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==Tactics== These are the second edition tactics. The Kingdom of Equitaine is a very straightforward army, but is very good at what it wants to do. ===Army Rules=== '''Impetuous''' The model rerolls failed charges and gains fearless and frenzy while in combat. Mostly good, the only downside is you rarely withold pursuit after winning a combat, making it possible to draw the unit into bad situations. '''Serf''' If at least half the unit has serf, it gains +2" to march if it starts the turn within the commanding presence of a model with oath of fealty. A sneaky way to get some more movement out of your peasants. '''The Blessing''' An aegis 6+ for every model with the blessing. If you pray they additionally get an aegis 5+ vs str 5 or more. If you pray you don't get any bonus to get first turn. Always pray, will give your knights significant survivability against their most common counters. '''Lance Formation''' Fight in extra rank and only needs 3 models to form a complete first rank. Additionally gets devastating charge (fight in extra rank). Makes your knights crazy on the charge, not just with lances but with up to 4 ranks of attacks to the front with a very small unit width. ===Armory=== '''Bastard Sword''' A very flexible and powerful weapon. Is a great weapon (+2 str/ap but agi 0) that only takes 1 hand. Can also be used a spear (on foot) or light lance (mounted). Gives the units that have it amazing flexibility and can be a nasty surprise against armies that relied on you being slow. ===Oaths=== '''Grail Oath''' The model is fearless, gains Aeigs 5+, and Magic attacks. A character with this oath additionally gains +1 off and def skill. Only 1 character can be upgraded to the grail oath. '''Oath of Fealty''' The model gains commanding presence, but only 6" and only for serfs. Mainly combos with serf to make them march fast, don't underestimate the range of your knight lances. '''Questing Oath''' The model gains +2 advance to charge models with fear and has +1 to hit in close combat against models with fear. Depends on what you are fighting, but can be a nasty surprise to a dragon. ===Hereditary Spell=== '''Breath of the Lady''' You'll probably be blowing 2 or 3 dice to cast it consistently. The target rerolls to-hit and to-wound rolls of 1 in melee and armor rolls of 1. A great buff, especially seeing as most of your knights have 2+ armor saves. Will help you stomp in combat. ===Virtues=== All virtues are one of a kind unless stated otherwise. '''Might''' 100pts. +1 str/ap/attacks on the charge and when charging, each successful wound generates another attack. Can make your character solo pretty much anything on the charge. '''Renown''' 65pts. The bearer has lethal strike and to-wound rolls of 6 also inflict multiple wounds (d3). Won't trigger that often, you're better off with a more consistent option. '''Valour''' 55pts. The bearer issues a duel whenever possible and the duel must be accepted if possible. The bearer re-rolls failed to-hit and to-wound rolls in a duel. A nasty way to pick off a mage and makes the character a beast against almost any other character. '''Piety''' 55pts. The bearer and all R&F models in its unit gain Aegis +1 (max 5+). A great buff to your deathstar, cannot be put on pegasus units. '''Audacity''' 45pts. If the bearer is fighting a large model, it must re-rolls failed to-hit rolls. If the enemy model is a towering presence, the bearer re-rolls failed to-hit and to-wound rolls. A great way to kit out a monster hunter. '''Daring''' 50pts. The charge range rolls of the bearer's unit are maximized. Allows you to reliably get 16-18" charges. '''Humility''' 30pts. max 2 per army. The bearer gains insignificant but increases it's commanding presence to 12" and gains rally around the flag but only for serfs. If you have a lot of peasants, take one of these to babysit them if you're worried.
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