Bretonnian Teams in Blood Bowl:
Design Decisions
[The Team] [Why
These Bretonnians?]
[Design Decisions] [Star Players] [Gallery
+ Cyanide]
[Playbook] [Criticism]
Over the years there has been so much heated debate about how to design a Bretonnian team, that I can safely say, that every different angle has been argued from both sides. There is simply no way to create a Bretonnian team, which will please everyone - so what I can do here is simply to shed some light on why the team looks the way it does.
Niche
Every Blood Bowl team should have a niche, a
design goal, which makes it unique. The Bretonnian team is designed to be a
bashy running team, but the Bretonnian team is not particularly strong or
durable, so it will be at a disadvantage if the coach decides to play a 15 turn
2-1 grind style - the preferred style of bashy running teams. To compensate, the
team does have impressive speed, which should help the coach overcome this
weakness and open up lots of other tactical options.
General Design Principles
These are athletes, not soldiers: A
Bretonnian team has to reflect the fluff of the Bretonnian nation - not the
Bretonnian army. These are professional Blood Bowl players rather than military
personnel stumbling onto a Blood Bowl pitch in full plate armor. Therefore
porting unit types from the warhammer army straight to Blood Bowl makes
absolutely no sense. Peasant archers do not make obvious throwers in Blood Bowl,
and grail knights would never play Blood Bowl.
Bretonnia is a feudal hierarchy: So
what is the fluff of the Bretonnian nation then? Well, it's a harsh feudal
society with an arrogant nobility at the top and desperate downtrodden peasants
at the bottom - not a nice Arthurian place. Just check out these quotes from
GW's Bretonnia website: "On paper, their wage is quite generous, far
exceeding anything a peasant could otherwise legally earn, but what the
militiamen actually receive is but a mere fraction of this total – if indeed
they receive anything at all. Every conceivable expense is deducted from this
salary, from their food and accommodation through to each and every equipment
loss and breakage – some miserly lords will even levy a charge for any funeral
expenses incurred!"
and
"All men-at-arms dream of one day becoming a yeoman, possibly because of the
folk stories that tell of yeomen being raised to knighthood after performing a
great service or some brave deed. The truth is that it is almost unheard of for
a peasant to be elevated in this way - the nobility have no wish to sully their
ranks with low-born commoners."
No weird stuff: Special rules are a turn off. If special rules were required to make the team feel "Bretonnian", then the team would need to be redesigned. Same goes for homemade new skills. Finally, proxy skills are a turn off as well. Horns might be a good way to simulate a knight's charge, and No Hands might be a neat way to keep the peasant linemen away from the ball - but it's just gonna make coaches seeing the team go "What?".
Specific Statlines