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==Why Play Bretonnia== Bretonnians are a tactically unique army with impressive models, interesting fluff and a fun playstyle. They currently have the most workable cavalry in the game but their units tend to run either overpriced (Knights) or under powered (Peasants). Still they're not as under-powered as some [[Beastmen|armies]] and if you can get them to work they will run roughshod over the competition: the army is highly mobile, most units have excellent armour and a ward save, characters are cheap and the magic items can make characters or units really, really good at something. The army itself has evolved over the years from a rather straightforward charge-focused army to a combined arms force with cheap but effective shooting to wither down the enemy, knights who can outlast weaker infantry but have a potent enough charge to destroy smaller elite units when working together, as well as characters and specialized units to deal with the threats the knights cannot easily handle. Finally, they are regular humans who discard the technology of the empire and instead fight with faith and chivalry. And that is pretty badass. Note: triple crown tournament gave bretonnia these rules since they are an extremely outdated army to help them out. I would consider these to be canon since triple Crown are keeping the 8th edition game alive in the uk, the rules will be below. The Following Bretonnian units gain the Devastating Charge special rule: Lord, Paladin, Knights of the Realm, Knights Errant, Questing Knights, Pegasus Knights, Grail Knights and The Green Knight. (+1 attack on the charge) Remove the 0-1 selection limit to the following units: Grail Reliquae, Pegasus Knights and Grail Knights. Where a 'Common Magic Item' is presented in the Warhammer Rulebook and the Bretonnia army book, players should use the Points value presented in the Warhammer Rulebook and the Rules presented in the Bretonnia army book.
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