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With a few changes you could make the monks into a serious threat and also include one of the most feared monsters in the game! With the points you save you could also increase the loadout on the Seer if you wanted, or buy a cheap Warlock Engineer, either as a wizard or with something horrendously overpowred such as the Doom Rocket (or both!).Ĭommunity platform by XenForo ® © 2010-2021 XenForo Ltd. You have two notoriously unreliable cannons (granted, they could win the game for you in the first turn, so the changes above may be moot anyway), a Grey Seer, some extremely limited extremely short range shooting, and a small unit of Monks. In summary, I don't think the list as it stands has enough 'bite'. If you dropped the bell, you could beef up that unit. The plague monks are absolutely deadly, especially with the plague banner, but I'd be nervous about taking any less than 30. If you use the bell in a purely supporting role you're wasting a lot of its potential (although you do get an 18" inspiring presence radius) and leaving the general vulnerable. Sure he gets a 4+ ward, but he can be attacked by the entire front rank of an enemy unit - he won't last long. Plus, the bell leaves your Grey Seer, the most important model in the army, absolutely exposed. Those 30 rats will be butchered with or without the bell. You're paying the cost of 100 Skaven Slaves (not saying you should get more slaves by the way - 3 units of 60 is more than enough!) for a model which generally enhances the combat effectiveness of the unit it's in (it makes them unbreakable, and the majority of its effects help in combat i.e. A formidable model with awesome rules, and in fact for its points it's a bit of a steal, but in this situation perhaps a bit out of place, and here's why. I'd maybe keep one unit of globadiers + the mortar, that way you still have two mortars, and with the points saved you can afford a Hell Pit. Compare that to the Hell Pit, who will absolutely ruin someone's day.
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As it stands, the globadiers require absolute precision positioning, and even then in prime position you're looking at killing a couple of knights per turn, for a turn or two. I mean if you dropped them you could get a Hell Pit Abomination, and that's going to be much more of a headache for any opponent. I understand the logic of using the poison wind globadiers against Knights, and they're a good way to get more Mortars on the field, but I think in practice they're just no good. Do you have models for the Bell and Poison Wind Globadiers? If you do, go for it, they're very characterful, fun, and can yield great results! However it's safe to say they're not exactly optimal especially at this points level, so if you're proxying them, I'd suggest proxying in something far more useful and far more nasty.