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Skaven Playbook

Or, Offensive Behaviour. Part 1.


By Paul Gegg
It's late in the match, the opposing star player is looking for a
last-second game-winning touchdown and your fans are already
drifting off to get drunk. But then one of your players somehow
fashions a block on the ball-carrier and the ball squirms loose
another player picks it up by his fingertips and launches a
hopeful pass into opposition territory - your marked catcher
pulls it down, dodges out and dances into the Endzone for the
winning score. Snatching victory from the jaws of defeat is
there a better feeling? This end to end play is beyond most teams
but with the awesome Skaven, it isn't too uncommon. Sometimes
they really can achieve the seemingly impossible.
The thing is that Skaven possess a unique collection of qualities
that allow them to scurry between opposing legs, nick the ball
and rack up the scores - incredible speed, access to AG 4 players
and bargain-basement price cannon-fodder so they can afford a
few substitutes too. Add a bit of brute-strength, albeit unreliable,
in the shape of a Rat-Ogre and they are formidable as well as fun
to play.
Not all of you will remember when Skaven first appeared on the
Blood Bowl stage. It was way back in White Dwarf 86 (1985?)
when we were introduced to the Skaven Scramblers, led by star-
thrower Breeet Braingulper (although my favourite was the
grotesquely-obese Glart Smashrip). So having been around since
practically the game's invention, it was therefore somewhat
surprising that no playbook came along until Jim Mawby's BB
Mag 10 Article in 2003 and even then, that's been the only doffed-
cap to the Blood Bowling Rats. Well here I am to re-address the
balance. In this article I'm going to examine the players, skill
progression, some specific plays including the fabled One-Turn
Score (without Stat Increases) and polish off with possible
rosters and tips for both Tournaments and League Play.
RIGHT, LET'S GO
Well I guess we can start with the obvious - speed. Boy, these guys
are quick. All standard players Movement 7 and rookie Gutter
Runners can cover up to an amazing 11 squares. Even the Big
Guy is fleet of foot! Terrific movement - so make the most of it.
Spread your players out and watch your opponent struggle to
cover all your scorers. On Defence; use your movement to
continually re-deploy. Force your opponent into risky plays and
try and turn him over.
Next up Gutter Runners they really are the stars of this team.
They are the most reliable dodgers in the game and therefore are
notoriously difficult to mark. That's of course if the oppo can
catch up with them in the first place. Apart from being incredibly
good at evading opposition TZs, the AG4 makes them perfect
ball-handlers. At only 80,000 gold pieces and being able to pick
four of the little blighters, well, that's the first four spaces on the
roster filled up.
Skaven have always been a decent team but not really
outstanding. That was probably because the Rat-Ogres were a
complete liability for a good while. The NAF tables (world
rankings for the uniniated to the growing tournament scene) at
then end of 2003 would attest to that. But with the introduction
of the 2004 Wild Animal rules, the Rat-Ogre became the must-
have accessory for that season and Skaven started to, probably
unfairly, win too many tournaments. It really was Year of the
Horned Rat. So I was quite pleased to see the Blood Bowl
Commission get together and remove General Access from the
big idiots at the last Rules Review. No longer a liability but not a
definite name on the team-sheet either; Skaven coaches have to
go back to the little guys on the team to win the games and that's
good news for all.
No team with access to AG4 players have as cheap a basic player
as Skaven. These plucky Linerats hold up the Line of Scrimmage,
mark dangerous foes, rarely touch the ball and even rarer get
within a sniff of a life-saving Apothecary. In fact, you've got to
wonder why they do it at all, but at 50,000 gold pieces per rat,
you shouldn't complain.
Did someone say Mutations? Apart from the rather
uncompetitive Chaos (certainly at low TRs), Skaven are your only
opportunity to try out the fun Mutations. I'm not sure any of
them are so brilliant that you must choose them when you roll a
double, but they certainly add flavour to your games - though
thankfully still no 'Spontaneous Combustion' (remember that
from 2nd Ed?). More on Mutations in the Players section.
Okay, so far so good. They need a major weakness to make them
balanced and you don't have to look any further than Armour
Value of 7. Nearly one in two floored players will be at least
stunned. If you are not careful, very quickly you will be players
down - a KO and a couple of stuns and suddenly those AG4
players are starting to look a little lonely on the pitch. A complete
OFFENCE
A lot of people have scored a lot of TDs with Skaven over the years and, unless you are new to the game, then much of the info below
should already be known to you but I will summarise the key plays. Most of which are achieved in two-turns, so set-up is important.
11
3
1
2
4
13
6
14
1
9
2
8
4
6
7
5
3
11
10
10
15
16
Skaven in yellow. Against what is
actually a pretty good defence (5-5-
1), StormVermin 10 and 11 should
be able to combine to knock-
down/push Blue 1 out of the way
and then blitz Blue 6 (with an assist
from Linerat 6) to open a channel
into the backfield. Gutter Runners
are 13-16. This offensive set-up also
lowers the potential damage of a
Kick-Off Blitz!
Generally one Gutter Runner should collect and stay deep out of reach. You then need to force an opening for other Runners to get
downfield. I generally only send two downfield so the fourth Gutter Runner should be open as a conduit (I like the term 'Half-Back'),
as should the Thrower. These conduit(s) should ideally be safe from being hit during the oppo's only defensive turn and maybe even
safe from being marked too. Should the kicked ball end up near the LOS, then one of the three forward Runners can pick up and run
back towards his own endzone. The deep Runner can then take his place at the LOS, leaving the other two LOS Runners to head into
opposing territory. Got that?
Let's examine some of the plays:
Two-pronged Attack: Force a hole, or holes, in the defensive line and send a Runner down each of the flanks if possible. The 5-5-1
defence actually makes that unlikely but you won't always be playing against 11 or good defensive set-ups. Most tournament and early
development teams (excluding Dwarves) will only have one tackler at most. Make the most of that by forcing the tackler to choose which
flank he defends. You'll have at least one Runner standing and possibly two come your next turn. Hand-off to the Half-back and pass
into the Endzone for a waiting Runner or pass to the Half-back for a hand-off (although the markers will need to be blitzed off the
potential scorer). Good opponents will recognise the threat of the Half-back but the long pass is still achievable on 4s (75% chance of
success with Re-roll) if you want to/are forced to miss out the middle man.
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3
1
2
4
13
6
14
1
9
2
8
4
7
5
3
11
10
10
15
16
Following on from the 5-5-1 defensive set-up, I have
knocked Blue 1 down, though not off, and blitzed
Blue 6 (and stunned him, therefore he's missing).
Linerat 3 is marking the oppo safety (possibly the
tackler) and Runners 15 and 16 look ominous.
Runner 13 has the ball and Runner 14 is acting as
the Half-back. The oppo will concentrate on covering
15 and 16 and if both aren't fully covered, it's an
easy play to blitz the Half-back's marker away and
then use him to transport the ball up to either
possible scorer.
Concentrated Attack: Run the two Runners down the same side. The Oppo's defence isn't stretched but the Runners can screen for
each other, can dodge out of TZs easy enough to help with assists and are well-placed to pick up future dropped balls. By focusing the
defence on one side, it also possibly leaves the other half of the field open for your next turn...
The Feint: Used when you have two downfield Runners in the Concentrated Attack being tightly marked. You need a back-up plan. Use
the fact that your oppo has over-committed on one flank to attack the other side with your Half-back (or even the end of LOS Linerat).
Then it's a matter of screening with all available players; Runners and the unmarked Linerats, before dodging as many other Linerats
out as you can manage.
11
3
1
2
13
6
14
1
9
2
8
4
7
5
3
11
10
10
15
16
The opponent has swamped the possible scorers,
marked the Half-back and knocked a Linerat out.
Runner 14 or Linerat 2 can be blitzed free to
receive the ball before heading downfield.
Runners 15 and 16 can easily dodge out back
towards half-way and through the gap between
Blue 2 and 10, setting up a screen. See insert.
The plays so far rely on transferring the ball to the scorer on your second turn, possibly via another player. However, you can eradicate
any ball-transferring errors by getting the ball-carrier into a safe position to score on your first offensive turn.
One-turn Cage: Get the ball into the hands of a Runner in a cage in the oppo's half. Easy when the oppo is players down or has dropped
back to cover the pesky Runners following a two-turn lesson earlier in the match. The problem here comes with one of your cornermen
being blitzed and then your scorer being marked or, worse still, danger players like Strip-Ball Wardancers and Vampires knocking the
ball loose.
Rolling Cage: Not one that I'm well-versed in (as I like to have my scores on the board), but you have options with Skavs and one of
them is to wait a little longer on offence which means your opponent may be forced to go hurry up on his offence with obvious potential
side-effects of spilling the ball for you to score another. Give Orcs seven turns to score and you may well come a cropper. Give them
three or four turns and they are far more likely to make mistakes you can pounce on. Skavs have the agility to stay out of harm's way
for a little while and Throwers make for hard targets in a good cage, so why not take a bit longer if the situation warrants it (apart from
stopping yourself winning any Most TDs awards)?
Cajones Play: For when things have gone awry or when the ball has landed practically on the Line of Scrimmage and you're feeling
brave. A rookie Runner is tough to take down if the blitzer doesn't have Block or Tackle. Period. On many occasions I've sent Runners
free towards the Endzone when I didn't have to, knowing that all the block/tacklers are marked and the only play is a two-dice block
needing a straight POW. This is particularly useful when the oppo is down to one Re-roll as he is unlikely to take you down without
using it. Once a player is down to no Re-rolls, he'll play more conservatively AND you can still capitalise on the smallest mistake. Even
if he takes you down, he probably won't be in a position to get the ball safe, let alone recover it, so assuming you have a second Runner
in close proximity, the rats are still the more likely scorers (see above inset).
Just a quick note on Dwarf and, to a lesser extent, Chaos Dwarfs. These guys are tricky. Sure you can run rings round them for a while
but Block and Tackle are well-suited to injuring your star-players. Once they catch up with you, you can find yourself short-handed very
quickly. My advice here spread out the Runners across the pitch and force the Dwarfs to chase them down individually. Also use Re-
rolls for failed dodges early in your turn if you may be leaving Runners in Dwarven TZs.
That brings me onto playing with less than four Runners. I always have an Apothecary and keep it practically for exclusive use on Gutter
Runners. So I guess you could say I have five available for a tournament match (course you would be well-advised to refrain from using
an Apo in league play for anything other than a death or stat decrease). Even so, Gutter Runners are fragile when knocked to the floor
so get used to playing with only a couple. I guess this is where a Thrower comes into his own, freeing up the remaining Runners to act
as receivers, and as long as you have at least one eligible receiver, the one-turn cage or the screened drive/feint is available. Like Wood
Elves, you can still score whilst being beaten up. It's just can you get the ball back afterwards? That's the tester.
Right, thats it for this week. Next time Ill be covering defence and how you stop your opponent from scoring touch downs!
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2
6
14
1
9
2
8
4
7
5
3
11 10
10
15
16
Again same 5-5-1 defensive
set-up, but the ball landed
shallow. 13 recovered,
handed to 15, who is now
fairly safe from being blitzed
himself and should probably
score on his next turn.
13
4
3 2
13
14
1
4
5
3
Blue 1 and 3 are the danger players (Block and/or
Tackle) and have been marked by Linerats. Blue 4 and
6 will be able to blitz but they are unskilled and will
still only get a two-dice block on ball-carrying 14 no
matter how they arrange the blitz. Runner 13 is in
proximity should the ball be knocked loose.
ABOUT THE AUTHORS
Paul won an 86-man Tournament in Spain last year as coach of the Darkthunder Cheatahs. He was also in Team England that
recently won the EuroBowl in Germany. He has won Most TDs at two majors; the Blood Bowl and the DungeonBowl _ and lost
late in both of them to the eventual winners. All with Skaven. Not with a Rat-Ogre.

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