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| The good news is we were given new rules for age of sigmar. Bad news is they are terrible. Also many units have name changes.
| | #REDIRECT [[Age of Sigmar/Tactics/Warscrolls Compendium/Bretonnia]] |
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| ==Bretonnia Summary==
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| If you wish to play a hard hitting fast faction, reliant on charging first, chalice in hand (no you do need this), with surprisingly powerful peasantry supporting from range then bretonnia is for you. The same applies if you prefer an Arthurian force of Brittanic knights, with named characters even directly taken from the legends such as the Green Knight.
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| Old players sticking with Age of Sigmar will be glad to note that Bretonnians keep their previous charm despite losing their hallmark charging formation, making up for it with easier rules and small caveats which benefit units. None of the models have been changed yet so Bretonnia players can still use their beautiful forces.
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| ==Bretonnian Warscrolls==
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| Forenote:
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| The following section will be arranged with similar units and formations being grouped together for easier reading.
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| This is by no means a complete guide. Also due to the relatively recent release of Age of Sigmar and lack of Bretonnia players remaining, most of this is based on theory. Take everything with a pinch of salt.
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| ===Named characters===
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| '''King on Hypogryph:''' (King Louen Leoncour)
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| An excellent all round commander. Period. To start off with he stops battleshock for Bretonnia while he is alive now a 24" bubble. (Great for peasants with a bravery of 4) His shield grants him the ability to attempt one dispel. Gains a slight advantage against heroes and monster with a re roll on hits with his sword. Can heal D3 wounds per turn and buffs the already buffed up Nobility units of the army, giving most a 2+ to hit. On top of this he is on a flying mounts with a decent 3+ save rerolling 1s on the charge and a general statline somewhere between a standard hero and a dragon rider. One of the best generals around. Have used him and he owned Archaon in combat(are you talking about new Archaon with all the cool shit, or old one? From my experience, most heroes like Leoncour can beat old archaon, but new one wrecks their shit). An absolute beast of a character and one that works well with Pegasus Knights. Don't forget that his command ability also affects him allowing him to hit on twos when he charges.
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| '''Enchantress:''' (Fay Enchantress)
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| Don't mess with this woman. She can use magic twice per phase and can reroll one. However if you roll a 2 with your reroll you can't use this again. She isn't a slouch in combat either with a death stare for laughs, and heals herself for d3. Although it is best to leave her out of combat and ranged fire since she is rather fragile. Finally she buffs Grail Knights and can boost nobility; the best source of the 1+ to hit. A good choice for a cavalry army.
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| '''Sacred Protector:''' (The Green Knight)
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| The bretonnian hard-to-kill combat hero. Apart from being undying, the Green Knight can appear on a 4+ up to 9" away from foes and takes a lot of fire power just to remove him from the board because he has a 3+ save AND IS IMMUNE TO REND with a 6+ save after he takes a wound. He is a great tarpit that can slow down enemy units, kill warmachines, or as a great distraction. He won't win against many competent melee hero or monsters or good close combat units, but he will tie them up for a long time till they kill him due to tons of attacks or if they decide to retreat from the amount of time he wastes. (He lost coming back to life basicaly.)
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| == Unnamed Heros ==
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| '''Bretonnian Lord:'''
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| A mounted General who can dish out damage on the charge. Can come on a pegasus too and improves your charging by allowing all nearby nobility to reroll their charge. Should just kill monsters and heroes. However while on a pegasus he can work well as a war machine hunter like the pegasus knights. His lance got nerfed.
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| '''Noble Standard Bearer:''' (Paladin Standard Bearer)
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| Allows rerolls to nobility in 12".
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| '''Damsel:''' (Damsel of the Lady)
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| Can come on foot, horse or pegasus back. Can use magic once, heals and can grant an extra 6+ save to peasants and 5+ to the nobility. Great choice, keeping your cavalry alive. When using with men at arms mystic shield is better than the blessing of the Lady by a little bit, unless you are going against mortal wounds. Like most magic users keep her out of any combat since she will not survive much damage and never waste her magic on herself unless it is the last available option.
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| '''Noble Champion:''' (Paladin) Your peasant hero. Increases peasant bravery in 6". Currently has a champion's shield listed under description but has no rules and is missing his save on his profile so make it up. :) Has a meh sword compared to before, lost his heroic blow, and doesn't increase peasant hit rolls.
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| ===Cavalry (AKA Nobility)===
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| '''Knights Errant:''' If you want rerolls to hit as well as numbers, take this. Gets better being near damsels, but are worse in every other way than knights of the realm.
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| '''Knights of the Realm:''' Massed calvery got nerffed HARD. Now only reroll ones to hit instead of +1 attack. Similar to before, but do much less damage.
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| '''Questing Knights:''' Elite mounted monster slayers <s>improved from the previous Knights</s>. Does what it says on the tin. Weaker vs. common troops (an average of 1,38 damages per model due to no charge bonus) but against monsters they are back to the average 2,27. They have rend which is nice, and also have cool models.
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| '''Grail Knights:''' Powerful elite cavalry, who do best if you charge while you hold a cup saying "For the Lady" (Monty Python quotes may count). Do not come with champions. On charge they do an average of 2,27 damages per model (half of them at -1 rend), so keep them charging. They are flat out the best knights Bretonnia. Grail knights do just as much as a large unit of Knights of the Realm. Use with fay enchantress for rerolls to hit.
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| '''Pegasus Knights:''' Fast flying cavalry. They have less attacks for wounds (again, an average of 2,27 damages per model). Either you can keep them as warmachine hunters or make an army around them. They are very fast moving so you can somewhat reliably get a turn one charge with them when your bring a trumpet bearer and especially if you have a lord allowing you to reroll your charge. Have used these in every AOS game and they haven't let me down. Outstanding on the charge and due to them being 4 wounds each can take a charge from big hitters as well. Tag team them with Stormcasts and Extremis Chambers to really hurt someone. Dont pile in twice any more.
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| ===Footmen (AKA Peasantry)===
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| '''Men-At-Arms:''' Basic peasant infantry. The more they are the harder they hit. Get benefits for standing still and from paladins. Importantly, it allows you to take a relic bearers which let's you dispel. <s>Just below average surprisingly enough.</s> Your men at arms are not here to cause damage, you want them to hold the enemy. A large group with a chummy paladin nearby can be surprisingly survivable (use inspiring presence if you absolutely do not want them fleeing.) Holding up the enemy means you are giving your knights the option and opportunity to freely charge the enemy as they hack through your men at arms.
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| '''Peasant Archers:''' One of the top 3 Archers in the game. Once per game they can alpha strike something, shooting 3x or 4x more arrows at 20 models, allowing 2 units to reliably wipe Nagash off the board. Also come with relic bearers as well as spikes and braziers helping them to ward off attackers and do more damage respectively. They do an average of 0,29 damages per model with their bows and an average of 0,16 wounds with their skinning knife. Their arrowstorm compensate for that (1,16 damages per model) but you have to use it as soon as possible. An excellent choice compared to the Men-At-Arms, the only downside is less save (6+ vs 5+ if they stand still, and they MUST).
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| '''Mounted Yeomen:''' Peasant mounted Archers who get a free move. They just about work as low wound warmachine hunters <s>but suck otherwise</s>. Nope, if you manage to keep a paladin near them (pretty difficult actually, could be a good idea to have a Paladin Standard Bearer with them) they can do up to 1,1 damages per model per turn (0,83 without, same average than Men-At-Arms), wound per wound better than chaos knights. ALWAYS charge on the first turn with them, and then keep charging. Ah, also take 10, not 5 because you have to defeat the enemy unit on the first round, otherwise you will lose the save bonus.
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| '''Battle Pilgrims:''' Urm, elite peasants? Get buffs for keeping alive their special champion, the Grail reliquary but really aren't that great. With an average of 0,33 damages per model they are the weakest foot troops of the army, but at the same time the most resilient (44% save vs 33% of the second runners).
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| ''Alternate take: Do to the fact that they are considered to be "Nobility" for having the reliquae they can be buffed from both the Fay Enchantress and a Damsel. When buffed by the Fay a unit of 12 hits on a 2+ and wounds on a 3+. Men-At-Arms can be buffed by the Fay to have a +1 hit and a +4 wound, this is statistically the same killing power (Unless you're playing a Pitched Battle in which case the Pilgrims are better), however the Men-At-Arms would need to be taken in unit sizes of 30! This means that the Pilgrims are easily buffed to the same killing power of a horde unit while using half the wounds count/points, making them a useful throwaway unit. If instead buffed by a Damsel the unit is given the benefit of having a 5+ semi-rerollable armor save with a +5 Ward save. Combining the two buffs from the ladies will make them surprisingly deadly....for a bunch of peasants, anyways.''
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| '''Field Trebuchet:''' Another good unit, probably the best on foot unit of the army. Has 5 weak crew men, can move quite rapidly for a warmachine and does great damage, firing two shots. Also auto hits units if it rolls prior beneath the amount of models. Followed with a 3+ to wound and a -2 rend, can cause 2d6 wounds to a unit. Helps vs all units.
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| ==Army Building==
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| The armies in this section are made without any named character. There is a limit to OP and bretonnians are well above it now!
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| ===Catch me if you can===
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| This army use a very simple tactic and at 60 wound it's really balanced.
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| - 1 paladin
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| - 25 bowmen
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| - 10 mounted yeomen
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| - 1 field trebuchet
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| Put your paladin, your bowmen and your trebuchet as far as possible from your enemy.
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| Deploy your mounted yeomen as close as possible to your enemy.
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| Charge their warmachines/heroes/small wounds units with the cavalry while hitting hard with all the ranged attack.
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| Once they are done with the yeomen let them go near your archers and shot an arrowstorm.
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| Smile.
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| A variation of this concept could be substitute 5 bowmen for one Paladin Standard Bearer that will improve the Mounted Yeomen.
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| ===Hear my neigh!===
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| Want some OP cavalry rage at 60 wounds?
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| - 1 bretonnian lord
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| - 1 damsel of the lady on pegasus
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| - 5 grail knights
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| - 14 knights of the realm
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| - 3 pegasus knights
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| One simple rule: charge! Oh and don't forget that you can always make a retreat move in order to charge again next turn.
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| Any variation on that list is purely cosmetic since, in the end, all the knights if well used are equally powerful. This is maybe the most balanced list (due to the flyer and the not-so-many grail knights).
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| ===Like Old Times===
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| Are you upset with the resent nerf to knights of the realm and don't want to lose every game against stormcast who seem to keep getting better and better while you fall behind? Then this is the list for you!
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| King on Hippogryph 400
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| Enchantress 160 560
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| Men at arms 16x 120 680
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| Men at arms 16x 120 800
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| Men at arms 16x 120 920
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| Grail Knights 10x 360 1,280
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| Grail Knights 10x 360 1,640
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| Grail Knights 10x 360 2,000
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| The king will give the knights +1 to hit when they charge and immunity to battleshock with in 24". Also the Enchantress is there to dispel and give the knights rerolls to hit with in 10". I chose grail knights over knights of the realm since the 2 attacks is a big deal, and also the rend is essential agains stormcast spamming BS 2+ rerollable saves. Use the men at arms to absorb charges from teleporting stormcast turn one and orruk boar boys. Also to hold objectives in your back field.
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| ==Extra Advice ==
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| -You might want to give your opponent first turn so that they move up and you can then move full ahead and charge turn one.
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| -Do what ever you can to not be charged before you can charge. Don't be charged. Knights do lots of damage when they charge but afterwards their damage potential drops of significantly.
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| -Paladins are helpful in a peasant army with their increase to bravery.
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| -ALWAYS BRING A TRUMPETER FOR THE KNIGHTS. Seriously having a trumpeter greatly helps your chances of making a charge. Nothing is worse than having your important game changing unit of knights fail their 5in charge and lose the game.
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| -Peasant bowmen. These guys are great. They can once per game triple their shots or quadruple them if you have enough. having a unit of 20 will fire 84 shots hitting on 4+ for paladin, (why would you not bring one), and wounding on 4+ rerolling 1s. Having massed fire of them like 40 can instant gib many heavy units or severely cripple them allowing other thing to deliver the death blow.
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| - Bringing King Louen Leoncour is not often a bad idea. He makes your army immune to battleshock. This is huge for your peasants allowing your to ignore that horrible bravery of 4 and especially helpful for your knights for when you lose 4-5 knight in a round of combat and then 4 more run away. He functions as an acceptable monster hunter being able to kill a giant with some luck or severely crippling it. However don't let the enemy cut him off from your army even with his quick regeneration and good save he can still fall from large amounts of reasonable fire or infantry.
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| ==External links==
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| Rules are here [http://www.games-workshop.com/resources/PDF/AoS_Compendiums/warhammer-aos-bretonnia-en.pdf]
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| [[Category:Age of Sigmar]] [[Category:Age of Sigmar/Tactics]] | |