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==Army Special Rules== '''Lance formation''' Bretonnians use an unique formation for their (non flying) knights called lance. Any knightly unit in ranks of three models wide is considered to be in lance formation. They get rank bonus for those ranks and in a charge all the models in the sides can attack too on a turn in which they charge. So 3 x 3 unit of knights, nine models, all but two can attack on charge. Characters must be placed in the front rank, except damsels and prophetesses, which can take a safe spot in the midst of knights (middle spot in second rank). As an exception to usual rules, command groups can be placed on second rank and still benefit from banner, in case three characters take the whole front rank. '''Vows of Bretonnia''' Bretonnians go to battle undertaking certain vows of honour, which grant some benefits to the units that take them. Keep in mind that Vows work in a hierarchical scale: characters from a lower Vow cannot join units with a higher Vow, but characters with a higher Vow may join units with a lower one. *The Peasant's Duty: Not really a vow per se, but enables your low Ld Peasant units to use the Ld value of a non-fleeing knight within 6". Going from Ld5 to Ld8 or 9 is a great boon to keep your backline in place when things start to go awry. Additionally, their dirty banners don't confer additional VP for being captured in combat. *The Knight's Vow: The baseline Vow for all knight units and characters, allows them to ignore ''panic'' tests caused by friendly Peasant units. Really good to prevent your expensive Knight units from fleeing, and allows you to use Peasant units as screens safely, knowing that their fleeing won't cause trouble for your Knights. *The Questing Vow: Second tier of Vow, allows Knight units to ignore ''panic'' tests caused by friendly Peasant units, and may re-roll Psychology tests. Forbids the use of a lance of any type, magical or mundane. *The Grail Vow: Third and last tier, gives the unit Immune to Psychology and turns their weapons magical. The unit or character with the Vow shall always start the game with the Blessing of the Lady active, even if your army didn't pray. '''Blessing of the Lady''' Before any game, the Bretonnian army may kneel to pray and every unit of knights and characters will gain the Blessing of the Lady. Doing this will automatically concede first turn to your opponent, and so you will always go second (unless you field the Fey Enchantress, which automatically grants you the Blessing). The Blessing is simply a 6++ ward save, 5++ if the attack is strenght or more. Unfortunately the Blessing can be lost: either by fleeing for whatever reason or by refusing a challenge (in any case in which a knight character could accept a challenge, if no character accepts the challenge, all Bretonnian units involved in the combat lose the Blessing instantly. *You basically '''always''' want to play with the Blessing activated, so you'll always go second. This isn't bad per se, since an advancing enemy could be exposing itself to turn one charges by your knights and flying units. *The Fay Enchantress always gives you the Blessing (and an additional bodyguard Grail Knight unit beyond its usual 0-1), so consider taking her if you want to go first and retain the Blessing benefit. *Keep in mind that [[Gunpowder (Warhammer Fantasy)|gunpowder]] weapons (Empire, Dwarves) are the bane of your knights. At S4 and Armour Piercing, your knights will be saving at 5+ with a 6++ ward. One of the few instances in which you can consider forgoing the prayer if you can go first, trying to get turn 2 charges if possible to reduce shooting enemy turns.
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