My name is Oerjan and I’m playing Bretonnians.

More accurately, I'm starting a Bretonnian team using Plasmoid's latest roster and am looking for advice on how to play it in a league from those of you who have already done so. (I'm well aware that a bunch of people would consider the best advice on Bretonnians to be "Just Say NO!" - yes, Darkson, I'm looking at you



Both I and my opponents have played BB on and off for years, playing each edition from 1st to 4th (urgh) just enough to master its particular quirks when the next edition was released; but after 4th ed. we kinda got out of touch and have only gotten back into the game over the past year or so... and being middle-aged and having rather full schedules nowadays, our BB games are somewhat sporadic. Beause of this we aren't very experienced with the latest (LRB5+playtest) version of the rules, and some of the new skills have caused us several rather nasty surprises - including to the users of said skills

In addition I - having played mostly Halflings previously - have found it somewhat difficult to adjust to not being able to dodge anywhere I want to, and I can't quite wrap my hand around the concept of having a minimum MA of 6 and a maximum of an unheard-of 8...!

So far I've played the Bretonnians in a few one-off games against other (human and orc) TV100 starting teams, without any skill/stat increases or inducements. While I've won all the games to date, that is probably more due to my opponents being even less used to the Fend and Wrestle skills than I am myself than to any Bretonnian coaching skills I might have

My starting roster (TV1000):
2 Blitzers @ 120 kgp = 240 kgp (8338 Block Dauntless Catch)
3 Yeomen @ 70 kgp = 210 kgp (6338 Wrestle)
7 Linemen @ 40 kgp = 280 kgp (6327 Fend)
3 Rerolls @ 60 kgp = 180 kgp
1 Apoth. @ 50 kgp = 50 kgp
40 kgp to spend on FF, assistant coaches and cheerleaders
Alternatively, since there are other 'fling teams than my own around I could swap the Apothecary and some spare change for a 4th reroll, and then buy the Apothecary ASAP using the rest of the saved gold. I would really like to start with a 3rd Blitzer, but I want the reserve Lineman, the Apothecary and enough Rerolls to be able to pick the ball up safely 2-3 times per half even more than I want extra Blitzers

In the one-off games to date I've set up Linemen on the LoS supported by the Yeomen. At least one Blitzer sets up well back on both offense and defence - when I recieve he is fast enough to reach the ball in one turn wherever it might land, to pick it up and pass/hand off to the other Blitzer; when I kick he acts as a sweeper. The other Blitzer deploys closer to the LoS, but not actually on it, to act either as a runner or as a second sweeper.
The LoS battle usually dissolves into a confused muddle almost immediately, with my Yeo- and Linemen wrestling (and occasionally fouling) the opposing heavy-hitters out of the game. (In the latest game, against a rather bashy human team with an Ogre, 4 Blitzers and no Catchers the Ogre was wrestled down on the very first turn and then kicked in the nuts hard enough that he refused to play at all until turn 4 of the 2nd half (KO'ed and failed his recovery rolls for the next three drives)...


The combination of Wrestle and Fend on the LoS seems to make it very hard for opponents to break free of the muddle, since even their hardest-hitting players often find themselves wrestled to the ground and the standard tactic of using follow-up moves to get out of tackle zones doesn't work very well when most of the potential block targets have Fend... My opponents are developing a healthy respect for Wrestle, and have remarked that their Blitzers aren't nearly as effective as they used to be in earlier editions. ('Course, I haven't played any stunties with this team yet, and the only AG4 opponents I've met so far are human catchers who tend to be somewhat intimidated by my blitzers when their own supports are all tied up by my yeomen and peasants

Meanwhile, my Blitzers either concentrate on the ball or act as precision strike weapons (standing off outside the brawl to blitz in against some unsuspecting Black Orc, ball carrier or similar).
For the future (ie., when we get the league going faster than molasses

Linemen: ...well, most of them probably won't live long enough to get more than 1-2 skills :-/ One should get Kick (unless I give that skill to one of the blitzers, since they're off the LoS anyway), another one or two get Dirty Player, with the rest getting a mix of Block, Wrestle and Tackle (not that I've had any use for Tackle in the games played so far, but I will run into Dodgers sooner or later

Yeomen: So far at least (ie., against mostly unskilled opponents), these guys RULE the LoS fight and are pretty effective cage-openers too. Giving them Guard and MB would make them better still, possibly with some Tackle too against Elfs or Stunties. On doubles... I dunno - Dodge is always nice to have of course, though Jump Up could be very useful too after wrestling down an opponent. A Leader wouldn't be amiss either, though having it on a Yeoman feels very awkward fluff-wise

Blitzers: Of the two I start with, one will become a ball retriever/thrower with Kick-Off Return, Sure Hands and Strong Arm, with Pass on a double. (While it would be more fitting fluff-wise to use a Yeoman in the retriever/thrower role, their lower MA means both that I'd need two of them to cover the back field (instead of a single Blitzer) and that they're too far away from the LoS to join in the scrum; and besides their Wrestle skill isn't nearly as good at keeping them on their feet as the Blitzers' Block skill is in case some opponents manage to slip through the LoS muddle.)
The other starting Blitzer one will probably develop into a pure sweeper with Frenzy, Stand Firm (or Side Step, if I'm lucky enough to roll a double early), Juggernaut (while there aren't any Fenders or Wrestlers on the other teams yet, there most likely will be pretty soon...! ) and possibly Strip Ball - though I'm not sure how useful that last skill will be, since most of my opponents are very fond of Sure Hands.
When I get rich enough to hire the last two Blitzers, they'll probably become "annoyance" players - Pass Block, Tackle+Shadowing, that sort of thing. Sure Hands would come in handy for them too, making it easier for them to pick the ball up as well as making them better runners. Doubles... probably Dodge, possibly Dump-Off.
Comments? Are there any particular danger skills or tactics I need to watch out for in enemy teams? (I'm aware of the "let's kill all his Blitzers" strategy, though so far none of my opponents have managed to do that.)
Also, what about the LRB5/6 inducements and Star Players? Prisma mentioned Might Zug; I’ve been looking at using Dolfar Longstride as a retriever until I can develop one of my own. What about Willow Rosebark? Or the latest incarnation of Griff, now that he can't Leap?
Later,
Oerjan