31
Team Colours: Black/White/Yellow
Stadium: The Spiked Cathedral
Most Popular Snack: Old bread. Hunger helps you focus.
Team song: Carl Orff - O Fortuna

All Time Stats
TopName#
GamesMather Teresa of Diesdolf
Saint Agnes "The Comet"
Berta "The Humble Daughter"
Ingrid "Blind Faith"
19
Completions (2)Saint Agnes "The Comet"
2
Touchdowns (23)Rosetta "Rose Thorn"
9
Interceptions (0)
Casualties (42)Mather Teresa of Diesdolf
9
Most Valuable Player (20)Berta "The Humble Daughter"
4
Star Player Points (257)Berta "The Humble Daughter"
36
Passing (0)Tilda "The Penitent"
1
Rushing (502)Rosetta "Rose Thorn"
249
Blocks (868)Mather Teresa of Diesdolf
171
Fouls (79)Luisa "The Martyr"
9





Interview with Father Fanky

Father Fanky

Interview by Bradrid Largegranite

BL: I could feel the Spiked Cathedral before I could truly see it. Disembarking from my coach a reasonable walk away, I could spot the spires and minarets almost as soon as I started to walk. They brood over the nearby town, giving comfort and reassurance to the local population but to an outsider like me, they bring a feeling of uncertainty and even fear.

The team has quite a reputation, both on and off the field. Father Fanky is well known for his passionate coaching approach, coaxing performances out of his players that are above and beyond what they should be able to accomplish. And as I close the gap between myself and the Cathedral, I can feel an aura of such devout belief in the air that it almost physically stops me.

The Spiked Cathedral is the name of the ground where the Congregation play their home fixtures. It is a huge, gloomy place, with many buildings surrounding it. The architecture is gothic and imposing, clearly built with physical beauty not being the number one concern. Father Fanky is more concerned about the beauty beyond this world.

Finalising my approach, I am greeted by one of the Sisters who walks me through the main gates and into the Cathedral itself. My breath is taken away. Such beauty on the inside that you would not expect if you only glanced at the exterior. Murals depicting the team's accomplishments and motivational paintings containing phrases from the team's pre match prayer adorn the walls alongside a resplendent stained glass portrait of, what Father Fanky has stated his life goal to be, the holy touchdown.

I am ushered through a side door and find myself standing in the Father's office. Across the desk from me stands the man I am here to see, Father Fanky. He greets me, blesses me and we are seated.

BL: Thank you for agreeing to this meeting Father. It is truly an honour to meet someone with such a passion for the game.

FF: My dear Ms. Largegranite, I welcome you in His holy house. I must confess, oh yes I really must, that at the beginning I was reluctant to even consider this interview, grovelling sins as vanity and self- indulgence are just around the corner when we start to speak too much about oneself. But! But then, my dear, dear Ms. Largegranite I felt that this interview could be a useful occasion to spread once again His Word and so... Yes! Yes, I am passionate about the game, that's true. But I would say that I am passionate about the Lord and the game is a way in which we, and the fans of course, can connect to Him. “Playing is praying” as I always love to repeat to my Sisters.



BL: That feeds into one of the questions that I wanted to ask you, Father. Regarding the background and formation of the team. Our readers will not be aware of the events in your life which led you to this path but they are so key when discussing your team I’d be remiss not to ask you about them. You had a vision, am I correct? A vision which told you to form this team and search for something called “The Holy Touchdown”? Can you tell me a bit more about this and explain what you mean by The Holy Touchdown?

FF: Glad you asked Ms. Largegranite. See, every day I punish myself for my sins. The Mighty Lord knows I have sinned, OH LORD! FORGIVE ME LORD FOR I HAVE SINNED! In the darkest time of my life I was invading the pitch during a local match in the Reikland, it was so messy, blood everywhere and then... He appeared to me in all His mighty glory with a glowing blood bowl ball of pure light in His hand and He told me “score it and they will come.” Do you understand Ms. Largegranite? Do you? He has sent me a message. A message of salvation. He wants us to score a pure, perfect Touchdown, The Holy Touchdown! The TD that will reunite in ecstasy all the true believers, the Touchdown that will save the humanity from the corruption of Chaos and will ANNIHILATE THE HERETICS! THE MUTANTS! THEY WILL ALL DIIIEEEEEEE!!!!

Father Fanky starts shouting and punching his desk than slowly calms down
I sit perfectly still, not wishing to antagonise him


So... Ms. Largegranite as you can see… I obeyed to His command. That's the reason why I created the Congregation. We'll play with no fear or doubts until we'll have scored the Holy TD.

BL: How did you set about recruiting players? You are clearly a… charismatic figure, was it easy to recruit the top players that you currently have in your squad?

FF: It's true that the main role of a coach is keep the team together, make the players feeling part of something bigger. I think it's not about having charisma, it's about what you believe. Every morning I flagellate and pray: "Lord give me strength, Lord, so when I speak, my words might motivate, might inspire my sisters, Lord, when they see me, let them see you. When the opponents hear my wrath, Lord, let them hear yours”. Many sisters answered my call, what a joy! Of course I have to thank Mather Teresa of Diesdof, she helps me in the recruitment. Despite 4 deaths and 2 fatal injuries in 20 matches there are always new sisters ready to join the cause, ready to be a martyr. Sometime I have heard other coaches complaining about that is difficult find players for LOS duty. The Congregation have no such problem.

BL: And what skills do you look for in potential recruits? I'm asking for a friend who has... um... lost her way in life and connections with her, I mean their, heritage.

FF: I think experience is overrated. Tell your “friend” that we look for devoted players willing to inflict and receive pain. Players that can really feel and understand THE JOY OF CRACKING A PAGAN'S SKULL! Oh LORD! Do you get it? Are you a believer Ms. Largegranite? Because here we are very good in helping people find the lost faith. Sometime they want it, sometime they won't but at the end... at the very end we always find a way to save their poor soul.

BL: Thanks father, I'll consider it I mean tell her to.
Bradrid coughs and composes herself
This season you're in the Lesser Dragon Grapple and at the time of writing you've won both your games. Is the team performing as you hoped and how do you rate your chances for the rest of the season?


The Spiked Cathedral


FF: The Congregation is in wonderful shape: we have the numbers, our trusted and battle forged Superiors, two fearless Augurs that knows how to score and the great Mather Teresa. I was pretty confident at the start of the Lesser Dragon Grapple, and I am still of the same advice now, especially after the match vs the so called Celestial Monks. You'll see, we will grind to death the norse scum , that's for sure, and I think we will see a lot of blood on the pitch, also in the Black Flags match. Our Purifers are following a special stab training especially for this two matches. "Defeat the Knight, win the Dragon" is the motto of team in these days. The Virtues... what a joke name, they are just a bunch of spoiled miscreants. So why not, I think we can reach the top if it pleases the Lord.

BL: You speak with great confidence Father. And looking beyond this season? Where do you see the team in the future? And have you come any closer to scoring the perfect touchdown?

FF: The future, Ms. Largegranite, is undead and vampire hunting. Have you heard of what is happening? They are spreading everywhere! This makes me SO MAD! I CAN FEEL OUR LORD'S RAGE! AAAAaargh!

Father Fanky starts furiously hitting the desk again

I don't mind in which CIBBL tournament, let the Congregation destroy these abominations.
He takes a moment to gather himself
What can I say about the Holy TD? I thought that in the regional match vs Grasparossa we were going to score it at a certain point, we have established a cas record in that match after all but... no. I guess the Lord has His plan for it and for all of us so it's not for me to judge when the time will be the right one. Anyway in the meanwhile I can JUDGE lots of heretics and I am quite happy about it.

BL: Ok, thank you Father. I certainly didn't mean to upset you. I think I've got everything I need. I'd like to thank you for your time, perhaps one of your Sisters could escort me out? I feel quite overcome with emotion after hearing you speak.

FF: Oh... of course Ms. Largegranite, of course, Johanna "Silent Devotion" will lead you to the gate. Remember Ms. Largegranite to tell the people how much important is the work we are doing here. IT’S NOT JUST ABOUT BLOOD BOWL! ALL OUR SOULS ARE ON THE LOS MS. LARGEGRANITE, INCLUDING YOURS!

BL: Thank you Father, it's been a pleasure speaking with you

Johanna and Largegranite exit. Largegranite grabs Johanna and pulls her into a side corridor.

Alright Johanna, I'm not going to beat around the bush here, I've got information that Father Fanky is involved in kidnapping and false imprisonment of his "sisters" along with a list as long as my arm.
They both look at her short dwarf arm
You know what I mean dammit! The rumours say he isn't concerned at all about blood bowl or this "holy touchdown" but is instead a secret chaos worshiper and is using the Sisters as a front for a warpstone smuggling operation. What can you tell me?

Johanna "Silent Devotion" makes a surprised face, she opens the mouth with a grotesque sound similar to a whisper or a growl. The tongue is missing. Than the Sister proceed to drag Largegranite out the of Spiked Cathedral.






Agony Aunt Column
With Nun the Wiser


Quote of the Week: Block unto others as you would be blocked unto.

Can’t score on or off the pitch?
Is the wife turned off by your latest mutation?
Are you being picked on for supporting the Anglers?
If you are a CIBBL player, coach or fan with problems like these, or anything else, then write in to Nun the Wiser at this address for honest, wholesome advice.

Dear Nun the Wiser,
I’ve been going to CIBBL matches since I was a kid and I always take part in the traditional throwing of rocks before kick-off. Recently, however, I went to a match and the rock I threw actually hit someone! This has never happened before. They seemed to be really quite hurt by it and had to be taken off the pitch. I have felt really bad ever since. Should I own up?
- Guilty in Cathey

Dear Guilty,
Well done - great throw!
You should be throwing the rocks at the players and if you have been going to matches for so long you should know this already, you Chump!
What have you been doing all this time - throwing them onto the grass to try to keep the weeds away? - Idiot!
I suggest you practice throwing rocks at your friends as you have a lot of lost time to catch up on!
- Nun the Wiser

Dear Nun the Wiser,
I play for one of the bessst teamsss in the world, we have won trophiesss and have loads of fansss. But coach now saysss we are no longer to play and inssstead mussst return to the Great Pyramid to sssleep for a thousssand yearsss. I do not want to sssleep, but what can I do?
- Sssad in Khuresssh

Dear Sssad,
If coach says you must sleep then sleep you must. I would not be surprised if this is all part of some new-fangled training regime that he has come up with to make sure that the team is fully refreshed for the next match. Furthermore, I doubt very much that he really means ‘a thousand years’ - we all know that even just 10 days can feel like a thousand years when you are waiting for your next game and that is probably what he meant.
And if it turns out that he actually does mean a thousand years then do not be sad; sleep on your glories and return better for it, for in a thousand years I am quite sure that we will all still be here and nothing will have changed.
- Nun the Wiser

Deer Nun da Wyza,
Me coach iz a wazuk! E don’t no wot ez doin’ an e neva piks me ta start in iz teem. I am rely good, way betta den dat Chukka an e always plays! E iz a git an all! Shud I tell da coach e iz a wazuk?
(I carnt say me name or dat I play for der Peaksblight Stealers or e wil get me!)
- I iz No-one, an I iz not in da Caverns, an I iz definitely not Grakk

Dear No-one,
Absolutely you should tell your coach that he is a wazuk! In fact, you should go all out and call him all sorts of names you can think of, like ogre-snot or gob-face, as this will most certainly get him to pick you for the team. Furthermore, it may be a good idea to arrange for a few ‘accidents’ to happen to some of the others on the team, perhaps to this Chukka that you mention. If others can’t play then that instantly makes you the first choice.
I am very confident that this will work. Yes, absolutely, heed my words and only good can come of this.
- Nun the Wiser
Bilfrindal's Players of Round 2
And Round 1 of the Youngblood XI tournament
For Players Showing Exceptional Performance
#RecordPlayerTeam#
CASDivicaicusLondinium's Lunatics4
BlocksTarotep of HorinEverlasting Vultures of Settra15
RushingBurggraf of NurembergStrigos Elită42


As you can tell, it was a mixed bag of results this week. Some truly exceptional performances but the standard of play in this league is so high that you truly need to go above and beyond in order to stand out. For example, I was contemplating listing all of the players who scored 2 touchdowns this round but that would have taken so long and Mrs Bilfrindal would have given me that look and said "you're not obsessing over stats at bed time are you?" And I'd say "I'll just be 10 more minutes darling." And she'd say "well I'm going to bed, good night." And I'd say "really, just 5 minutes, I love you." And she'd shut the door and go upstairs... None of us want that. Especially as her parents are visiting and you know what gnome in-laws are like? Yeesh. It's bad enough that their bikes are parked outside, attracting the wrong sort of a crowd to the neighborhood if you know what I mean...

[ed's note: we gave Bilfrindal the rest of the day off. Told him he could go home but he went into his office, drew the blinds and didn't appear until 5 hours later looking a lot more relaxed. His office smelt of that funny gnome weed he smokes, I had to send Golfag in to open a window]


Bilfrindal's Golfag's Play of the Week





Lookit dis. From tails v fangs [Thirteenth Circle Abominations vs Crimson Fins -ed].
I like how dat big rat scored and hurt that guy at same time. Magic. I could watch this all day [and he did -ed]


CIBBL Catch-Up
With Carlos Tuffjaw



Alrite, I dont no wich ov youz greesee puzzballz dobbed on me but iz ad a cwazee fu dayz. Iz ad too move mi entyre opration offshaw, ontoo me matez boat. But weez gonna ave de hot CIBBL akshun reddy fo yo soonish. Iz got deze replika tropheez made an touchin dem takez youz on a jurnee. Like me matez Al's lamp. Tryz em out in a day o toooo.







Youngbloods XI

Mushroom Scramble

Youngbloods Scramble


Cup of Ancient Knowledge

Styes Clash A

Explosions Edge


Styles Clash B

Exotic Creature Challenge B

Vile Cauldron


Exotic Creature Challenge A

Greater Dragon Grapple

Lesser Dragon Grapple






The Doctor's Surgery...
You again? What have you done this time? A little boo boo is it? Some people have real problems you know
  • 75 players badly hurt. These players were dispatched home after a brief visit. Despite their protestations. Stop taking up my bed space. If you're stupid enough to play this game, you're below me.
  • 4 broken jaws, 5 broken ribs, 8 fractured arms, 4 fractured legs, 2 gouged eyes, 4 groin strains, 4 pinched nerves and 4 smashed hands. These players will be ok, but will need to sit out the meat churner that is professional blood bowl for a while. A nice little holiday for them.
  • 3 broken necks. I told you this was a dangerous game.
  • 8 smashed ankles and 2 smashed hips. Even if I told these players they'd never walk again, they'd only go and start a wheelchair blood bowl league.
  • 2 serious concussions and 4 fractured skull. Hopefully it'll knock some sense into them. But I doubt it. Idiots. That's my medical opinion.
  • 4 damaged backs and 3 smashed knees. Let's see you kneel during the CabalVision anthem now.

Guess what doofus? More idiots have died on the pitch. Good riddance I say, get them out of the gene pool.

One more blow to the head
and you'll think you're Morg
Gone But Not Forgotten
NameTeamSPP at deathSkills at death
Robert TruestreamPleasure Strings0
[url=hhttps://fumbbl.com/p/player?player_id=11439794]Juan RobleduroMontetriste Noblemen32Animosity
Block
Guard
Mighty Blow
Abdul MobotNejaz Djinn2
Prignano sulla Secchia IIIGrasparossa B.B.C2
Edward DirtysnakeNinja Warriors0
Shank PrasadBhubaneswar Rampage0
Rambling GaleSartosa Black Flags5
The Vainglorious ValiVostok Iron Head2Block
Frenzy
Jump Up
KalsirTalsyn Tramplers0
Servant BogdanTower of the Necromancer0Thick Skull
Regeneration
"Scupper" JacksonRiptide Runners10Dodge
Big Hand
Right Stuff
Stunty
Brog'hadorEternal Ecstasy0
Cael CopperbeardBC Submarine Zhufbar0Block
Dirty Player
Kick
Thick Skull
Sammael the MeticulousSeekers of Transcendence4Prehensile Ta
FangsnapperFangsnapper's ClawpackChainsaw
Secret Weapon
MaheMahrak Maulers0Thick Skull
Regeneration
Voadicia IILondinium's Lunatics0Dodge
Right Stuff
Stunty
Titchy
DietrichWay of the Dragon3
UliGoblin Revolushunary Kommittee28Mighty Blow
Always Hungry
Really Stupid
Regeneration
Throw Team-Mate
Break Tackle
Guard
GaudiAli's Anarchists32Frenzy
Side Step
Block
Mighty Blow
Tackle
HalzounAli's Anarchists9Sure Hands

Mahrak Musings


In a new feature, coach Stowelly, of the Mahrak Maulders, has agreed to records his thoughts and analysis after every game this season to test out the latest Scribe-ling(TM) technology. This fantastic object has over 10 functions including recording thoughts and ideas throughout the day, as well as keeping track of appointments and being able to tell a variety of off-colour jokes. Pick one up at a stall near you. Now over to coach Stowelly…

Chapter 1: Mahrak Maulers vs Tomb Guardians of the Tower

As a late entry to the league as a rookie team it was always going to be a tough match, I approached the game thinking it would be simply a case of play conservatively, carefully choosing who to hit and grind up the pitch. With a little bit of extra team training and the fans on their side this seemed like a solid plan.

After winning the toss, I decided to receive first in order to avoid early injuries by the clearly superior in strength Rasetra team. As we started our drive, a couple of the Rasetra guys went straight to the floor, sadly only stunned but an encouraging sign. A couple of the Maulers’ key players wasted the opening seconds of the game running up to the opposition and then standing confused, oblivious to my shouted commands. If they had used this time to put the boot in on a downed player or picked off an opposing skeleton we might just have given the opposing team the early casualties we really needed. But still, a couple of their guys were down and, while not quite in our runners less than nimble hands yet, the ball was safe from too much pressure.


With both teams mostly locked in a scrum it was fairly easy for the Tomb Guardians to use their strength advantage to stun some of our players and close in at an advantage. The Maulers eventually scooped up the ball and continued punching and advancing as best we could, but it wasn’t enough, and the Tomb Guardians closed their grip even tighter on the ball carrier.

After a bit more punching we had a stroke of luck as the Rastera Saurus managed to knock himself to the ground leaving one side of the pitch completely open. It would just take a few well-placed punches to free up the ball carrier and get him into position to resume our shamble down the pitch. Unfortunately Sebek, our Golden Host wasn’t able to knock down the obstructing skeleton and despite his best efforts our Blitzer Anaith managed to fall over in his valiant effort to clear the way, leaving the Tomb Guardians a very clear shot at the ball carrier. In the post-match breakdown I pointed out to the Golden Host how he could have been better utilised for shielding the ball carriers intended position but thoughts like this don’t always occur to players in the heat of a game.

The Tomb Guardians quickly capitalised on this mistake, knocking the runner Amantin to the ground and using their superior muscle to lock down the rest of the team. Being outstrengthed and out positioned it wasn’t looking too likely that the Maulers would be able to get their bony digits around the ball again and make a break for it. Seeing this happen made the big lumbering Golden Host Oakhit see red and immediately channelled his rage onto an unsuspecting skeleton sending him straight to the injury box for the rest of the game.

The team really pulled together at this point, throwing punches left and right, knocking the big guys down trying to clear a path to the ball, but the opposition could hit a lot harder, and immediately responded by knocking out the teams other Blitzer Khoaat. But the ball was free and Amanten was also free to pick it up, which he did with no trouble at all, feeling pressured by time he immediately ran into the oppositions half with little regard for the plan or the protection the rest of the team offered. He might have been better off seeking refuge amongst his teammates for a few turns to allow his hitters to hit and move up the pitch as one, there was still time left in the half and it could really have changed the result of the game.

The short-sightedness of this plan was quickly realized as a Skeleton accompanied by a lumbering Saurus took him down knocking the ball into the crowd. The crowd clearly favouring the Maulers hefted the ball up the pitch towards our target end zone. It was now just a desperate case of getting the rookie players creaky bones into action and getting up the pitch to recover it. Unfortunately with so many of us on the floor or tied up in combat it was an unlikely task made even more impossible by the Tomb Guardians Kroq Krip-Tichox taking a big swing for our Host Mahe leaving him dead (more dead? deader? deaderer?). As we shamble into position, slightly mournful of our departed companion, the Tomb Guardians went into a rage of hits injuring our skeletal lineman Memher, knocking out the Golden Host Oakhit and straining the groin of lineman Heperu.


In a last-ditch attempt as the ref was reaching for his whistle Amanten tried to escape the clutches of his opponent and run for the ball, but it was unsuccessful and he too ended up in the casualty box with a groin injury! The Maulers return to the team dressing room not very optimistic about the second half.

As for halftime itself; even for a group of dead guys, they were a pretty morose bunch and that is saying something! Made worse by the stadiums new catering contract, a meat pie salesman, claiming that their contents couldn’t have been fresher if they were running around on the pitch out there just now. To call those pies gristly would be an understatement. He assured us it was a Squigs finger found in Anaiths’ pie (I wasn't even so sure Squigs had fingers?), but he came good in the end at a price that was basically "cutting his own throat" (sic).

What remained of the Maulers shambled out onto the pitch, hoping not to be beaten back into the dirt from which they were exhumed. Predictably the Tomb Guardians begin their half by knocking players down, retrieving their ball and forming three-quarters of a cage ready for a leisurely stroll down to the end zone. We decided we wouldn’t take this lying down and formed up what little offense we could ready for an assault on the attackers. A wry smile was brought to our boney faces when their idiot Kroq knocked himself out trying to hurt our last standing front line Golden Host. This left just one skeleton in the way of our whole team having access to the ball carrier.

We quickly moved into position ready to exploit this unique situation, however, our positioning was off and despite knocking out the ball carrier and getting a favourable scatter we were unable to capitalise on this and get the ball safe. A single returned punch later resulted in our heroic Blitzer falling onto the ball and it bouncing straight into the hands of their skeletal cage corner who promptly ran it safe on the other side of the pitch, and in a last bit of revenge their other Kroq-Ra promptly took another Golden host off the pitch, ruining any chance of opposition further down the field.

Down to just 4 guys standing, we did our best to punch our way towards the ball carrier and it seemed like we might actually do it. Skeletal lineman Gensa jumped up from the floor and clocked the ball carrier straight in the face, sending him flying back and the ball scattering free. You could probably have seen the glimmer of hope momentarily spread across my face as the ball flies... straight into the hands of their remaining Kroq-Ra! Without the resources to deal with this giant boney reptile, the rest of the game is little more than a formality as their superior strength and numbers keep us locked up away from the ball. With a final heave of ancient bones, the Kroq-Ra dragged himself to the end zone to score the triumphant touchdown!

Finish 1-0

This loss has taught me to force the team to work together and advance as one. The rookie players don't yet have the experience to be able to make bold plays. It's going to be a tough season for us from the number of injuries we have sustained, but a few games to recover and restock the teams' treasury and we will be going for the title next season! For the next game, I believe we are up against a team of dirty apes! With some skeletal journeymen and the ability to hire some temporary muscle, we will be playing dirty and playing to win!
Meet The Staff


Name: Grot Snotson
Position: Editor
Favourite Band: Bertha, Wind and Fire

Name: Carlos Tuffjaw
Position: Digital Performance Analyst
Favourite Band: Run GFI




Name: Edmund Highnose
Position: Fashion Correspondent
Favourite Band: Dimmu Orcir



Name: Bradrid Largegranite
Position: Chief Interviewer
Favourite Band: Mountain Zoats



Name: Greasus Legsnapper
Position: Chef
Favourite Band: Gangfoul of Four



Name: Bilfrindal
Position: Predictor
Favourite Band: Echo and the Beastmen



Name: Nigel Likely
Position: Journalist
Favourite Band: Bruce Squigsteen



Name: Fidgit Dipstik
Position: Illustrator
Favourite Band: KhR.E.M.ri



Name: Nun the Wiser
Position: Spiritual Advisor
Favourite Band: Orcski Beat


The Scribbl would also like to thank the following people for their help with this issue: datom, neubau, Rbthma, TheNabster, Fanky, sweep1212 and stowelly. We'll get that bail money soon, sit tight.

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