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==Units Analysis== === Lords & Heroes === * '''Bretonnian Lord:''' Powerful combat heroes, Bretonnian lords equipped with the right combination of items and virtues are more than capable of squaring off against Lords of other armies. Be mindful that their human statline puts them at a disadvantage against monstrous lords like Chaos, Beastmen, Orcs or Lizardmen, to name a few... but Bretonnians usually have a trick or two through a well-chosen Virtue to give them an edge in combat. If things go awry, challenge with your humble unit champion, and let your Lord slaughter enemy troops. ** Of note, you can spend a fuckton of points into your Lord, but usually the best combination of cost-effective lords will be around 250 points. More than that, it can be very hard for them to earn their points back. ** Bretonnian monsters are nowhere near the potential HE dragons, but they have something most other lack: a Ward save. By virtue of being the mount of your Lord, his Royal Pegasus or Hippogryph gains a 6++ (5++ against S5 or more attacks). This can help, with some luck on your side, to stop cannonballs and other usual methods to kill monsters, but you shouldn't rely on it too much. Try to hide from dangerous threats and deliver flank charges where needed. ** Of the two, the Royal Pegasus is the most justifiable mount. With 3W and S4 attacks, it isn't too bad for 50 points. Include the Lord in a unit of Pegasus Knights and you have a terrifying unit all by itself. ** At 200p, the Hippogryph has a below average monster statline that can be easily singled out and deleted by warmachine fire. It is a very tough sell for your lord, who will be more protected inside a knight unit. If you do take a Hippogryph, give your Lord the Armour of the Midsummer Sun for extra ranged protection. * '''Prophetess of the Lady:''' Prophetesses are your Level 3 (with option of Level 4) wizards. Not a bad pick for a support Lord instead of a purely focused combat one, but try to keep her cheap. You are not on the big league of magic armies, and if you want a great caster Lord, you'd take The Fay Enchantress. **Mind that Aura of the Lady grants Prophetesses and the units they have joined Magical Resistance (2), very useful to protect big units of knights against magical spam. **They have access to Heavens, Life and Beasts, and honestly, Beasts is probably the winner of the bunch here, by virtue of Life being somewhat limited to on-field scenery and Heavens being a directly offensive lore, in an army which needs supporting spells. **Beasts powers include The Oxen Stands, which can help prevent fast-moving mounted units from fleeing the battlefield. Of special note is The Wolf Hunts, granting an extra movement/charge phase to a unit can help bring your knights into combat after a failed charge. **Heavens mostly includes differents forms of ranged attacks, but Portent of Far can be a powerful buff to a large charging knight unit, ensuring hits and wounds. **Life's The Howler Wind and The Rain Lord can help you protect your army from ranged attacks (TRL helps specially against the dreaded gunpowder weapons). If you can soak an organ cannon, you can rest easy, as you have effectively reduced its threat by a substantial amount. * '''Paladin:''' Your bread-and-butter, multipurpose cheap heroes. At 60p. they already have stock heavy armor, which makes them similar to an Empire Captain if not for their native Ward Save thanks to the Blessing. Each one of them should fulfill a purpose in your army, and how you equip them is essential. Giving a Paladin the right Virtue and weapon can turn him into a very interesting character. **You '''must''' take one Paladin as BSB. He does not count toward your hero limit, and the BSB upgrade is free. One of the best perks of the Bretonnian army. Give him a horse and a magical weapon, plus the Virtue of Discipline, and send him into the thick of the fight together with a big lance. He'll help you keep units in place, and tip the balance towards your knights in fights. **The most typical mounted Paladin is built towards ensuring wounds during combat on a charge whilst within a knight unit (With the Heartwood Lance) or helping your units in prolonged combats (Questing Paladin with greatsword or a similar role). These should be kept cheap, with a single magical item at most. **A "foot paladin" with the Virtue of Empathy can also work in a big unit of infantry. Give him a two-handed weapon and keep him cheap, and he'll keep your peasants in line whilst killing in the frontline. **There are multiple uses for a Paladin on a Royal Pegasus. You can give him the Wyrmlance for a cheeky quasi-gyrocopter flushing enemy bowmen with his flaming breath attack, or give him the Virtue of Noble Disdain to accompany a unit of Pegasus Knights on harassing duties. * '''Damsel of the Lady:''' Damsels are your Scroll caddies, you should always include at least one with one or two Dispel Scrolls. The same rules for Prophetesses apply here, but they should be even more focused on support than their more powerful mistresses. Try to keep them cheap. **As with the Prophetesses, Damsels grant Magic Protection (1) to any units they join, a good way to keep valuable units protected from enemy magic. **A lvl 1 Damsel of Beasts can be a very reliable way to ensure your units remain on the field if they fail their break tests. === Named Characters === * '''Louen Leoncouer:''' * '''The Fay Enchantress:''' * '''The Green Knight:''' === Core Units === * '''Knights of the Realm:''' Must have 1+ in the army. * '''Knights Errant:''' "Must" have Errantry Banner * '''Men-at-arms:''' Cheap and doesn't cause panic. A very useful unit in supporting role. One nice trick is to give them Blessing with Prayer Icon of Quenelles. With full ranks they should be able to withstand almost all chargers. Warriors of Chaos either Chosen or with Mark of Khorne are the only real threats, besides Bretonnian Knights in case of civil war. * '''Peasant bowmen:''' === Special Units === * '''Questing Knights:''' * '''Pegasus Knights:''' The star of the army list. They propably won't win the game for you but they'll harass the enemy, block march moves, hunt lone wizards and war machines. An amazing unit. Also never ever forget their ground movement of 8". Being skirmishers they can't be marchblocked. They can gallop in forests without problems with their 16" charge. * '''Mounted Yeomen:''' * '''Grail Reliquae and Battle Pilgrims:''' === Rare Units === * '''Grail Knights:''' They are EXPENSIVE! Being 38 points each, losing this unit will be a huge blow. On the other hand, they will provide ridiculous amount of damage with their A2. Only huge blocks of enemy charging to flank or rear could be relatively sure to win a combat against these. * '''Field Trebuchet:''' A very cheap and effective stone thrower. If you are planning to win, I'd highly recommend taking these.
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