Warhammer/Tactics/8th Edition/Bretonnia
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.
- 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, this greatsword wielding badassess can be used (to a degree) to help pin some infantry in place.
- 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.
- 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.
- Grail Reliquae: Batshit insane peasants, has a lot more staying power than their men-at-arms cousins.
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.
- 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.