Age of Sigmar/Tactics/Warscrolls Compendium/Bretonnia
From 8th edition to Age of Sigmar, the generic knights of the round table got largely buffed changing from an arguably unplayable, uncompetitive faction into one of the best, capable of easily gaining a 1+ to hit, ranking in the top 3 for archery and possibly the best protective magic in the game.
However despite this massive improvement, Bretonnians are due to be subsumed into the free people so potential buyers should wait. As of 26/03/2016 Bretonnia has been removed from the Games Workshop product line and is no longer a supported faction. Age of Sigmar will be receiving a point system and according to the Facebook page of Age of Sigmar all warscrolls will receive points INCLUDING BRETONNIA, and Tombkings.
Bretonnia Summary
If you wish to play a hard hitting fast faction, reliant on charging first, chalice in hand (no you do need this), with surprisingly powerful peasantry supporting from range then bretonnia is for you. The same applies if you prefer an Arthurian force of Brittanic knights, with named characters even directly taken from the legends such as the Green Knight.
Old players sticking with Age of Sigmar will be glad to note that Bretonnians keep their previous charm despite losing their hallmark charging formation, making up for it with easier rules and small caveats which benefit units. None of the models have been changed yet so Bretonnia players can still use their beautiful forces.
Bretonnian Warscrolls
Forenote: The following section will be arranged with similar units and formations being grouped together for easier reading.
This is by no means a complete guide. Also due to the relatively recent release of Age of Sigmar and lack of Bretonnia players remaining, most of this is based on theory. Take everything with a pinch of salt.
Named characters
King Louen Leoncour: An excellent all round commander. To start off with he stops battleshock for all free people (So empire as well) while he is alive. Period.(Great for peasants with a bravery of 4) His shield grants him the ability to attempt one dispel. Gains a slight advantage against heros and monster with a re roll on hits with his sword. Can heal D3 wounds per turn and buffs the already buffed up Nobility units of the army, giving most a 2+ to hit. On top of this he is on a flying mounts with a decent 3+ save rerolling 1s on the charge and a general statline somewhere between a standard hero and a dragon rider. One of the best generals around. Have used him and he owned Archaon in combat. An absolute beast of a character and one that works well with Pegasus Knights
Fay Enchantress: Don't mess with this woman. She can use magic twice per phase and on a 2+ auto casts one, unstoppably. She isn't a slouch in combat either with a death stare for laughs, and heals others. Although it is best to leave her out of combat and ranged fire since she is rather fragile. Finally she buffs Grail Knights and can boost nobility; the best source of the 1+ to hit. A good choice for a cavalry army. However allowing the grail knights to reroll to hit is completely worthless since grail knights auto reroll to hit. Seriously does GW not even read their own rules and look to see if this gives a unit something it already has.
The Green Knight: The bretonnian hard-to-kill combat hero. Apart from being undying, the Green Knight can appear on a 4+ up to 9" away from foes and takes a lot of fire power just to remove him from the board because he has a 3+ save AND IS IMMUNE TO REND with a 6+ save after he takes a wound. JUST SO HE CAN COME BACK! All named diehard heroes are good but the Green Knight is possibly the best. He is a great tarpit that can slow down enemy units, kill warmachines, or as a great distraction. He won't win against many competent melee hero or monsters or good close combat units, but he will tie them up for a long time till they kill him due to tons of attacks or if they decide to retreat from the amount of time he wastes.
Unnamed Heros
Bretonnian Lord: A mounted General, designed to keep your guys from fleeing, while dishing out damage on the charge. Can come on a pegasus too and improves your charging by allowing all nearby nobility to reroll their charge. Should just kill monsters and heroes.
Paladin Standard Bearer: A good combat hero who buffs your charging and bravery, especially after slaying a hero or monster. Like a mini King and scores over other standard bearers for not having to plant his standard.
Damsel of the Lady: Can come on foot, horse or pegasus back. Can use magic once, heals and can grant an extra 6+ save to peasants and 5+ to the nobility. Great choice, keeping your cavalry alive. When using with men at arms mystic shield is better than the blessing of the Lady by a little bit, unless you are going against mortal wounds. Like most magic users keep her out of any combat since she will not survive much damage and never waste her magic on herself unless it is the last available option.
Paladin: Your peasant hero. Eats big monsters for breakfast, can make a super swing, and gets tougher for not charging. He do an average of 3,5 damages at -1 rend and if you use his super swing when you hit (on a 3+) he do the exact same average of mortal wounds. Therefore, swing attack only against a save of 4+ or less. He is essential for a peasant army with increasing the hit rolls of all nearby long bowmen and men at arms. Also he counts as a nobility hero which increases the bravery of all peasants with a banner. Adding a damsel with him and the peasants is a must for them to be effective and useable.
Cavalry (AKA Nobility)
Knights Errant: If you want rerolls to hit as well as numbers, take this. Slightly better than the average Knights of the Realm when boosted out by a Damesel but with less bravery. However they get less attacks than large units of knights of the realm and if the damsel dies then they also hit worse then them. Knights of the realm beat them out almost always especially in bigger groups and I don't recommend taking over the other options.
Knights of the Realm: If you want attacks and bravery take this. The other average cavalry. They are better than knight errants with a damsel in larger groups but worse than them in smaller ones. On charge they do an average of 2,27 damages per model only if you have at lest 10 knights in the unit, (and are the same as Grail Knights, but without rend), so keep them charging. A great way to keep them alive is to have a damsel with them casting mystic shield or blessing of the Lady depending on the situation.
Questing Knights: Elite mounted monster slayers improved from the previous Knights. Does what it says on the tin. Weaker vs. common troops (an average of 1,38 damages per model due to no charge bonus) but against monsters they are back to the average 2,27. Better skip... However they do have a rend and against monsters they are the best since they do the same damage overtime as the charge which against a monster is 2,27. But often a unit of at lest ten knights of the realm can take out the monster on the charge. Recommended against monsters due to doing constent damage overtime, but against infantry knights of the realm beat them out.
Grail Knights: Powerful elite cavalry, who do best if you charge while you hold a cup saying "For the Lady" (Monty Python quotes may count).Can end up getting a 1+ to hit and are otherwise the best cavalry in your army. Do not come with champions. On charge they do an average of 2,27 damages per model (half of them at -1 rend), so keep them charging. They are flat out the best knights Bretonnia. Grail knights do just as much as a large unit of Knights of the Realm, except they they can reroll to hit (including the horses) and they also have a rend. However after the charge (like all other knights) Questing Knights beat them out in damage.
Pegasus Knights: Fast flying cavalry. They have less attacks for wounds (again, an average of 2,27 damages per model) but can attack twice on the charge and are reasonably tough. Either you can keep them as warmachine hunters or make an army around them. They are very fast moving so you can somewhat reliably get a turn one charge with them when your bring a trumpet bearer and especially if you have a lord allowing you to reroll your charge. Have used these in every AOS game and they haven't let me down. Outstanding on the charge and due to them being 4 wounds each can take a charge from big hitters as well. Tag team them with Stormcasts and Extremis Chambers to really hurt someone. Vexillors Deepstrike banner on a squad of concussors then charge both concussors and Pegasus Knights into the same Unit. Concussors strike first to stop pile in moves then Pegasus Knights pile in twice to really hurt a deathstar unit
Footmen (AKA Peasantry)
Men-At-Arms: Basic peasant infantry. The more they are the harder they hit. Get benefits for standing still and from paladins. Importantly, it allows you to take a relic bearers which let's you dispel. Just below average surprisingly enough. Nope, at maximum buff (30 models) they do an average of 0,41 damage per model, quite below average. However the unit of 30 near a Paladin would inflict 12.5 wounds while a unit of 15 Sigmarine Liberators would inflict only 10 wounds. Your men at arms are not here to cause damage, you want them to hold the enemy. A large group with a chummy paladin nearby can be surprisingly survivable (use inspiring presence if you absolutely do not want them fleeing.) Holding up the enemy means you are giving your knights the option and opportunity to freely charge the enemy as they hack through your men at arms.
Peasant Archers: One of the top 3 Archers in the game. Once per game they can alpha strike something, shooting 3x or 4x more arrows at 20 models, allowing 2 units to reliably wipe Nagash off the board. Also come with relic bearers as well as spikes and braziers helping them to ward off attackers and do more damage respectively. They do an average of 0,29 damages per model with their bows and an average of 0,16 wounds with their skinning knife. Their arrowstorm compensate for that (1,16 damages per model) but you have to use it as soon as possible. An excellent choice compared to the Men-At-Arms, the only downside is less save (6+ vs 5+ if they stand still, and they MUST). Get 25 of them, add a Paladin nearby, sit back with your 4+ to hit and to wound with the option to reroll woulds of 1 and a one use only 104 shots. (Remember, the leader makes 2 shots with the longbow, not 1.)
Mounted Yeomen: Peasant mounted Archers who get a free move. They just about work as low wound warmachine hunters but suck otherwise. Nope, if you manage to keep a paladin near them (pretty difficult actually, could be a good idea to have a Paladin Standard Bearer with them) they can do up to 1,1 damages per model per turn (0,83 without, same average than Men-At-Arms), wound per wound better than chaos knights. ALWAYS charge on the first turn with them, and then keep charging. Ah, also take 10, not 5 because you have to defeat the enemy unit on the first round, otherwise you will lose the save bonus.
Battle Pilgrims: Urm, elite peasants? Get buffs for keeping alive their special champion, the Grail reliquary but really aren't that great. With an average of 0,33 damages per model they are the weakest foot troops of the army, but at the same time the most resilient (44% save vs 33% of the second runners).
Field Trebuchet: Another good unit, probably the best on foot unit of the army. Has 5 weak crew men, can move quite rapidly for a warmachine and does great damage, firing unharmed two shots. Also auto hits units if it rolls prior beneath the amount of models. Followed with a 3+ to wound and a -2 rend, can cause 2d6 wounds to a unit. Helps vs all units.
Formations
Defenders of the Realm: A nobility formation giving you 3 heroes, 3 basic knights and an elite unit Knight. Also helps with wounding and standing fast. A slightly better than average formation. The formation allows you to preroll your battle shock on the charge which isn't that great, but in this list is completely worthless since knights can take a banner that does the exact same thing, and being AOS upgrades are free.(65 wounds minimum)
Peasant Militia: Surprise, surprise a peasant formation. Gives you a paladin, 2 units of men-at-arms, 2 peasant archers and a trebuchet or Battle Pilgrims. Helps with hitting and bravery as a result when near others in the group. While short on heroes it makes up for it with great shooting and allowing the men at arms to have a 2+ rerollable to hit when having 30 men at arms and a paladin near. (51 wounds minimum)
Don't think about any of this formations under 90/100 wounds: the advantages barely compensate the missing bonuses for having smaller units.
Army Building
The armies in this section are made without any named character. There is a limit to OP and bretonnians are well above it now!
Catch me if you can
This army use a very simple tactic and at 60 wound it's really balanced.
- 1 paladin
- 25 bowmen
- 10 mounted yeomen
- 1 field trebuchet
Put your paladin, your bowmen and your trebuchet as far as possible from your enemy. Deploy your mounted yeomen as close as possible to your enemy. Charge their warmachines/heroes/small wounds units with the cavalry while hitting hard with all the ranged attack. Once they are done with the yeomen let them go near your archers and shot an arrowstorm. Smile.
A variation of this concept could be substitute 5 bowmen for one Paladin Standard Bearer that will improve the Mounted Yeomen.
Hear my neigh!
Want some OP cavalry rage at 60 wounds?
- 1 bretonnian lord
- 1 damsel of the lady on pegasus
- 5 grail knights
- 14 knights of the realm
- 3 pegasus knights
One simple rule: charge! Oh and don't forget that you can always make a retreat move in order to charge again next turn.
Any variation on that list is purely cosmetic since, in the end, all the knights if well used are equally powerful. This is maybe the most balanced list (due to the flyer and the not-so-many grail knights).
Extra Advice
-You might want to give your opponent first turn so that they move up and you can then move full ahead and charge turn one.
-Do what ever you can to not be charged before you can charge. Don't be charged. Knights do lots of damage when they charge but afterwards their damage potential drops of significantly.
-Paladins are a must in your army when bringing the peasantry. If you don't have a paladin your peasants will continue to have their lousy hit rolls and miss more than they hit. Furthermore they buff your nearby peasant bravery when they bring their banners, which their is no reason not to.
-ALLWAYS BRING A TRUMPETER FOR THE KNIGHTS. Seriously having a trumpeter greatly helps your chances of making a charge. Nothing is worse than having your important game changing unit of knights fail their 5in charge and lose the game.
-Peasant bowmen. These guys are great. They can once per game triple their shots or quadruple them if you have enough. having a unit of 20 will fire 84 shots hitting on 4+ for paladin, (why would you not bring one), and wounding on 4+ rerolling 1s. Having massed fire of them like 40 can instant gib many heavy units or severely cripple them allowing other thing to deliver the death blow.
- Bringing King Louen Leoncour is not often a bad idea. He makes your entire army immune to battleshock. This is huge for your peasants allowing your to ignore that horrible bravery of 4 and especialy helpful for your knights for when you lose 4-5 knight in a round of combat and then 4 more run away. He functions as an acceptable monster hunter being able to kill a giant with some luck or severely crippling it. However don't let the enemy cut him off from your army even with his quick regeneration and good save he can still fall from large amounts of reasonable fire or infantry.
External links
Rules are here [1]