I've tried several times.
Can't remember if any succeeded.
On that team, I have many useful components for it, and none of them taken because of the OTS - but simply because they're good in their own right.
I have an ST+ Knight with Frenzy.
I have a Yeoman with AG+, Sure Hads and Strong Arm
and I have two knights with sidestep and MA8.
Cheers
Martin
Knights of the Anarcho-Syndicalist Commune (Brets)
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Re: Knights of the Anarcho-Syndicalist Commune (Brets)
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Narrow Tier BB? http://www.plasmoids.dk/bbowl/NTBB.htm
Or just visit http://www.plasmoids.dk instead
Or just visit http://www.plasmoids.dk instead
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Re: Knights of the Anarcho-Syndicalist Commune (Brets)
- and nope, haven't had any doubles, ever, on a Yeoman.
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Narrow Tier BB? http://www.plasmoids.dk/bbowl/NTBB.htm
Or just visit http://www.plasmoids.dk instead
Or just visit http://www.plasmoids.dk instead
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Re: Knights of the Anarcho-Syndicalist Commune (Brets)
It seems to be the way of BB, that doubles never come where you most want them.plasmoid wrote:- and nope, haven't had any doubles, ever, on a Yeoman.
I have always wanted to get Jugggernaut on a Witch Elf, but the double never came. Sniff.
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Smeborg the Fleshless
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Re: Knights of the Anarcho-Syndicalist Commune (Brets)
NERVES OF STEEL, ANYONE?
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A week or so ago, it suddenly struck me that NoS would be an excellent skill for a couple of Knights on the Bret team. Mainly, it would prevent a running/hand-off offense from being easily shut down. I have played many drives where it would have helped. A secondary, but important, advantage is that Knights are very often the ones in the path of a bouncing ball.
The question becomes: when to add the skill? Not 1st skill, surely (because Dodge is da bestest). But could be as soon as 2nd or 3rd normal skill.
Knights suffer from having too many good skills to pick from. But I quite like this one. It makes the P in GAP more positive (I can't be boshed to create a Thrower - too many skill picks required). 1 x Leader and 2 x NoS could be a judicious use of the P skills.
What do you all think? Even better - has anyone tried it?
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A week or so ago, it suddenly struck me that NoS would be an excellent skill for a couple of Knights on the Bret team. Mainly, it would prevent a running/hand-off offense from being easily shut down. I have played many drives where it would have helped. A secondary, but important, advantage is that Knights are very often the ones in the path of a bouncing ball.
The question becomes: when to add the skill? Not 1st skill, surely (because Dodge is da bestest). But could be as soon as 2nd or 3rd normal skill.
Knights suffer from having too many good skills to pick from. But I quite like this one. It makes the P in GAP more positive (I can't be boshed to create a Thrower - too many skill picks required). 1 x Leader and 2 x NoS could be a judicious use of the P skills.
What do you all think? Even better - has anyone tried it?
Reason: ''
Smeborg the Fleshless
- JaM
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Re: Knights of the Anarcho-Syndicalist Commune (Brets)
I decided to start a Bretonnian Team in a new league. Fun! And a lerning experience, not only for me 
The fact that I dont think they are overpowered also played a role, there is 4 of us and 1 is a real beginner (he has skaven). He does some good positioning though, so if he gets his priorities straight he can become quite good.
After reading all of this thread and several more on the inet I went with:
3 knights
4 yeoman
5 peasants
2 rerolls
1 apo.
I didnt want to risk losing an expensive player, so there's the apo for.
Won my first (and only game so far) against Chaos Dwarves. My dice were better in smashing AV7 than his, so when he lost 2 hobs (and later on a 3rd) things were looking ugly for him.
I have 2 skills now, 1 yeoman got guard and 1 knight got dodge. But I'll change that to leader because I can really use the reroll.
I am hoping on an AG 4 knight, who will be my ball handler... maybe. But I think the next skill for a knight will be sure hands.
More to follow? Hope so!

The fact that I dont think they are overpowered also played a role, there is 4 of us and 1 is a real beginner (he has skaven). He does some good positioning though, so if he gets his priorities straight he can become quite good.
After reading all of this thread and several more on the inet I went with:
3 knights
4 yeoman
5 peasants
2 rerolls
1 apo.
I didnt want to risk losing an expensive player, so there's the apo for.
Won my first (and only game so far) against Chaos Dwarves. My dice were better in smashing AV7 than his, so when he lost 2 hobs (and later on a 3rd) things were looking ugly for him.
I have 2 skills now, 1 yeoman got guard and 1 knight got dodge. But I'll change that to leader because I can really use the reroll.
I am hoping on an AG 4 knight, who will be my ball handler... maybe. But I think the next skill for a knight will be sure hands.
More to follow? Hope so!
Reason: ''
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Re: Knights of the Anarcho-Syndicalist Commune (Brets)
Hi JaM,
IMO - take Leader or Sure Hands. Not both.
My personal preference is Leader.
But Dodge makes your Blitzers much more useful. And helps them survive.
I'd pick up with a Dodge Blitzer and keep the ball safe, then pick it up with a Sure Hands blitzer who doesn't have Dodge!
Good luck
Martin
IMO - take Leader or Sure Hands. Not both.
My personal preference is Leader.
But Dodge makes your Blitzers much more useful. And helps them survive.
I'd pick up with a Dodge Blitzer and keep the ball safe, then pick it up with a Sure Hands blitzer who doesn't have Dodge!
Good luck
Martin
Reason: ''
Narrow Tier BB? http://www.plasmoids.dk/bbowl/NTBB.htm
Or just visit http://www.plasmoids.dk instead
Or just visit http://www.plasmoids.dk instead