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===Magic=== * '''Know your limits''' - pretty much your main concern in the magic phase should be protecting yourself. Knights have terrible statistics for their points and a single Purple Sun can earn your opponents tons of points, and the last thing you want is to charge an infantry unit with 3 knights kept alive by the power of love. Accept the fact that many armies will shut your magic phase down, not only dwarves. So for the love of the Lady, take damsels, even if you want to keep them level 1. They can do fine on foot with your peasants but if you have an expensive unit (like grail knights or a particularly large lance) take a warhorse (don't bother with barding) and send her with your knights: she is protected from combat due to the marvel that is the lance but she will still be able to cast spells (just don't spam dice to get the miscast) and has line of sight (FAQ) but, more importantly, she will provide precious magic resistance to the unit (which in the current edition isn't anything otherwordly but is still helpful: think lore of light). Now that you are protected, before you can do decently on your phase you'll have to kill the enemy's casters. Fortunately Bretonnia has her pegasus: a suicide unit of pegasus knights or a suicidal paladin (possibly with the lance of artois and virtue of the joust) are a price worth paying for being able to cast spells at will and to negate the enemy as well. As for your own spells, lore of life is a favorite and should be taken by at least one damsel, preferably by a damsel and a prophetess for that sweet sweet throne of vines -- dweller's combo. Beasts of course has the very useful buffs for your relatively weak characters/knights and is in no way a bad choice (also, you are the horses: you'd be surprised how much difference +1S makes with all those horse attacks on the charge). Heavens is interesting because your army has low static resolution (again, unless you like large lances) and only one unit with magic weapons, so the damage spells are a good way to deal with ethereals like Hexwraiths, and are a godsend against flying redirectors.
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