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==Units== ===Characters=== ====Special Characters==== *'''[[Louen Leoncoeur|King Louen Leoncoeur]]''' First off, the guy is now 385 points (546 mounted on Beaquis with barding). His previous, hefty as-hell price of 728 left him all but ignored, and for a good reason. Characters at half of his score could still beat and kill him, making him impractical altogether and only worth taking in fluffy or fun games. With his price reduced by 353 '''almost half of the original''', that in itself reawakens the possibilities of a worthwhile character. First off, his stats: The new Louen has Leadership 10 (kinda strange that a king imbued with mythical powers wouldn't already have that in the first place) with no other changes to base stats. Beaquis, on the other hand, loses 1 wound and attack. **Magical Items: The Lion Shield remains the same. The Sword of Couronne, instead of +1 Strength, receives re-rolls failed To Hit rolls. The Crown of Bretonnia gets a small change in that all friendly units within his Inspiring Presence are automatically Immune to Panic, not just to everyone within line of sight. However, he gets a new armor piece called Armour of Brilliance; counts as Heavy Armour, and all enemies suffer -1 penalty to all To Hit rolls (close and ranged both). This affects his mount as well. '''NEW ITEM''' Lion Lance, each hit is multiplied to two hits, like mundane lances can only be used when charging. Combined with a good roll on Virtue of the Lionheart, you're potentially looking at 10 strength 9 hits. Honestly, that's some serious bling bling he's got going on. A sword that blinds people up close, a crown so shiny it inspires people, and now armour that straight up blinds people when they look at him. Louen's officially the new pimp Lord of the Old World. **Special Rules: The Lady's Champion rule now only has the shiny bastard a +1 armor, +4 ward from the Blessing of the Lady. **Now, this is where the two characters branch off considerably. The old Louen also has The Puissant Virtue, which allows him to reroll failed To Hit and To Wound rolls in challenges and counts as having a 5+ Ward. He also has the Beloved Son of Bretonnia, which means if he's removed as a casualty, all Bretonnian units must take a panic test and then become Stubborn. And finally, The Army of the King which removes the 0-1 restriction on Grail Knights and Men-at-Arms and Bowmen, becomes special choice. **The new Louen only has The Virtue of the Lionheart. This lets him roll a D3 at the beginning of every close combat phase, and the result is added to his Strength statistic for the phase. Now, the old Louen only has rerolls to hit in challenges whilst the new Louen has them constantly with his new pimped-out sword that shares the same name. And while he won't be able to reroll failed To Wound rolls, he does have the D3 extra Strength when he fights, as well as The Armour of Brilliance, which helps considerably since he's riding a Monster. All in all, this new Louen is a major wake-up call. Hell, his cost is cut in half should be enough, but now his survivability is aided by the fact he has a constant -1 To Hit on him at all times. Can he be competitive, I currently see no reason why he couldn't (though I still haven't had an opportunity to actually use him, mind you). **If you cost out all of his special rules and items to the BIG BOOK equivalents, you get about 300 pts (The Grail Vow= 30 points. Virtue of Lionheart= 15-45 points, either Might, Ogre, or Giant Blade. Lady’s Champion= 30 points (3 seeds of rebirth). Sword of Couronne= 25 points Sword of Swift Slaying, 5 for the initiative test. Lion Lance = 45 points, one round only Dragon Blade and Ogre Blade. Armor of Brilliance= 25 points glittering scales. Lions Shield= 15 points (in between obsidian amulet and trinket). Tabard of Kings= 20 points (situational, slightly weaker feedback scroll) Crown of Bretonnia=30 points (no direct comparison but 6 inches greater Inspiring Presence is double the area, and the immunity to panic less than useful, considering anything that is benefiting from it is already at leadership 10. +1 Attack & WS = 20 points, semi-fencers, blade/sword of striking.) add that to the cost of a standard Bretonnian lord, and you get 395pts. King Leon is cheaper than an impossibly pimped-out Lord. If you're in a 4000-point game, taking him is a no-brainer. *'''[[Morgiana le Fay|Morgiana le Fay - The Fey Enchantress]]:''' 460pts. Stat-wise, the only change is Silvaron has been reduced to 1 Wound from 3. So be sure to keep her out of combat...I don't care how much you want to see a Unicorn impale an enemy '''don't take her into combat'''. Magic-wise, the newer one got kicked a bit. Instead of being able to use all 8 basic lores and having +2 to cast rolls for spells in the Lore of Life; she now gets to use the Life, Beasts, Heaven, Light, or Lady lores whilst adding +2 to her cast rolls for Life and Lady lores. If you loving using the Enchantress because she's the only one that can use the Lore of Shadows or Death, you won't like this one. Otherwise, it should be fine since the Lore of the Lady is very good for a Bret army (obviously). **Special Rules: The Supreme Aura of the Lady and Favour of the Fey remain the same. For the Blessings of the Lady, the older rules say you no longer have to pray to get the Blessings (something the new army already has without her), and any unit she's joined with gains a constant 5+ Ward Save. For the new rule, units that join her also get a 5+ Ward whilst Grail Knights get a constant 4+ Ward Save...you know what...take her into combat...with a unit of 9 or more Grail Knights. The older rules also have Spiteful Glance, only getting 1 more wound at most but not that bad. **Silvaron's Rules: The older one has a 5+ Ward, +2 Strength on the charge, Magical Resistance (2), and his attacks count as magical and cause fear. The new one only gets +2 Strength on the charge and Magical attacks. The advantages for the old one are kind of meh to begin with since you don't want her fighting either way. **Magical Items: The Chalice of Potions is changed only because her lore changed from Lore of Heavens to Lore of the Lady. Really a preferred choice here. The Girdle of Gold remains the exact same as well as the Toad Familiar. Finally, the changes in prices in minimal; the new is 510 compared to 545. This price seems to adjust only for the less usefulness of Silvaron and the Enchantresses' fewer choices in Lore; the older one is a bit better for a bit more, and the new one is a bit more focused for a bit less. Both are pretty good, but if you plan to use the new Enchantress, use a Grail Knights unit as her bunker to keep her safe (and they get that juicy, constant 4+ Ward). Overall, not bad though still just a bit on the pricey side. *'''[[The Green Knight]]''' Both cost the same, 275pts. Stat-wise: the new is slightly better with Ld 10 for the knight himself and an extra attack for the Shadow Steed. Other than that, he remains exactly the same (with a few rules worded slightly differently, but there's a big difference between 6th Edition wording and 8th Edition; they all still result in the same way). Is he worth it though? In smaller games, he's really fun, and it is debatable if he's competitive in smaller games. In larger games, he's a fun character but not for larger competitive games. *'''[[Bohemond Beastslayer]], Duke of Bastonne:''' At 285pts, he is a comparatively expensive Bretonnian Lord kitted out to deal with other Lords/Heroes and Monsters. He comes with the Grail Vow, Virtue of Heroism, and gets Hatred against Beastmen, Skaven, and Orks & Goblins. However, if you're going to take him, it's going to be because of the next two unique pieces of wargear he has. **First: a badass mace whose head was carved from meteoric iron by dwarven smiths and the shaft carved from the thigh bone of a dragon. It increases Bohemond's Strength by 2 for a constant S6 and Multiple Wounds (2); making him a pretty scary character/monster hunter. Use Lore of the Lady on him and prepare to wipe the floor with everyone aside from resilient, named characters. **Second: a shield that actually breaks other magical weapons. For however many hits that this model suffers, roll a D6. On a 6, the magical weapon used against this model breaks and can't be used for the rest of the game. *'''[[Tancred]], Duke of Quenelles:''' 235pts. Like Bohemond, this Duke is just a Bretonnian Lord specialized for a certain type of enemy...this one is specialized for Undead. His blade of banishment wounds undead models automatically...not a 2+ rerolling 1's...AUTOMATICALLY. And in case that wasn't enough, you get to ignore any armour undead models have. His shield also forces all models with the Forces of Destruction to hit him with a -1 modifier (and not in the AoS sense: but all chaos forces, Dark Elves, Vampire Counts, Orks & Goblins, Beastmen, and Skaven). He also has a small draught that lets him gain D6 Strength for a single turn, should you find yourself against a non-Undead enemy. If you know your fighting Vampire Counts, he's not a bad choice though wounding automatically with 4 attacks won't help much against a V.C. army completely made up of Zombies, Skeletons, and Necromancers...but against a Deathstar of Blood Knights with a Vampire Lord...you'll relish the horror etched on your opponent's face. NOTE: Unlike in previous editions, currently in the 9th, Vampires and Blood Knights no longer have the Undead special rule. Tancred's sword specifically states it only works against things with the Undead special rule. Hopefully, this is an oversight Tancred's weapon will get updated. *'''<s>Joan of Arc</s> [[Repanse de Lyonesse]]:''' 185/201pts. A pretty odd Character. She's a Standard Bearer...with Terror...and a Magical Resistance of 3. Her sword saps other magical weapons of their properties and makes them mundane, but only for as long as the model is in base contact with Repanse. Her flag is also an oddity in that it only gives you one power die from your enemy, and you add it to your dispel die, more of an unsubstantial gimmick than anything else. Hell, she's just about as expensive as a geared paladin with the stats of a faster Knight of the Realm Gallant. She's definitely not a fighter, though she isn't...Bad per se. Hell, seeing a single, crazy peasant woman chasing around whole units with terror can create a few laughs. Her best use is pairing up with a Dueling lord to turn off his opponent's best gear ([[Ministorum Priest|it's cheating, you know, to use enchantments against a servant of the lady]]). Also, don't dismiss how much protection getting a 4++ ward against magic attacks is. *'''[[Armand D'Aquitaine]]:''' 215pts. Ladies and Gentlemen, allow me to introduce the bane of all Skaven and Goblin lists everywhere. He has the Bretonnian Lord profile except for 3 attacks...but it is not for him specifically that you bring this guy...it's his banner. Now, allow me to quote directly from the source so you don't miss a single, glorious word. **Banner of the Lady (Magic Standard): ''This banner was first carried by Gilles le Breton himself, who rode to victory under the Lady's benevolent gaze, instilling fear of Her wrath into his enemies. It was blessed by the Lady of the Lake herself and bore her image.'' **All enemy units with at least one model in base contact with the bearer of the Banner of the Lady get no combat bonus for ranks. In addition, they lose 1 point to their Leadership (after applying any other bonuses) for every point of rank bonus the unit carrying the Banner of the Lady has. **HELLLOOO Skaven...your unit of 50 Clanrats is looking mighty fine tonight...you wouldn't mind if I just slide over and POUND YOUR ASSES INTO THE FUCKING FLOOR LIKE THE LITTLE WHORES YOU ARE!!?.... Ah-hem...anyway. And if you weren't sold yet, he also has Virtue of the Knightly Ardour, meaning he can counter-charge an enemy, literally. Not a little bonus like 40k's version, but an "Oh...you wanted to charge me? Nah, bitch, I'm uh charging you." If an enemy declares a charge against the unit this model is a part of (and that unit is in its front arc), you can choose to countercharge. First, you must pass an Initiative test then you both roll your charging distance. If your roll is higher than your enemies, their charge is nullified, and you charge that enemy with all the bonuses of a regular charge. Do I really need to type anymore? Just bring Armand, alright guys? It's that simple. *'''[[The Hermit knight of Malmount]]:''' 165pts. An unknown Grail Knight with a Penitent Vow and a major deathwish. He's pretty much your melee monstrosity built for the single purpose of mauling things, and he has three uses of a special wine that lets him add +d3 Strength to make him kill the enemy harder than before. *'''[[Sir Amalric]] of Gaudaron:''' 175pts. This guy's pretty much made for killing the undead. Though he has a 4++ Ward and Magic Resist 1 to keep him from being so useless, he pretty much always dispenses instant wounds against any undead in base contact. *'''[[Baron Odo d'Outremer|Odo d'Outremer and Suliman the Saracen]]:''' 220pts. If you get Odo, you can get Suliman, and they act as a team. They can be attached to a unit. Why would you want them? Odo's Morning Star of Fracasse - he gets +2 S on the first round of combat, and for every hit in close combat in the first round, roll a d6. For each 4+, destroy a magic weapon. His Gauntlet of the Duel forces those he challenges to fight. With a basic WS of 6, he can be a good magic hunting unit for 135 points. Suliman is a toss-up - 85 points for what's basically a Paladin with +1 I and causing Fear on the charge. *'''[[Tristran le Troubadour|Tristan the Troubadour and Jules the Jongleur]]:''' 175pts. Hard to kill Knight and Bard. Decent gimmick unit. Fortunately, the two of them can split up after deployment, allowing you to throw the bard to act with an annoying band of peasants while Tristan's songs bolster his own band. *'''[[Betrand the Brigand]]:''' 140pts. Basically, Robin Hood, Bretonnian style. Comes with 2 additional models, Hugo le Petit (Little John) and Gui le Gross (Friar Tuck), and the option to attach a unit of Herrimaults for BS4 at 10 pts a model. *'''[[[Alberic of Bordeleaux]]:''' 175/199/360 pts. The knight with Trident of Manann. He got rules because he was playable in [[total war]]. A cheap support lord, rerolling 1's to hit and trident that summons a 2d6 S3 bound spell tidal wave. *'''[[Roland le Marechal|Roland the Marshal]]:''' 145pts. Paladin Support hero, in addition to his Virtue of Stoicism(gives unit lizardman coldblooded), he gives 12" +1ld to rally test, he counts as a musician, and has a horn that turns off all flying rules for the enemy for a turn. Ok at the role of keeping knights in the fight, presents form run of the field, and shutdown flying units. *'''[[The Knight of the Perilous Lance]]:''' 140pts. Nameless Paladin with +1 WS&I, that's all about his lance, Virtue of the Joust(reroll lance hits) with a lance that ignores armor on the charge, plus has a parry(6+) save. Makes for a Strong shock-assault duelist (''it's like Jousting''). *'''[[Jasperre le Beau|Jasperre the Fair]], Slayer of Malgrimace:''' 180pts. Paladin on Pegasus that focuses on monster slaying. Has Virtue of Audacity (so rerolling hit and wound rolls against big things), the lance that lets him Deal 3 S7 Multiple Wounds (D3) attacks that, and when fighting a monster, if you add up wounds inflicted + 6D, if you get 6+, the monster instantly dies. Also well protected with a boosted 5++ Blessing of the Lady, Fire immunity, and -D3 attacks from monsters (exploding rider). *'''[[Reynard le Chasseur|Reynard the Hunter]]:''' 125pts. Paladin, who loves hunting, comes with two hounds and a bird range attack(like Wood-elves). Gives Mounted Yeomen he is with The Knight’s Vow, and his lance ignores Natural armour saves and prevents them from attacking if he wounds them first(if he beats them in initiative). ====Generic==== *'''Bretonnian Lord:''' On par with the Empire's Grandmasters. His basic gear, rules, and stats remain the same as well as his points, 110 vanilla. But with many virtues having a 5pt discount, they get a bit more money to spend on other things for their Magic Item allowance. However, the Questing and Grail Vows now cost more, so it balanced out. (However, since the Vows aren't under the Magical Item allowance, they still get just a sliver more allowance with particular Virtues meaning you can now take that Magic Item that used to be JUST out of your budget for him. All basic weapon options (Lance, G. Sword, etc.) remain the same price, but a Warhorse is now 3 more points for him but 5 fewer points if he takes a Pegasus. **And while you can be upset that you have a specific pool of Magical Items about a fourth the size of the original, chances are you probably didn't use them too much. And you'll probably find a suitable replacement in the Rulebook's generic Items. Overall, pretty much the same Lord except for a much better Hippogryph. *'''Prophetess:''' Your lord caster with Life, Beasts, Heavens, Light, and the Lady and has magic resistance of 2. you can ride up in on a horse, unicorn, Pegasus, or a Sacrosanctum of the Lady. She is protected in the second rank when riding with knights while still lending full support. *'''Damsel:''' Your hero level Prophetess but with magic resistance 1. She can only ride a horse. *'''Faceless:''' ''These are generally the leaders of the Herrimaults and don't show their face for great justice.'' For each Herrimaults you buy, you can get a Scout and Sniper longbower with some magic allowance. Proper for sniping out an enemy Wizards and other support heroes. *'''Paladin:''' Your BSB and Hero/Monster Hunter *'''Templar Crusader:''' Those knights that have taken apart of the crusades and had found themselves Bretonnian structure. At 55pts, you are not buying a Paladin, but a supporting character that grants Hatred to a unit of knights. A Big Death square of KotR with Templar + War Banner or Knight Errant with Errantry Banner. *'''Priestess of Shallya:''' Serving the pleasant Goddess of healing. These gals are good for one thing: turning that Men-At-Arms or Grail Pilgrims tarpit unit into an inescapable quagmire. She sits safely in the second row, for starters, making her practically unattackable except by character sniper spells. She Gives the unit she's a part of a Regen(6+)(though she doesn't benefit from this). At 50pts and with potent prayers, the Priestess of Shallya is always a worthy investment, even if you take a single unit of Men-At-Arms. If you're taking an all knight army, don't take her. Her worth is solely with the peasants. These gals know three Augments prayers (Power Level of 3): **'''Shallya's Endurance''': The unit she's a part of gets +1 Toughness though she again doesn't benefit from this. This is the main reason why she makes Men At Arms so good at tarpiting. A unit with models only 4pts at Toughness 4 (with 6+ Regen to help turn that 20 wounds into 36) is definitely something your enemies will avoid taking headlong. However, once they realize all of these bonuses are coming from her, they will gun for her. **'''Compassionate Mind: ''' Her unit gains Immunity (Psychology) and Stubborn. So not even Terror and enemy stacking up Combate score bonuses will make the brick run. **'''Purify:''' All Hex spells affecting friendly units within 12" are automatically dispelled. This alone is worth the cost...but you also get to inflict D6 S5 hits on Undead or Daemonic Units when in base contact with the Priestesses unit. ====Mount==== *'''Warhorse:''' you know about horses, their fast humans that stronger humans ride on. Bretonnia characters get better humans as they are not affected by Barding penalties (only this is only relevant if you're running a knight solo). *'''Royal Pegasus:''' better tougher, fighter, winged humans. *'''Royal Hippogryph:''' this baby has gotten some nice upgrades. Monster for 150pts. You also have the option of giving it several upgrades: including Armour Piercing, Multiple Wounds (2), Frenzy with Hatred, and Devastating Charge with Charge Bonus (1). So, while you won't want always to put this on your Lord, you should do it if you have the right kit and a sufficient amount of points to put into him without jeopardizing the overall performance of your army too much. *'''Unicorn:''' a bigger, stronger, faster horse with a magic horn, if you ever want to charge your wizard lord to lead the lance formation or more sensible reason of more points of movement and Toughness. *'''Sacrosanctum of The Lady:''' a Support cart that Generates a magic dice and has 3 bound spells. See below for more. ===Core=== *'''Knights Errant:''' Any list will do well to include a bus of 9 of these bad boys with the Errantry Banner for cheap S6 attacks on the charge. However, they are harder to control like any frenzy unit. I'd recommend forgoing Knights of the Realm in smaller games if these filled up your core. *'''Knight of the Realm:''' your standard and most plentiful among Bretonnian knights. They Have better WS and Ld than an Errant and can take magic standards. They are your minimum cost elites, not as powerful as other knights, but you can take more of them for board presence. *'''Man-At-Arms:''' No longer are these guys an awful, sub-par, piss-poor unit suitable only for tarpiting. Trade shields and halberds for +1WS, +1Ld, and -1pt. You can give em back shields and halberds for one point each. And upgrade them to medium armor for another point. You can give them a good variety of loadouts, making them a bit more fun and now ̶t̶h̶e̶y̶'̶r̶e̶ ̶f̶i̶n̶a̶l̶l̶y̶ ̶a̶b̶l̶e̶ ̶t̶o̶ ̶s̶t̶a̶n̶d̶ ̶t̶o̶e̶-̶t̶o̶-̶t̶o̶e̶ ̶w̶i̶t̶h̶ ̶o̶t̶h̶e̶r̶ ̶b̶a̶s̶i̶c̶ ̶i̶n̶f̶a̶n̶t̶r̶y̶ Hell they are a pt cheaper than Halberdiers for only one less leadership. Now, even still, don't expect them to carry the game or be able to do things your knights do (which is anything awesome)...but now they're a nice, standard infantry unit you can entrust to "hold the line." *'''Peasant Bowmen:''' The general buff to missile units does not go amiss on these units. They are deadlier than ever with no long-range penalty and the ability to fire two shots if they didn't move. Light Armour is only 1/2ppm now. Flaming arrows are more expensive if you're taking units bigger than 10 (5pts per unit vs. 1/2pt per model) also lose the ability to skirmish. Lastly, they gotta pay 1ppm for defensive stakes. *'''Peasant Levy:''' These guys/gals are just peasants with absolutely no training nor military equipment to speak of. These guys are your cannon fodder...that is their sole purpose... don't ever think they'll amount to anything else. At '''2 points''' a model, these guys can come in ungodly large blocks without breaking your point allowance, even if you give them a weapon (Spear and shield are worth a thought for minor durability). And when your enemy sees a unit as big as Levies can be, it'll be very hard not for them to waste a shooting phase on them. Seriously, if the enemy dares even use one unit to shoot at these guys, you've probably got the value of your points from the Levies by having your enemy shoot at what is basically air and not shooting at your knights. However, they're LD4 and will run like the wind when the opportunity presents itself. *'''Truffle Hound:''' Mushroom hunting dogs that eat some bad shrooms. They are deployable chaff. They start as models in a unit of Peasants; then, you can release them as their own skirmish unit during the charge phase. They always fail their Berserk Rage test, but they can act as seconder chaff for your chaff to block deadly lance charges. ===Special=== *'''Brigand:''' Bretonnia mercenaries, an interesting place in Bretonnia's armies because they are your Men-at-arms can-openers and have smuggled in the [[Firearm|weapons of the future]]. They don't have Peasant's Duty, but they come out of the box with Great weapon, or they can replace it and become Crossbow or gunlines. Providing peasants line with some AP or surprise the opponent with armour piercing projectiles. *'''Foot Knight:''' Really just KOTR without their horses and barding. If you're looking for infantrymen that are actually competent by themselves or a unit you can fairly well trust to hold an object or act as a blocking unit, you can do worse. You can give these guys Great Weapons for 2pts each to provide them with more killing power. And since they have a constant 5+ Ward (from Blessings anyway) against all ranged attacks, their footslogging nature will leave them less at the mercy of skirmishing, fast-moving enemies trying to pry them from the area they're protecting. Altogether, a nice unit. *'''Grail Pilgrims:''' Like the Men-At-Arms, but harder to break and better in a brawl with its hatred. Can turn six of their models into a Reliquary that lets them benefit from Blessings of the lady, giving them a needed ward, especially when paired with their hand weapon and shield, one of the best anvil units you have. *'''Squire:''' ''Generally nobles themselves, they serve as the personal retinue for a full-fledged knight; cooking his food, preparing his baths, polishing his armor, and generally coddling the noble bastard, all the while learning heraldry, swordplay, and learning how to behave like <s>an uptight asshole</s> Bretonnian nobility.'' Pay one point more than Peasant Bowmen for the unit with the same BS. You are paying to have WS (but they're archers) but more importantly +1 LD and Skirmisher. They can get closer to their target and maneuver while taking hits, being -1 to shoot at, more likely to pass a panic test, and still shoot the turn after they run from a charge. The question is if you need some mobile footslogging longbows in your list. *'''Herrimault:''' Robinhoods outlaws, they're basically squires and pay another point for a scout. They're crappy in melee, meaning you don't want just to use Scout to get them closer to the enemy, so you'd probably want to use these in groups of 5 for 40 points and deploy them behind the enemy to give your enemy a nuisance or two. *'''Yeoman:''' Your Fast Calvary peasants, provide the flanking pressure and back row hunting that barded horses often can't do. A reduction to 10pt per model can buy bows (or now crossbows) and spears back for 2 and 1pt respectively. Shields for 1pt, light armour for 1 pt, medium armour for 2pts. You can now better specialize the unit by making bows/mobile-crossbows with shields for 13ppm or Create a light calvery for 14ppm to maneuverable charge into people's rears. *'''Pegasus Knight:''' effectively paying more to buy Knights of the Realm on better horses that can fly. With 5pts reduced to 50 points per model and given Barding as standard, they get an effective buffing. Although, they lost Stomp for the situational Impact Hit. Your air force should be sent to disable the enemy's back row. They don't get the Lance formation and all of the buffs with it. These should NEVER be taken in units larger than 5. Lastly, flying cavalry rule is no longer a thing, so they can no longer vanguard. *'''Questing Knight:''' +1 point in cost and Strength, they are your long game knights. Welding Greatweapon instead of Lances, they start fights on the charge with S6 I4 and the next at S5 I2 without external buffs. Questing knights will hold the hill and crack some monster skulls if you're not spending money on other knights. ===Rare=== *'''Grail Knight:''' Your Super knights, with stats that rival generic characters. They're expensive, but they can devastate most monsters and common heroes with proper buffs. Also, finally toughness 4, so the fluff circle jerk finally has some backing on the tabletop. *'''Hippogryph Knights:''' Practically Questing knights with lances riding Hippogryphs ([[crunch|Technically]]) flying [[The Empire (Warhammer Fantasy)|Empire]] Demigryph Knights that cost 13pts more and have Blessing of the Lady but 2 worse Armour Save), they're worth 75pts per model (150points at min)! I mean...they have a pretty boss mount for something that isn't a Lord/Hero...but remember, they're a unit of Monstrous Cavalry. They'll draw the attention of every single enemy cannon and monster killing unit (Banner of Defence or Standard of Shielding is Mandatory for that 4++ Ward against shooting). They'll be going to suck up your allowance for Rare Choices quickly, and if not used right, they could just be a giant wad of wasted points and potential. Ergo, don't use them in the same fashion as the Pegasus Knights. Your Pegasi are useful as Warmachine Hunters and getting rid of those pesky Fast Cavalry puncturing your infantry with arrows. Use these guys in much more proactive ways, and don't be afraid to let them get into the enemy...at S5 with 3 attacks from their mounts, they aren't pushovers in prolonged combat (just remember to give them Barding). You can take 5 of them full Command, barding, and a standard of shielding for 460pts. Or you can take 9 Grail Knights and a Field Trebuchet for 472. [[fun|One is fun]], [[cheese|one will win you the game]]. *'''Spirits of the Fey:''' Nature spirits in the form of Ghost knights. They must be deployed by ambush, entering from a water or forest feature if present. These guys count as Ethereal Animated Constructs, have a 4+ Armour Save, and have a constant 5+ Ward while also replacing D3 wounds previously lost at the end of each Close Combat when they're partially in a forest or water terrain piece! These spirits are pretty tough though their stats are nothing to go nuts about. But these spirits aren't killy. They're a tarpit almost without equal. Just be sure to remember what enemies have Magical Attacks, and you'll be fine. *'''Sacrosanctum of the Lady:''' Your magic cart. Oh, boy. This unit is pretty good. Now, it doesn't belong in combat despite being a chariot (it'd probably be better to count it as a Warshrine) and it doesn't have any ranged abilities. Instead, the Damsel is a priest that drives along sides galloping knights to give them her blessing. And man oh man, she is good. With Toughness 5 and 5 Wounds, enemies won't be able to blow on this to make it fall apart. Just be sure you don't leave this thing open to attack because when the enemy finds out what this thing can do, they'll gun for it. **'''Shield of Faith:''' All Bretonnian units within 12" of the Sacrosanctum acquire +1 to their Ward save that comes from Blessings of the Lady. This needs little explanation for why this is good. (And remember that The Fay Enchantress gives Grail Knights in her unit a 4+ Ward? Well, with this, <s>[[necron|it's now a 3+ Ward AND if she casts a spell on them, they reroll 1's for Ward Saves]]...with this blessing, shrug off cannonballs and attacks from the likes of Kroxigor)</s> Derp, ward saves from Blessing of the Lady can't be improved beyond 4++. Still, this will get most of your units to a 5++ (4++ against missiles) and your Grail Knights to a 4++, which is still plenty useful. **'''Radiant Light:''' All enemy units within 12" have -1 to both Weapon and Ballistic Skill. It helps in a pinch, especially when your knights fight against a unit with the same Weapon Skill level. **'''Renewed Valour:''' All friendly, fleeing, knight units within 12" automatically rally AND REGAIN THE BLESSINGS OF THE LADY!! *'''Ballista:''' Just a standard Ballista that counts as a Bolt Thrower...oh, and you can buy a Wall Warden for 15pts (Note: you can also get these for Trebuchets, Mangonels, and Bombards) that lets you reroll an Artillery Die or a To Hit roll. Sure, it's a once-use-per-game thing, but it'll be worth it if you're targeting the Zombie Dragon that's charging your Knights of the Realm in the side when they're setting up to win that game-winning charge and you happen to miss with your first shot. It can take two as a single rare choice. *'''Mangonel:''' Acting as the smaller, more maneuverable cousin to the Trebuchet, it counts as a normal Stone Thrower. 85pts. It can still include two catapults in a 2000pt game. *'''Bombard:''' Essentially acting as a Trebuchet that's a cannon...it can't pivot on the spot nor move. Still, it packs quite a wallop...with the additional disadvantage of having an additional -1 Modifier when rolling on the Black Power Misfire Chart. Up to you if the more limited mobility is worth the greater killing power (although you can easily buy two Ballistas as a single rare choice and still have about twenty-five points leftover instead of a Bombard.) *'''Field Trebuchet:''' Unlike almost all other units, the Trebuchet has now lost a good part of its viability. First, it's now 10pts more. And with other units able to handle elites much better, especially with the new lore of the lady it is no longer an auto-include.
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