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==Unit Roster== ===Generic Lords=== *'''Bretonnian Lord''': A discount King Louen. Out of the box, he does all the same things as the Legendary knight lords, minus their fancy buffs and bound spells. A decent melee character who can help you save gold to spend on more knights (hard to go wrong with more of those). *'''Prophetess (Heaven, Life, Beasts)''': Lord version of a Damsel. Saves you on lord and mage in MP making her a cheaper option if you want to focus your gold on other aspects of an army. In the campaign, recruiting a new lord is the fastest way to get a wizard early game. ===Heroes=== *'''Paladin''': Bodyguards of your lords, but most notable as gooners with a roaming pack on Pegasus mounts being a dive bombing threat to most units. *'''Damsel (Heavens, Life, Beasts)''': Your wizards. They have an aura that reduces magic damage for your nearby units. *'''Henri Le Massif''': (Chevaliers De Lyonesse only) Repanse's right-hand big boy and the only Paladin in the game with access to a Hippogryph mount. Deals a lot more AP damage. Fun trivia: Big Hank still counts as a large unit even when on foot. *'''Donna Don Domingio''': (campaign only) A tweaked vanilla Paladin with an alliterative name, a sweet scarf, and an allegiance to a faction that's likely to confederate with Repanse early on. *'''The Green Knight''': The first Legendary Hero. A ghostly hero that lasts for 15 turns (25 in WH2) every time you summon him. He is basically a Paladin that trades the bonus vs large for drastically increased damage and defense, 70% physical resistance, unbreakable, and the inability to be killed or wounded after the battle (what with already being dead). The downside is that you only gain a summon after reaching certain chivalry thresholds (at least until you reach max chivalry). ===Infantry=== '''Important Note''': All infantry units, as well as Mounted Yeomen, use up slots in your Peasant Economy. If your unit count for Infantry units exceeds the limits of the Peasant Economy, you get less money from Farms, the more, the worse. Not that you mind, because Bretonnian Peasants are really shitty. It's important to keep in mind, because the AI doesn't have this limit and will build Peasants nonstop, so you need to disband many armies when you confederate the various Bretonnian factions or your economy goes haywire pretty fast. *'''Peasant Mob''': Grab your pitchforks and torches, because this is all you're going to get! Your free, expendable meatshield unit. They win the title of worst infantry in all three games, being defeated even by Zombies and Skavenslaves. Still, they're free. Use only in a pinch. *'''Men-at-arms/Spearmen-at-arms''': Your okay-ish infantry, mainly used as meat shields to establish a front line. They'll do their job alright, but don't expect them to do a lot. Come in all varieties you could ask for. Will loose to their Imperial Counterparts in a one on one. *'''Battle Pilgrims''': Now these guys are pretty interesting. They do a much better job at holding the front line than Man-at-Arms could ever hope to and even deal decent damage, especially when combined with a Grail Reliquae. Decent morale, good enough armor, plus a shield for good measure. *'''Grail Reliquae''': An odd piece, even more so when you realize that these are four guys imitating a horse for a deceased Grail Knight. They won't last long in prolonged combat, are especially vulnerable to ranged units (especially Warplock Jezzails) but buff your melee infantry like crazy, most notably is the +16(!!) bonus to leadership and immunity to Psychology. If you have an infantry-heavy army, one or even two of these won't hurt, but remember to keep them in the second line. *'''Foot Squires''': Your "elite" Infantry, not as terrible in the damage department as Men-at-arms, but nothing special. They hold longer than the other options, but don't have a shield and most other basic infantry will still make mince meat out of them. I personally recommend just sticking with Battle Pilgrims, because the latter is not as expensive, doesn't require a T4 Barracks and not as vulnerable to missiles. They are considerably more effective in multiplayer, where they are decent and very cost-effective can openers to be used against units like Chaos Warriors. ===Missile Infantry=== *'''Peasant Bowmen''': Your only source of missile troops, but a decent option, just on the merit of cost-effectiveness alone. When used in bulk, they are not to be underestimated. Can come in three flavors: normal, Fire, and Pox arrows. pretty much your only source of reliably poison which makes them a good support unit. ===Cavalry=== *'''Mounted Yeomen''': Very bad. Like, really, really bad. Why would you use these? They are horrible in melee, have terrible leadership, use up slots in the Peasant economy and their charge bonus isn't exactly anything to write home about either. There is literally no reason to use them in campaign. Knights-Errant perform better for almost the same price. The only way to make them useful is if you recruit their '''Mounted Yeomen Archer''' variation, mounted cavalry able to fire on the move, but even then... **They are significantly better in Multiplayer where running farms are never a problem and Gold is a serious limiting factor in list building. They still aren't very good in melee but fill a vital role as the fastest units in the Bretonnian roster which is necessary for a throwaway harasser unit. *'''Knights-Errant''': Your first real piece of cavalry, and an okay one at that. They don't need any vow taken and should form the basis of your early game armies. They cannot take a hit and should largely rely on their charges to deal the majority of damage. Phase them out as soon as you can. *'''Knights of the Realm''': Your classic Bretonnian Knights. Heavy armour, shield, a great charge bonus, these are the staple of your army and really easy to get. Use them, love them. Require the first Vow to be completed. *'''Questing Knights''': The linebackers. If you can manage them good enough, they can even replace your melee infantry quite easily. AP attacks mean they are great against any form of melee infantry without bonuses against large units. Require the second vow to be completed. *'''Grail Knights''': Your definitive elite. There is little that can give them a lot of trouble. They hit hard, move fast, [[Awesome|never tire]], inspire units around them, and get a bonus vs. large. Your dedicated monster and single entity unit killers. Require the third vow to be completed, so they're exceedingly hard to actually unlock. *'''Grail Guardians''': More defensive versions of the offensive Grail Knights with extremely high melee defense, so high in fact that they can hold their own against units that normally counter cavalry. If you don't like the micro-intensive playstyle of shock cav heavy armies, you can use them. Require the third vow to be completed. ===Flying Cavalry=== *'''Pegasus Knight''': Flying, fast, anti-large killers that are very good at killing monsters and other large units but will die if anything sneezes in their direction and cannot push through a blob to escape. The only high tier unit that requires only the first vow to be completed. *'''Royal Pegasus Knight''': Slightly better than the above stats-wise, but also come with perfect vigour (never tire) and immunity to psychology. Require the third vow to be completed. *'''Royal Hippogryph Knights''': Plenty of health and hit very hard: absolute beasts on the battlefield; however, they cost a ton and require the third vow to be completed. ===Artillery=== *'''Field Trebuchet''': Powerful and nice range with very slow rate of fire and below-average accuracy. useful as an artillery to deal AoE damage to enemy infantry but not as a siege weapon, its large hitbox and low HP causes them to lose fights against even the weakest towers. *'''Blessed Field Trebuchet''': Upgrade to the above: slightly better stat-wise but also come with the bonus of not inflicting friendly fire. Hitting your own units still causes the artillery morale penalty so try not to hit your peasants late into the fight.
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