Knights of the Anarcho-Syndicalist Commune (Brets)

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Smeborg
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Re: Knights of the Anarcho-Syndicalist Commune (Brets)

Post by Smeborg »

Hi Martin -

I don't understand the thinking behind putting Brets at "tier 2" or similar. 8 x Block/Wrestle is pretty much as good as it gets (only Dwarfs and Norse have similar amounts, though lacking Wrestle, but enhanced by Tackle and/or Frenzy). And that's before spam Guard and Dodge.

I believe Khorne are similarly better in tourneys than in leagues (Khorne tourney rosters overcome obvious weaknesses of league starting rosters). Though I don't want to overstate the case.

I doubt Brets will make it into (say) the top 6 tourney teams, but who knows.

All the best.

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Re: Knights of the Anarcho-Syndicalist Commune (Brets)

Post by plasmoid »

I like them for tournaments too.
I suppose that those who see/saw them as tier 2 Focus more on their weaknesses - and they do have those as well ;)

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Re: Knights of the Anarcho-Syndicalist Commune (Brets)

Post by plasmoid »

Hey Smeborg,
yanked Force Majeure out of retirement for another pbem season.
Managed to go 5-0-0. Will be facing Lizards in the season finale. Match reports to come.
Cheers
Martin

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Re: Knights of the Anarcho-Syndicalist Commune (Brets)

Post by plasmoid »

Hi Smeborg,
as promised, the continued tale of Force Majeure.
The match reports were written back when the games were played, so vary greatly in their level of detail.
As these games were pbem, I pulled a few stats, byt they really are of very Little actual use. The pbem program measures how many of your d6 rolls were 3+, and it seems I was remarkably lukcy this season. It also measures number of Blocks, but as it doesn't measure which kind, throwing a handful of half-dice block will make you look very good.

All that said:
2-1 vs Old World Kings (Vampires)
Close game against old enemies.
Brets scored quickly as there was nowhere to hide from all that hypnotic gaze. Next vampiric offense left a slight gap in the defense and the ball carrier was quickly sacked. In the ensuing scuffle, both teams could have scored, but neither one did.

In second half, one poor turn from the Kings let a Bret Blitzer slip through and sack the ball, and once Again after an ugly scrum (and a failed pass from the vampires) the Brets made it to the EZ with the ball. Vamps then got a consolation TD that could not be stopped.
Blocks: 39 Blocks, 26 knockdowns, 5 KO+ [vs. 41 blocks]
3+/d6: 38/60 [vs 141/201]

4-0 vs Khornes Flakes (Khorne)
Ridiculous game. Khorne team rolled quad skulls on turn 2, lost the ball and never recovered. Whenever they briefly held the ball a turnover woulkd occur. Brets for their part succeeded in everything they did.
Blocks: 57 Blocks, 39 knockdowns, 5 KO+ [vs. 56 blocks]
3+/d6: 19/27 [vs 19/28]

2-1 vs Redcap Runners (Gobbos)
Very close - and uncharacteristically bloodless for the involved teams.
The game started with a riot from the eager fans. The gobbo ran a long patient drive, but came under pressure near the end of the half, and had to score a turn early. This gave the Brets a 2 turn drive, but another riot turned it into a 1-turn-drive, and despite having a random shot at the OTS, the half ended 1-0.

In the second half the Brets scored early, hoping to take the ball off the gobbos and win the game - and that's exactly what happened. The gobbos and their impressive pogo player were doing rather well, headed for the win, until a failed Dodge left the pogo with no screen, and he was promptly sacked. Despite the gobbos best defensive effort, ever vigilant Yeoman number 7 threw a beautiful long pass for the TD. The gobbos then had their own OTS shot at the equalizer, but cruel dice meant that the doom diver never made it to the EZ.
Blocks: 42 Blocks, 21 knockdowns, 3 KO+ [vs. 33 blocks]
3+/d6: 39/49 [vs. 65/108]

2-1 vs Testery (Norse)
Hard fought match, where Testery's inability to inflict casualties (except on their scray first turn) meant that they were ever so slowly edged out of the match.

Things started well for Testery when they removed 2 players from the LOS, and started their long scoring drive. Force Majeure tried their best to stop them, but over committed to one side and never quite caught up. They did Mount enough pressure to hurry the score, but were unable to score on their own to 2 turn drive.

However, Testery were running out of Norsemen, so just like in the previous game, The Bretonnians decided to gamble. They scored in 2, and as just 1 of 4 Norsemen recovered from KO, and the Yeehtee was Struck with heat exhaustion, just 5 Norsemen started the final offense. With a failed first pick-up Things got really ugly, and in the end it the 10 Bretonnians overwhelemed the 3 Norsemen.
Final score 2-1 - and Force Majeure have won Group F.
Blocks: 57 Blocks, 33 knockdowns, 9 KO+ [vs. 38 blocks]
3+/d6: 62/87 [vs. 19/35]

2-1 vs Scrats (Skaven)
Tense game that came Down to the wire. And one that Force Majeure did not expect to win, due to the presence of an AG6 strip ball horns gutter runner. On top of that, the game was played in pouring rain.

However, on the very first kick-off, Force Majeure lived up to their name, as a peasant Archer in the stands stunned the lineman shielding the abominable gutter runner, whow as then blitzed into KO on the very first turn. Force majeure then proceded to play a slow grinding first drive, Knocking out a total of 6 skaven (and injuring 1), and scoring on turn 8.

The brave (sidestepping) knights then took the line for the OTS attempt, making it impossible. And as the hired help Kreek Rustgouger made a mess of himself, the Brets were up 1-0 at halftime.

However, all the skaven had returned from KO, so two full teams were ready for second half, and as the Skaven managed to remove 2 Bretonnians from the LOS, now it was Force Majeure struggling. This time the skaven played the slow drive not wanting to score too soon - until a Valiant Bretonnian blitz resulted in a 3 4 player chainpush that put the confused ball carrier into the endzone.

So, 4 turn final drive. The Brets started by retreating, and as the skaven rushed forward, the abominable gutter runner was exposed - and quickly fouled back into the dug out. The Brets then started a mad scramble for the goal line. One 3+ Dodge away from a strong turn 7 position, the dodging knight stumbled and fell, and the Cage was utterly overrun. However, an elegant double chainpush play, a jump-up, a Dodge, a long pass from the ever reliable Squire and a catch in the still pouring rain earned Force Majeure a surprise TD right at the buzzer.
Blocks: 55 Blocks, 34 knockdowns, 9 KO+ [vs. 41 blocks]
3+/d6: 17/23 [vs. 35/46]

Dice for the season:
3+: 175/246 = 71% vs 279/418 = 67%
250 Blocks = 153 Knockdowns = KO+ 31 vs 209 Blocks

Final comment: I started the season with mighty blow on 2 yeomen and a knight. Between them they have earned 6 casualties in 5 games. Worth the 3 skill picks...? Not sure.

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Re: Knights of the Anarcho-Syndicalist Commune (Brets)

Post by plasmoid »

CHAOS CUP, SEASON 11
The Bretonnians of Force Majeure (Winners of Group F) were facing the lizardmen of Prehysteria (Winners of Group E) in the Chaos Cup. The game was played Deep in the Lustrian jungle, so more Prehysteria fans were present even though Force Majeure are the most popular team in the League.

Having lost their two earlier championship games (season 6 and season 7) Force Majeure had come out of retirement for one more shot at the big title, and having played a perfect 5-0-0 season, the were slightly worried that Nuffle would abandon them a third time.

And right from the first kick-off, the Bretonnians seemed riddled with play-off nerves. The dirty player caught the kick-off and had to run back and do a hand off, while LOS blocking cost a reroll, and on the follow up turn, when the dirty player sprinted to get back into the action, he stumbled on his way to a key foul. In fact, not many Blocks hit home, and the Bretonnians were quickly swamped by their high-ST opponents. 3 turns in, the Brets were forced to do both 1 dice Blocks and half dice Blocks, and Things started to look pretty dire. The lizards wanted to press their advantage and went after the ball carrying squire, but left a single blitzer unmarked. On this very turn, Nuffle gave the Brets a reprieve, as the squire stepped back, threw a wobbly pass to the blitzer, who managed to outrun the lizards and get the touchdown on turn 5.

That left a full quarter for Prehysterias offense, but already on their first turn, the ball carrying skink got a bit too eager, and was blindsided by a very fast Bretonnians blitzer. Ball on the ground and clock ticking, the lizards opted for an aggressive offensive play, but the skink who retrieved the Loose ball was tackled, and the Brets managed to make off with the ball Again. A saurus managed to Dodge and blitz from behind, but the Bretonnian noble evaded the crude beast and scored a TD for the lady of the lake on turn 8.

After much deliberation, the Bretonnian head coach decided to risk the health of his finest players in order to avoid a 1-turn-score. 3 sidestepping blitzers took the line, which proved crucial, as the lizards rolled a quick snap.

2-0 at halftime, and Prehysteria knew they had to score quickly. They rushed forward, but the skink trying to dodge through the defensive line tripped and fell. It looked like a simple task of grabbing the ball and burning time off the clock, ut 2 horrible turns from the Bretonnians saw them beleaguered by big strong saurii. It was a grim fight and ultimately neither team was able to get their hands on the slippery ball until it was too late to change the outcome of the game.

2-0 for Force Majeure, who finally took their first title.
WooHoo.

On a side note, my opponent did not get many armor breaks, so was at a serious disadvantage on that front.
That said, I only made 30 out of 56 3+ rolls, which made Things very hard for me also. Not exactly a championship-worthy performance - which dropped my 3+ rate for the season from an unlikely 71% to a more reasonable 67.8%.

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Re: Knights of the Anarcho-Syndicalist Commune (Brets)

Post by Smeborg »

Thanks, Martin -

So Vamps, Gobbos, Norse and Skaven gave the Brets a run for their money.

Looking back over all the games you have played with Brets, which opponents have you found the most difficult? Is there any pattern?

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Re: Knights of the Anarcho-Syndicalist Commune (Brets)

Post by plasmoid »

Hi Smeborg,
that is a very hard question to answer.
I've had a surprisingly good run, so results won't really say much - except that I lost to Necro…

IGH TV
2-1 Human
2-1 High
3-0, 4-0 Khorne
2-1, 2-1 Vampire
2-0 Amazon
2-1 Gobbo''
2-1 Norse
2-1 Skaven
2-0 Lizardmen
1-2 Necro

LOW TV
3-0, 2-0 Gobbos
3-0 Pact
2-0 Khorne
2-0 Dark Elf
2-0 Wood Elf
3-0 Nurgle
2-0 Ogres
1-0 Undead
3-0 Chaos Dwarf
2-1, 1-1 Chaos

But I feel like the teams that have caused me the most problems are the high ST and/or high guard teams. I feel like I have a fair shot against finesse teams and hybrid teams. Bashy teams are hard if they get good injury rolls - you can't make do with half a team like elves can. But really, teams so strong that I have a hard time throwing any Blocks - that's where I struggle with Brets. The Guards just can't be everywhere for support, and the Blitzers can't block everything.

I think, like humans, you have to play more to your opponents weakness than to your own strength.
Cheers
Martin

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Re: Knights of the Anarcho-Syndicalist Commune (Brets)

Post by plasmoid »

PS - this is in an NTBB League, so the weaker teams (like Gobbos or Vampires) have been buffed, and the very best teams have been nerfed a bit.

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Re: Knights of the Anarcho-Syndicalist Commune (Brets)

Post by plasmoid »

To elaborate:
I've also played 8 tournament games, which I haven't bothered to mention above.
1 was against Lizardmen with block and all saurus' and the Krox. That was a hard game.
The other was against lizardmen, with block on 4 saurus - but not the krox and the remaining 2, and that felt a lot easier to deal with.

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Re: Knights of the Anarcho-Syndicalist Commune (Brets)

Post by theBymster »

Thanks Smeborg, for the blog, and SpeedingBullet and Plasmoids, for your additional words of wisdom. I've recently bought the Greebo team off a friend who got them in the Kickstarter and now doesn't have time to play BB . (win!) So, I have devoured your views and writeups with relish! And I'll be referring back to it in the course of time... But I do have several other teams to paint and play before I get to the delights of Brets....

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Re: Knights of the Anarcho-Syndicalist Commune (Brets)

Post by plasmoid »

Hi theBymster,
glad to hear it :D

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Re: Knights of the Anarcho-Syndicalist Commune (Brets)

Post by plasmoid »

Hey Smeborg,
have the KotASC retired?
Cheers
Martin

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Re: Knights of the Anarcho-Syndicalist Commune (Brets)

Post by Smeborg »

Hi Martin, and also thanks to theBymster for your kind words.

Alas, it does indeed look like the Knights of the Anarcho-Syndicalist Commune have retired for now, as our league is no longer running (we have had venue problems, but the underlying problem is more the "emigration" of about 6 keen players from our fine city in the last few years, coinciding with lots of babies born to several of the keenest remaining players, good on them). However, I expect the team may well have another run in the new year (I find the challenge of team development intriguing).

Although not quite tested by enough games, I feel that my "experiment" (giving M-Blow to the Knights) has been proved more or less wrong. I am also not sure that Guard would be better, as the Knights like to "stand off" (at any moment, half of them are likely to be out of contact, if not, the position is often poor).

So maybe next time I will eschew both doubles and a damage-based strategy. One advantage would be keeping TV rather lean by comparison with other teams (14 players + Apoth + 2RR + Leader + 1AC/1CL = TV117 or 119). Another advantage is simply predictability.

I am now very comfortable with the natural roles of the 3 very different player types in practical play. However, I do not yet see how to solve the most basic problem in a league: how to skill up the Yeomen and Peasants (I was about to retire the only Yeoman with earned SPPs, leaving 100% of earned SPPs with the Knights - crazy!).

All the best.

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Re: Knights of the Anarcho-Syndicalist Commune (Brets)

Post by Smeborg »

Hi All -

You will be pleased to learn that I have found a painter for the KotASC team. I handed them to him at a tourney yesterday.

So it is rather likely that in the New Year we will have Knights of the Anarcho-Syndicalist Commune ride again.

Also rather likely that the KotASC will be entering tournaments before long. They look good on paper in tourneys, though I guess it depends on format, as always.

All the best.

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Re: Knights of the Anarcho-Syndicalist Commune (Brets)

Post by Smeborg »

I have a fresh perspective how to come up with a new development plan for the Knights. It is: give them skills that help the team, not the individual Knight (because they are selfish bastards who hog all the SPPs anyway). Extend the same thinking to other player types, as follows:

- Knights: Dodge, Sidestep
- Yeomen: Guard, Stand Firm
- Peasants: Wrestle (they start with Fend)

I think that would be pleasantly annoying for the oppo, and a style of team that I would enjoy playing. I am not good with lots of specialists, I prefer generalists, it allows me to play quickly and aggressively.

[Of course the standard 1 x Sure Hands and 1 x Leader would need to be interposed, also possibly 1 x Dirty Player. And the doubles conundrum for the Knights would remain. Guard? Probably.]

Hope that's of interest.

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