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===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.
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