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===Core Units=== *'''Knights of the Realm:''' FAQ'd to remove the 1+ requirement, but they're not a bad unit, so it's alright either way. Best in units of 9, or rather 8 with a Hero/Lord, with a 2+ armour and the Blessing save, they're decently survivable. Beware, like all knights in this army, their striking power tends to run out after the charge and heaven help you if you get flanked. Still, overall a good core unit that should, through sheer perseverance, eventually route hordes of low S opponents. *'''Knights Errant:''' <strike>Idiot Knights constantly throwing themselves into dangerous situations</strike> Young, headstrong knights eager to prove themselves. Kinda like Silver Helms from High Elves, only cheaper with worse stats. While their Impetuous rule looks bad on the face of it, there are VERY few situations where you don't want these guys charging, and even if you do get pulled into a bad charge, you can usually do okay so long as you don't get flanked. They can replace knights of the realm as your main unit as long as you keep them near your BSB and general: otherwise their impetuousness may well cost you the game. Remember that one of these knights can carry an errantry banner while still remaining cheaper, meaning they are actually better against heavily armoured infantry (and high toughness buggers, particularly so when you take into account their immunity to fear/terror when they charge) for a lower cost. You can skip 'em, but taking one unit is helpful against most armies. *'''Men at Arms:''' Yeah, they've got terrible stats. On the other hand, they can grab LD from a nearby unit of Knights (which, given that Bretonnian Knight units tend to be realy long is not as far as you might think it is) and don't cause panic to your knights. Also you can grab 4 of them for the cost of 1 Knight Errant. Their job is to grind through hard hitting units that your knights can't break on the charge, occupy buildings or move through difficult terrain. Beware: they are very ineffective for their points unless you give them the blessing via the Prayer Icon of Quenelles: then they become one of the meanest tarpits against S5+ units. The ruby goblet, while not as potent, can give a similar buff to a second unit. Without either, you are better off just taking knights. **'''Alternate Take:''' With decent built-in armor and equipment, these guys are ridiculously survivable for such a cheap unit and seeing a squad of them tie up a high-level unit for half a game or longer isn't unheard of. Use them to force enemies off objectives and encourage your opposition to waste resources clearing them out. While magic can thin them out pretty quick, anything mundane opposition will actually need to painstakingly kill every one of the goddamned things and keeping even a single Knight anywhere near it means they'll be a tough nut to crack morale-wise. A solid defensive line unit through and through. *'''Peasant Bowmen:''' Throw enough mud at a wall... At 6 points a pop, with Defensive Stakes and Longbows, these are among the most cost-effective archers in the game. They work well in either minimum sized units, to help you in the deployment, or in 20 ish units to have some standing power (good units for casters if you want to spam power dice). And remember, any effort your enemy puts into killing them is effort not put into killing your Knights. Give them Braziers. It's less than the cost of a single guy and it means that they can fuck up Regenerating and Flammable units, cause fear in cavalry and warbeasts and get a reroll to wound against buildings. Also, never ever, ever, ever give them Light Armor or make them Skirmishers, or bother about musician or standard bearer. If they get into close combat they'll die anyway so don't waste the points. You should always take a few 10 men units, if only to protect the trebuchets behind them from shots/cannon fire.
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