Tournament Report – STC 2026
- stripeydave
- 2 days ago
- 12 min read
The Scottish Team Championship (STC) took place last weekend in Glasgow with 20 teams facing off to determine this year's champion. Reporting on the action is Team Scotland stalwart and 208-ranked Necro coach, CamelChops.
This weekend was the STC in Glasgow. 2 days, 6 games of blood bowl in teams of 4. I was in the Scottish exiles team with BB Jock, Scotland Captain, Mike Sann former NAF president and Dave Loki Stalwart of team Scotland. If you’re thinking that that’s a strong quartet, you are correct. We went in as defending champions but as #2 seed behind a team with Candlejack, Torquemada, Topas, and Meradanis.
My team for this tournament was Necromatic. 2 Guard Fleshies, 2 Guard Wraiths, 2 Block Wolves, 1 Block Ghoul, Zombies to 12 players, 3 RRs, coach and a fan.
The rest of the squad was High Elves (Jock), Zons (Mike) and Nurgle (Loki).


Round 1 – vs Black Orcs, Marriota
Marriota is relatively new to tournament Blood Bowl. Lovely fellow who had taken BOs with a Guard Troll, 4 Block, 2 Guard BOs and a DP. Quite a stable, low variance, build but lacking in damage output perhaps?

The game was characterised by deep kickoffs. These instantly split the BOs on the LOS from the ball recovery crew and allowed me to press my Guard pieces in and win the combat up front. This allowed me to slowly increase the pressure on the ball. Eventually, once the screw had been turned sufficiently, I turned the ball over deep and recovered to go 1-0 on his drive. A second deep kick saw another opportunity present but couldn’t convert.
Throughout the game there was not much damage against my team as we were always ahead on the combat, I think we took only a couple of KOs all game, even with fouls. My own hits did nothing first half but early in the second half on my drive I removed a troll and then a BO, and that left space that I could take to push through and score to make it 2. Then my third kick landed in the corner flag and again set up a team split leading to #3.
Final score 3-0 (2-0 Cas).
We secured the round win with Mike and Jock both winning and Loki drawing.
Round 2 – Dark Elves, Keithabix
Keithabix has been the Irish National team captain in the last few years and is a very solid coach. He beat me last year at Granite bowl. I knew this would be tough. His team, the Murder Aces, were second in 2025 STC, and a very strong team.
DEs are an interesting team. Keith had Dodge blitzers and assassins, block/wrestle witches and 2 block lino. A team able to trade blows and/or stabs.

I received and the kick floated deep. Earlier this year at the Welsh National champs, a deep kick and failed pick up led to all sorts of trouble vs DE and my only loss of that tournament, so I was primed for trouble. I took some LOS hits without downing an elf and used my blitz to set up a recovery point connection and prevent a team split on T1. Then promptly failed the secure the ball. The heat came and a zombie that had had a dodgy snack immediately died owing to that snack. Oh dear.
Oh dear was right. Burned RR on pickup next turn to get to some sort of safety, but my drive bogged down. By T6 we were barely at halfway and increasingly desperate. Three stuns in quick succession helped massively and stopped the turnover score but the best I could get was a potato downfield into a pretty ropey I-cage of zombies. Keith’s wrestle which 1D in 1D dropped the ghoul down and 0-0 at half. Could have been worse, I was saved by those t7 stuns.
“Losing” 0-0 is bad, but Necro are a strong defensive team, and the start of the second half was characterised by ratcheting up the pressure, see pic.

Eventually, Keith felt forced to push down the line but left a cage corner based by a zombie. I was able to send a Wraith around for an assist, full powed a witch which opened a route to 2D the ball carrier. The ball scattered nicely but left a decision; go for the win or secure the draw. The team orders came in to push for the win. So, the Ghoul recovered and headed off downfield. The win looked on, but sadly he was powed down in the stall square, near Keith’s endzone. Then there was a turn or two of fighting until the elves cleared the ball, picked up, handed off in a TZ, passed, caught in a TZ, dodged and ran it in. Length of the field covered on T16. My OTTD was ruined by a Charge.
Keith played really well. It was a great game that swung back and forth. I felt it was lost at HT, felt I had won it by T14, then lost to some Elf BS on 16. Emotional rollercoaster.
Sad loss 0-1 (0-1 Cas, indeed no DE left the field in the whole game).
However, despite my loss, the team won the round with all 3 of my teammates picking up their wins.
Round 3, Amazons, Ringoo
Zons with double guard S4 pieces and loads of wrestle elsewhere. Kicking to the zons, Ringo failed the pickup a couple of times and I piled my pace pieces through the middle while the strength pieces tied up the rest of the zons. This forced an “exciting” turn of dodge, pickup, pass, catch with all the zons RRs burned on t3…and the ball dropped but fell into the hands of a linewomen. That linewomen was promptly blitzed. We fought over the position for awhile with my RR advantage meaning I was the one who won out to recover and get down field. Sadly a full pow on the blodge ghoul opened a lane for a desperation 3+ blockless 1D on the wolf. Still there was a chance, but I couldn’t get it to stick.

OK, I thought, we’re going in 0-0 at the half.
Nope. Naked 3/(3)/5/3/2/2 and suddenly the zons were 1-0 down. Yuck.
My OTTD got the pushes I need but failed the handoff to the wolf. Suddenly losing from a position that felt like a win. Seem familiar after the DE game? It did to me!
Second half and I was thinking that I could push for a win if the team needed, but the ball drifted really deep again and I failed the secure the ball, again. Oh dear.
Stabilised the next turn with a surf to set up a long loose cage, but needed RRs for pickup and to connect everyone so down to 1RR on T2. I thought it would be OK, but instant (5+) for 1D on the blodge piece was rewarded with a full pow. Oh dear oh dear!
Faced with a conundrum; I took a slightly riskier line to open with a blockless zombie block so I could then surf the zon blitzer and get back to stability. The risk paid off and it was 11-9 for the rest of the drive. After the shenaningans at the start of the drive, the rest was still tense but we were able to stabilise and then push forward using the sidestep and standfirm to retain control, although I did need to score on 7.
Final score 1-1, 1-1 Cas.
Team win, with my three team mates again making up for my dropped points.

Overnight we were in pole position on 3 round wins, but so were Torq and the Germans… So we went and had drinks with them in the pub. The suggestion that my team and I would all like another quadruple whisky just as they were leaving seemed a little suspicious.
The stage was set for a big match in the morning...
Round 4, Wood Elves, Topas
Topas and I had a really friendly fun game after the set up from the night before.
His woodies had stripball and ss dancers, lots of dodge, some wrestle.

I received and thankfully the ball was caught by a wolf, no need to mess about with failed secure the ball! The tree rooted quite early in the middle of the field. I kind of forced my way forward, but, unsurprisingly an early side commitment was easy to slow down. Especially as no elves were leaving the pitch. Jamming in the ST4/SS guard pieces created some space and brought the wolf into scoring range, but ultimately gave up a chance. Topas had to choose between a full screen, that I probably had enough pace to get around, or going for the ball. A few 2+ dodges and rushes, then 3+, 2+, 4+ leap for 1D with strip. Pic below. See if you can find the play.

Thankfully he splatted on the leap (2 RR 1), and I was able to clear the light screen remaining for 1-0 at the half. Not just that though; my poor cas dice disappeared and WD1 was KO (apo) from the leap, and then WD2 and a catcher were both CAS’d to make my run in easier. Huge swing from potentially losing the ball to 1-0 up and now up mens for the second half.
Second half and the WE went into a dakka as I pressed forward forcing many dice. In the end a wardancer snake left a route to the ball, and the poor dancer also left the field. Ball down, but Safe pair of hands meant ball was placed in a TZ. I made the exec decision to double base the ball and bracket potential receivers rather than rush and dodge for the pick up. But, you should never leave the ball on the ground with elves around as he was able to 2/4/5/4/3/2/2/2/2 to dodge, pickup, pass, catch, dodge and sprint away. It did cost all his RRs though. Forced in next turn, leaving me with 3 turns to score.
Team orders now were to push for the win, and it became relatively easy vs a heavily depleted elven team missing both dancers and, quickly thereafter, their final wrestle piece. I think they finished with a tree + 4 elves on the pitch. Despite that, there was dice on the blodge ghoul, but those dice were -2D needing double pows. A big ask and we were able to secure the win.
Win 2-1 (3-0) Cas.
Team round win. Jock and Mike continued their perfect run, while Loki secured a draw. This felt good, beating the favourites.
The pic below is from my drive on a turn or two before the dive turn. Topas and I were discussing on this turn whether it was time to dive or not. What do you think?

Round 5, Imperial Nobility, Phil78
Next up was Nobs, a similar sort of control team as Necro and, indeed, they had more guard than me. I kicked to Phil and the drive was going well for him with what looked like an opening carved open after removal of a fleshie and foul out of a wraith, but I was able to recover and jam everything in. Phil’s attempt to bust through failed and then immediately a failed dodge sent the ball off the field and back toward his endzone. I sent a wolf and my ghoul to go get it, but failed the pick up with the ghoul. He then powed the ghoul into removal and stunned the wolf. But “winning” 0-0 HT. Feeling good. Although the fleshie and ghoul didn’t return.

The message then came down the line that we were all in strong positions, so not losing was more important than winning.
10-10 second half and I played a very low variance drive. Sniping blitzes either side and no major risks taken. I did send a scoring threat late but after using my penultimate RR on a GFI decided discretion was the answer and turtled up to secure the draw.
0-0 (2-1 Cas)
Importantly, round win with Mike, Jock and Dave all getting their wins. I do wonder if I’d been told to push whether I could have found a high probability win condition as it was a tough, cagey half.
Round 6, Nurgle, FleekyFly
One more round to secure the championship. I was matched up with Nurgle, the least fun team to play against (or with). Guard spawn, 3 Block, 1 Guard bloaters, frenzy and wrestle goats and a dp rotter.
His drive collapsed into a scrum with my zombies (although I lost a wolf early) tanking hits while my four guard gummed up his position. Time is always against Nurgle and with no traction in the midfield, he was forced to try and reverse the field. Only for the Beast to 1/9 leaving a frenzy hit on the ball. Pow! Down he goes.
Nope, steady footing! But still loads to do with the ball carrier double tagged on halfway on T7. His first action the next turn was a dub skulls and with no RRs left this gave me a chance to pow down the ball carrier (he stayed down this time) and sprint off down the field. 1-0 HT.

Second half started with a pitch invasion that stunned 3 of my pieces including my deep ghoul. That, plus a deep kick, put me into scramble mode. It also drew the Nurgle onto me and spread them out a bit. An early Nurgle 1/9, after using RRs to bring pressure, meant I could restabilise near midfield, and then break free the following turn after tieing up all the bloater and beast with individual zombies. Quickly, it was 2-0 and the game was over bar the shouting. The shouting came not long after as the Nurgle dice continued to let them down. Indeed, at the end I was able to 3/2D/4/(4) to steal a cheeky third TD.
3-0 (0-1 Cas).
And… the team won the round with Mike and Dave winning again and Jock getting beat up into his only loss of the tournament.
Champions
We won! Back-to-back champions. 6-0-0 for the squad. 18-4-2 at the game, 35-10 on TDs. Dominant.
I finished 3-2-1 (11th individual), Dave 4-2-0 (4th), Jock 5-0-1 (3rd) and Mike 6-0-0 and best individual. Clearly I was carried by the rest of the team, but I’ll take it! (DazzaMac in Exiles 2 was second on 4-2-0)


Torq and the Germans came second, with our match being their only loss.
Also a shout out to the second Scottish Exiles team that went unbeaten as a squad (1-5-0) despite the late replacement of one of their players.

This is a really well run, fun tournament. A great weekend of Blood bowl, beer, some really nice food including a meat feast at a chop/steak house that’s a must for next year.
Team tournaments are much more fun than individuals. I was very happy to be on a strong team and am happy to say that I had really nice opponents throughout.

Roster Review
I’ve played Necro 50+ times in NAF TT and this was a comfortable shoes roster for me, not too different from what I’ve used many times in 2020 rules. At 1120TV, the only pre-tournament decision was whether to take 1 Ghoul with 3RR or 2 Ghouls with 2RR+mascot, the second Ghoul would be unskilled. I plumped with the former; valuing the definite RR for retaining tempo.
The team performed well. 3-2-1 is solid, and I feel I was more toward the unlucky side of the variance curve, especially in the zons and DE games.
My offence was successful on 4 of 6 drives, with the DE getting the stop and the Nobs offence being played passively. The DEs had stab dice on the ball on T5, and got the ball down on 7, so could have been a turnover score. The WE also had a 2/2/3/2/4 for 1D on T7, which was left on as I’ve pushed the guard firm/ss forward to widen the front position. I probably could have afforded to have one guard piece on the back there. I’d also have liked that drive to have progressed more quickly and, on reflection, probably wasted a turn changing sides early after the tree root to reconnect an isolated Fleshie rather.
I struggled most when the kick was deep and, on reflection, perhaps should have RR the failed secure the ball vs DE and possibly zons. In both games I ended up using a RR the turn after on the now-critical 3+. I think there might be a case for a standard pickup with RR in future deep-kick vs high press teams. For that, I defo want the 3RR build. I played two offensive drives down one of my “hands” pieces and coped. Even when I had 3, not losing a wolf to positioning was always more on my mind than if I had the extra Ghoul.
On defence Necro are always strong. I conceded 3 TDs across the 6 games and was disappointed with all 3! Indeed, I was able to get the ball was on the ground in every opponent’s drive and it was only vs the WE that I didn’t also recover it. The lack of second ghoul was probably relevant in turning those ball down moments into counter scores and earlier pressure.
Relevant eye gouges… 0. I can remember no occasions when it changed an opponent’s turn ordering or allowed a hit that otherwise wouldn’t have been on. Just more admin.
Of my opponent’s rosters and builds, the DE was the one that left me thinking I want to play that team soon. WE are quite similar to last season really, but the “safe pair of hands” is actually a bigger gain than perhaps anticipated. Nurgle are obvs very strong but very boring (I used them at Mulligans Open). Steady footing (or as Loki says “foot fettish” was very relevant in my game, and always a feel-bad mechanic.
Note: This article is reproduced from the original located here with the kind permission of the author.



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