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===Rare=== *'''Grail Knight:''' Your Super knights, with stats that rival generic characters. They're expensive, but they can devastate most monsters and common heroes with proper buffs. Also, finally toughness 4, so the fluff circle jerk finally has some backing on the tabletop. *'''Hippogryph Knights:''' Practically Questing knights with lances riding Hippogryphs ([[crunch|Technically]]) flying [[The Empire (Warhammer Fantasy)|Empire]] Demigryph Knights that cost 13pts more and have Blessing of the Lady but 2 worse Armour Save), they're worth 75pts per model (150points at min)! I mean...they have a pretty boss mount for something that isn't a Lord/Hero...but remember, they're a unit of Monstrous Cavalry. They'll draw the attention of every single enemy cannon and monster killing unit (Banner of Defence or Standard of Shielding is Mandatory for that 4++ Ward against shooting). They'll be going to suck up your allowance for Rare Choices quickly, and if not used right, they could just be a giant wad of wasted points and potential. Ergo, don't use them in the same fashion as the Pegasus Knights. Your Pegasi are useful as Warmachine Hunters and getting rid of those pesky Fast Cavalry puncturing your infantry with arrows. Use these guys in much more proactive ways, and don't be afraid to let them get into the enemy...at S5 with 3 attacks from their mounts, they aren't pushovers in prolonged combat (just remember to give them Barding). You can take 5 of them full Command, barding, and a standard of shielding for 460pts. Or you can take 9 Grail Knights and a Field Trebuchet for 472. [[fun|One is fun]], [[cheese|one will win you the game]]. *'''Spirits of the Fey:''' Nature spirits in the form of Ghost knights. They must be deployed by ambush, entering from a water or forest feature if present. These guys count as Ethereal Animated Constructs, have a 4+ Armour Save, and have a constant 5+ Ward while also replacing D3 wounds previously lost at the end of each Close Combat when they're partially in a forest or water terrain piece! These spirits are pretty tough though their stats are nothing to go nuts about. But these spirits aren't killy. They're a tarpit almost without equal. Just be sure to remember what enemies have Magical Attacks, and you'll be fine. *'''Sacrosanctum of the Lady:''' Your magic cart. Oh, boy. This unit is pretty good. Now, it doesn't belong in combat despite being a chariot (it'd probably be better to count it as a Warshrine) and it doesn't have any ranged abilities. Instead, the Damsel is a priest that drives along sides galloping knights to give them her blessing. And man oh man, she is good. With Toughness 5 and 5 Wounds, enemies won't be able to blow on this to make it fall apart. Just be sure you don't leave this thing open to attack because when the enemy finds out what this thing can do, they'll gun for it. **'''Shield of Faith:''' All Bretonnian units within 12" of the Sacrosanctum acquire +1 to their Ward save that comes from Blessings of the Lady. This needs little explanation for why this is good. (And remember that The Fay Enchantress gives Grail Knights in her unit a 4+ Ward? Well, with this, <s>[[necron|it's now a 3+ Ward AND if she casts a spell on them, they reroll 1's for Ward Saves]]...with this blessing, shrug off cannonballs and attacks from the likes of Kroxigor)</s> Derp, ward saves from Blessing of the Lady can't be improved beyond 4++. Still, this will get most of your units to a 5++ (4++ against missiles) and your Grail Knights to a 4++, which is still plenty useful. **'''Radiant Light:''' All enemy units within 12" have -1 to both Weapon and Ballistic Skill. It helps in a pinch, especially when your knights fight against a unit with the same Weapon Skill level. **'''Renewed Valour:''' All friendly, fleeing, knight units within 12" automatically rally AND REGAIN THE BLESSINGS OF THE LADY!! *'''Ballista:''' Just a standard Ballista that counts as a Bolt Thrower...oh, and you can buy a Wall Warden for 15pts (Note: you can also get these for Trebuchets, Mangonels, and Bombards) that lets you reroll an Artillery Die or a To Hit roll. Sure, it's a once-use-per-game thing, but it'll be worth it if you're targeting the Zombie Dragon that's charging your Knights of the Realm in the side when they're setting up to win that game-winning charge and you happen to miss with your first shot. It can take two as a single rare choice. *'''Mangonel:''' Acting as the smaller, more maneuverable cousin to the Trebuchet, it counts as a normal Stone Thrower. 85pts. It can still include two catapults in a 2000pt game. *'''Bombard:''' Essentially acting as a Trebuchet that's a cannon...it can't pivot on the spot nor move. Still, it packs quite a wallop...with the additional disadvantage of having an additional -1 Modifier when rolling on the Black Power Misfire Chart. Up to you if the more limited mobility is worth the greater killing power (although you can easily buy two Ballistas as a single rare choice and still have about twenty-five points leftover instead of a Bombard.) *'''Field Trebuchet:''' Unlike almost all other units, the Trebuchet has now lost a good part of its viability. First, it's now 10pts more. And with other units able to handle elites much better, especially with the new lore of the lady it is no longer an auto-include.
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