Warhammer/Tactics/8th Edition/Bretonnia: Difference between revisions
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===Special Units=== | ===Special Units=== | ||
*'''Questing Knights:''' The only knight unit with some real staying power, these greatsword wielding badassess can be used (to a degree) to help pin some infantry in place. Can lay the smack on almost everything, but not as hardcore as other beatsticks (Chaos Chosen Knights, Blood Knights etc) in other factions, expect them to hold well against these units but get them some goddamned support when this happens with Grail Knights on the flank. | *'''Questing Knights:''' The only knight unit with some real staying power, these greatsword wielding badassess can be used (to a degree) to help pin some infantry in place. Can lay the smack on almost everything, but not as hardcore as other beatsticks (Chaos Chosen Knights, Blood Knights etc) in other factions, expect them to hold well against these units but get them some goddamned support when this happens with Grail Knights on the flank. | ||
*'''Pegasus Knights:''' Knights of the Realm rich enough to afford a flying pony. Acts as fast and flying cavalry, so here's where most of your mobility comes from. Rapes slower armies running MSU setup and any idiot dumb enough to have their warmachines too far from their army. If you run more than 2 units of them expect to be drawing a lot of fire as your opponent < | *'''Pegasus Knights:''' Knights of the Realm rich enough to afford a flying pony. Acts as fast and flying cavalry, so here's where most of your mobility comes from. Rapes slower armies running MSU setup and any idiot dumb enough to have their warmachines too far from their army. If you run more than 2 units of them expect to be drawing a lot of fire as your opponent <strike>overreacts to their mobility rather than their actual killing power</strike> adapts to tactically counter their presence. Running them in this format is slightly subpar against Infantry bricks though. | ||
*'''Mounted Yeomen:''' Relatively rich peasants, can act as fast cavalry. Useful as scouts and for chasing down fleeing infantry, but not a whole lot else. You have knights who are almost as mobile and much better in combat. | *'''Mounted Yeomen:''' Relatively rich peasants, can act as fast cavalry. Useful as scouts and for chasing down fleeing infantry, but not a whole lot else. You have knights who are almost as mobile and much better in combat. | ||
*'''Grail Reliquae:''' Batshit insane peasants, has a lot more staying power than their men-at-arms cousins. Probably the only way Peasants will ever do anything for the army other than tie up weak line units. That said they're only better than Mounted Yeomen in this slot, but will come into their own if you're going peasant heavy. | *'''Grail Reliquae:''' Batshit insane peasants, has a lot more staying power than their men-at-arms cousins. Probably the only way Peasants will ever do anything for the army other than tie up weak line units. That said they're only better than Mounted Yeomen in this slot, but will come into their own if you're going peasant heavy. |
Revision as of 11:41, 4 February 2012
Why Play Bretonnia
Knights. Lots and lots of knights. It's basically the Human elitist army, with expensive core units in small groups. A Brettonia army without cavalry is like a Dwarf without a beard. Choose Bretonnia if you really, REALLY like painting and heraldry. And painting heraldry. It's entirely possible to fluff out your army 'til they're more colorful than a gay pride parade. Also, your basic Knight units get a 2+ armor save, plus a 6+ ward save (increases to 5+ at strength 4) Take that as you will.
Also, Monty Python.
Unit Analysis
Lords & Heroes
Named Characters
Note: Under the current edition, named characters tend to be overpriced; you can pretty easily emulate most named characters from scratch and save yourself some points. That said, a few named characters do have abilities and wargear or wargear combos unique to them, so if you absolutely need to have them, go ahead. Just make sure you're really getting your points worth.
Generic Characters
Core Units
- Knights of the Realm: Standard unit of Knights, you have to have at least one. Damned good armor save (2+) means they'll survive quite a lot, but they really have no staying power after a charge.
- Knights Errant: Young, crazy knights. Slightly worse and slightly cheaper, these fuckers will often decide to
commit suicidecharge at the enemy against their orders, resulting in lulz and carnage. Mind, they're immune to fear when they do this, so it's sometimes better to just stick them in front of something scary and let them do their thing. - Men at Arms: Cannon fodder, meat grinder material, massive mobs of useless gits. Try not to use them when you can spend points
- Peasant Bowmen: Like Men at Arms, just with bows. If you can manage to keep them alive (read: untouched) then they can actually be pretty helpful.
Special Units
- Questing Knights: The only knight unit with some real staying power, these greatsword wielding badassess can be used (to a degree) to help pin some infantry in place. Can lay the smack on almost everything, but not as hardcore as other beatsticks (Chaos Chosen Knights, Blood Knights etc) in other factions, expect them to hold well against these units but get them some goddamned support when this happens with Grail Knights on the flank.
- Pegasus Knights: Knights of the Realm rich enough to afford a flying pony. Acts as fast and flying cavalry, so here's where most of your mobility comes from. Rapes slower armies running MSU setup and any idiot dumb enough to have their warmachines too far from their army. If you run more than 2 units of them expect to be drawing a lot of fire as your opponent
overreacts to their mobility rather than their actual killing poweradapts to tactically counter their presence. Running them in this format is slightly subpar against Infantry bricks though. - Mounted Yeomen: Relatively rich peasants, can act as fast cavalry. Useful as scouts and for chasing down fleeing infantry, but not a whole lot else. You have knights who are almost as mobile and much better in combat.
- Grail Reliquae: Batshit insane peasants, has a lot more staying power than their men-at-arms cousins. Probably the only way Peasants will ever do anything for the army other than tie up weak line units. That said they're only better than Mounted Yeomen in this slot, but will come into their own if you're going peasant heavy.
Rare Units
- Grail Knights: The army's rape machine. Sort of a point & click unit; just show them were to go, and watch the destruction. Of course, being lance-armed cavalry, they still don't have a lot of staying power. Can Rape-Train through small units very quickly, if it gets flank charges off on units already engaged expect much fun and win. Pretty much mandatory.
- Field Trebuchet: A stone thrower.
Nothing special here: throw one in if you feel like it.Under current edition rules, the only siege engine in the game (aside from the Hellcannon) to strike at full S5 on a template. Take two, set them up on either flank and force your opponent to spread out their units allowing you to pick and choose combats with ease.