Hi Guys,
ShteveO said:
Yes, given an absolute choice between the two outcomes, I think I would rather have seen what Cyanide came up with on their own.
Fair enough. Given your generally positive take on Cyanide competence and your well known love for the Khorne team, I can see why you'd be happy to roll with that. Not everyone share that position.
Also - I'd have loved to see Slann or Pact too. But that doesn't really have anything to do with why it was "Ugh", that their Bret roster according to Darkson is identical to mine. If it wasn't, it would still be a Bret roster.
Moraiwe said:
Brettonia isn't culturally nor technologically different enough to warrant a roster ahead of areas like Cathay or Araby.
I have no idea why Cyanide decided to include Brets in their release.
But for me - if they're culturally different enough to have their own army, they could have their own roster. Rather that than open the door to a ton of variant roster (Skaven Clan rosters, dwarf hold rosters, human nation rosters, etc.). Having an existing army book (=fluff material), existing miniatures (for conversion) and an existing fan base (who might cross over) is a good place to start.
Fassbinder said:
the Bret list just doesn't move the needle from a mechanical standpoint.
Well, I don't know what
would move the needle for you. But perhaps your comment ties in with Spubbbbas claim that " every team list has been bland and added nothing to the game".
I don't think a 25th team could add anything groundbreakingly new. But sticking to my own Bret roster, I think it adds plenty of interesting perspectives:
1. Given the restriction to stick with humans and human statlines, I think they offer plenty of new challenges, while reflecting the hierarchic nature of Bretonnian society/culture.
2. A roster featuring 2 of the "new" CRP skills: Wrestle and Fend.
3. The team is the only one to feature throwers/P-access as their best positional - and 0-4 thrower-types at that.
4. These top positionals are also the only top positionals to not have access to the 2 power categories S and A. That leaves the head coach with a lot of Unique skilling decisions.
5. #2 and #3 (as well as them starting with Catch) combined means that team could develop into a dump-off side. That's a well known house rule variant idea, sometimes presented as an Albion roster.
6. Also concerning Blitzer Development: Blitzers will be accruing SPPs - but with only G and P, and starting with 2 of the most useful G skills, where do you develop them? Fend? (See #7). Surely a spot of Tackle. Frenzy? Pass Block (with catch)? One with sure hands or is kick-off return better? Personally, I'm leaning towards some Pro (for Blocking as well as for Dauntless).
7. The linemen are interesting meta-wize. They're decent & cheap counters to CPOMB - especially if they pick up wrestle. Given the limited options of the Blitzers, developing them as a Fend team might appeal.
8. With no starting passing game to speak of, the team is likely to play a running (or short passing) game, but without the high ST, high AV players (and blanket S-access) that allow teams to stall for 8 turns. So, running without the (easy) grinding/stalling.
Cheers
Martin