Age of Sigmar/Tactics/Warscrolls Compendium/Bretonnia: Difference between revisions

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From 8th edition to Age of Sigmar, the generic knights of the round table got largely buffed changing from an arguably unplayable, uncompetitive faction into one of the best, capable of
Points are now in the GHB as of the 2019 edition, therefore you can use your chivalrous French dudes without having to show your opponent ancient texts saying it's okay.
easily gaining a 1+ to hit ranking in the top 3 for archery and possibly the best protective magic in the game.


However despite this massive improvement, Bretonnians are due to be subsumed into the free people so potential buyers should wait. As of 26/03/2016 Bretonnia has been removed from the Games Workshop product line and is no longer a supported faction. Age of Sigmar will be receiving a point system and according to the Facebook page of Age of Sigmar all warscrolls will receive points INCLUDING BRETONNIA, and Tombkings. With the introduction of the 2017 General's Handbook Bretonnia will no longer be receiving points, however we will be given our own rules pdf of to the side some time "soon". The changes weren't good. :(
As of 23/07/2019, Bretonnians are only playable in Matched Play with outrageously expensive units, and since they're Warscroll Compendium obviously they aren't tournament legal. However, rejoice! 2019 General's Handbook includes Bretonnians... they aren't updated. But they do come with the book, and therefore you can use your chivalrous French dudes without having to show your opponent ancient texts saying it's okay.


==Bretonnia Summary==
==Bretonnia Summary==
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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.
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.
==Common Rules==
'''Banners:''' Many units can take a banner which can give you rerolls to battleshock tests... which might sound nice until you remember that you get that anyway because you're playing an '''ORDER''' allegiance army. Well, may as well take it anyway just for the look of the thing.
'''Musicians:''' Your knights' musicians allow the unit to roll 3d6 instead of 2d6 when charging and discard one of the three, giving you more reliable charge rolls. Good stuff, because most of your knights really need that charge. Peasantry's musicians are a little different; the trumpeters instead give you +1 to run rolls and drummers +1 to charge rolls. Personally I would've guessed it would be the other way around.
'''Knight Shields:''' Most of your nobility get to reroll 1s to save on the turn they charged thanks to their shields, which is cool.


==Bretonnian Warscrolls==
==Bretonnian Warscrolls==


The below list will be organized as GW tries to organize all armies, into Leader/Battleline/Other etc etc
The below list will be organized as GW tries to organize all armies, into Leader/Battleline/Other etc etc
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.
This is by no means a complete guide. Also due to the squatting of the army and the lack of Bretonnia players, this is mostly my experience combined with a heaping dose of Mathhammer.


===Leader===
===Leader===


'''King On Hippogryph:'''
'''King On Hippogryph:'''
A good, if incredibly expensive, leader choice. He auto-passes Battleshock for all '''BRETONNIAN''' units within 24 inches, meaning the peasantry near him will be able to hold the line, and you won't have to babysit them with a Noble Champion. His shield re-rolls save rolls of 1, but it's fun tool is that you can try to dispel 1 spell per turn. He also gets the re-roll failed hit rolls if the target is a ""HERO"" or ""MONSTER"", just like Grail Knights. But there's three reasons you should look at this dude: First, he can heal D3 wounds during your hero phase and he starts with 10 wounds. Second, he's pretty maneuverable with a 14" move (before taking wounds) and ""FLY"". But the third and biggest reason is that he has a very, very nice amount of damage - with rend! His Hippogryph's Razor-sharp Beak has -2 rend and D6 damage, with -1 rend on both his other weapons. Seriously, he is the only unit with -2 rend on any weapon, and taking an ""ORDER"" artifact only makes him better.  
A good, if incredibly expensive, leader choice. He flies and moves 14" while in good health. He auto-passes Battleshock for all '''BRETONNIAN''' units within 24 inches. With ten wounds, a 3+ save and healing d3 wounds in each of your turns he's fairly tanky and his shield lets him re-roll save rolls of 1 if he charged that turn, as well as letting him unbind 1 spell per turn. His sword has six attacks at -1 rend d3 damage, and re-rolls failed hit rolls if the target is a '''HERO''' or '''MONSTER'''. The hippogryph chips in with one attack at -2 rend, d6 damage from its beak, and five 1 damage attacks. Finally, his command ability gives a 24" bubble of +1 to hit in melee for all '''NOBILITY''' units who charged this turn. Combined with his sword rerolls, this would make him a decent wielder of the Sword of Judgement from Ulgu - send him into a hero and he'll have six attacks hitting on 2+ rerolling 1s and 2s (rerolls before modifiers), doing d6 mortal wounds for every 5+.


'''Enchantress:'''
'''Enchantress:'''
Don't mess with this woman. She can use magic twice per phase and on a 2+ auto casts one, unstoppably. She isn't a slouch in combat either with a death stare for laughs, and heals others. 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. However allowing the grail knights to reroll to hit is completely worthless since grail knights auto reroll to hit. Seriously does GW not even read their own rules and look to see if this gives a unit something it already has.  
A spell-casting, Lady-serving woman for your Knights to fight for. A solid spellcaster who can cast two spells per turn and unbind two per turn, and her '''Chalice of Potions''' ability means she can re-roll a failed casting roll once per turn. Good stuff. With a 4+ save and healing d3 wounds in each of your turns he's more resilient than the average wizard, and her melee attacks aren't that bad either. Her unique spell can give +1 to hit in melee for a friendly '''BRETONNIAN''' unit, a nice simple and effective buff. She also lets Grail Knights reroll to hit if she's within 10" of them.  


'''Sacred Protector:'''
'''Sacred Protector:'''
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. JUST SO HE CAN COME BACK! All named diehard heroes are good but the Green Knight is possibly the best. 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.
A nasty, brawling, resurrecting Bretonnian Lord. Beautiful. He has to start in reserve, and needs a 4+ to deploy, but when you roll that 4+ you place him anywhere but 9" away from enemies. His damage is respectable, but his strength is that he is stupidly fucking strong. Seriously, 5 wounds is standard for Bretonnian Lords but he has a 3+ save ''that isn't affected by any modifiers''. He cares nothing for enemy rend, but he doesn't benefit from cover either. He also negates wounds or mortal wounds he suffers on a 6+.
 


'''Bretonnian Lord:'''
'''Bretonnian Lord:'''
A mounted General, designed to keep your guys from fleeing, while dishing 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.
A mainline mounted general, who should probably be your general if you aren't taking the King on Hippogryph. He can either ride a horse or a pegasus, the pegasus having a longer move and being able to fly. He has 5 wounds with a 3+ save, and rerolls 1s to save if he charged that turn. His melee weapon is decent - five attacks at 3+/4+/-1/d3 with +1 to hit if he charged and rerolls to hit against monsters. Finally, his '''Lord of the Realm''' command ability lets you re-roll failed charge rolls for '''NOBILITY''' units within 15". You can view this guy as a budget version of the King on Hippogryph; he does less, but he's much more reasonably costed.


'''Noble Champion:""
'''Noble Champion:'''
The anti-Battleshock peasant booster. An auto-include if you have peasants but aren't taking the King on Hippogryph, he is basically a support character but should his weight in with some Men-at-Arms or hold off an enemy unit long enough to get your Peasant Bowmen to safety if you need to. At 80 points, he's also the cheapest option for a Leader.
A cheap support hero who lets friendly '''PEASANTRY''' units within 6" use his bravery of 7 for Battleshock tests. Men-at-Arms and Peasant Bowmen normally have a mediocre Bravery of 4 otherwise. His sword's okay, nothing special, but does 2 damage instead of 1 when attacking '''DEATH''' or '''DAEMON''' units.


'''Noble Standard Bearer:'''
'''Noble Standard Bearer:'''
A strange choice, but he lets you re-roll Battleshock tests for ""NOBILITY"" units within 12"". Skip, your KotR should not be taking Battleshock that often, and your Bretonnian Lord/King/Banner upgrade should be with them anyway... why do you need this?
This guy's special ability is useless. He lets you re-roll Battleshock tests for '''NOBILITY''' units within 12", but you're running an '''ORDER''' allegiance army so you get that ability anyway as a battle trait... Perhaps you really want a speedy and expendable hero for 80pts though.


'''Damsel of the Lady:'''
'''Damsel:'''
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.
Comes on foot, horseback, or Pegasus-back. A fairly typical wizard with one cast per turn and one unbind per turn. Her unique spell, '''Divine Blessing''', is basically a 6+ Feel No Pain for '''PEASANTRY''', or a 5+ Feel No Pain for '''NOBILITY'''. Not bad. She can also heal 1 wound allocated to a '''BRETONNIAN''' model within 6", and Knights Errant re-roll ones to hit if they begin the turn within 18" of her. Altogether much more of a support character compared to her big sister the Enchantress, but if you can't have both (which would be ideal) then there's an argument to be made for just taking the Damsel. She's also pretty cheap at 100 points, which means a lot in a point-heavy list like Bretonnia.


===Battleline===
===Battleline===


'''Knights Errant:''' If you want rerolls to hit as well as numbers, take this. Slightly better than the average Knights of the Realm when boosted out by a Damsel but with less bravery. However they get less attacks than large units of knights of the realm and if the damsel dies then they also hit worse then them. Knights of the realm beat them out almost always especially in bigger groups and I don't recommend taking over the other options.
'''Knights Errant:''' Young and inexperienced Knights. Movement 10, bravery 5, two wounds and a 4+ save. Their Pendant Lances only have one attack at 4+/4+/-/1, but it goes up to 4+/3+/-/2 on the charge. Charging also lets them reroll 1s to save, so they really need that charge to get anything done. Thankfully your musician helps with that. And as mentioned in the Damsel's entry, they reroll 1s to hit if she's nearby since they want to impress the ladies.


'''Knights of the Realm:''' If you want attacks and bravery take this. The other average cavalry. They are better than knight errants with a damsel in larger groups but worse than them in smaller ones.  On charge they do an average of 2,27 damages per model only if you have at lest 10 knights in the unit, (and are the same as Grail Knights, but without rend), so keep them charging. A great way to keep them alive is to have a damsel with them casting mystic shield or blessing of the Lady depending on the situation.  
'''Knights of the Realm:''' Actual, full Knights; more experienced than the hot-headed Knights Errant, they have one higher Bravery and hit on 3s. While the Knights Errant reroll 1s to hit if there's a Damsel nearby, the Knights of the Realm do so if they have 10 or more models. They cost a little more than the Knights Errant though.


'''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> Nope, at maximum buff (30 models) they do an average of 0,41 damage per model, quite below average. However the unit of 30 near a Paladin would inflict 12.5 wounds while a unit of 15 Sigmarine Liberators would inflict only 10 wounds. 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.
'''Men-At-Arms:''' Basic peasant infantry. They each have 1 wound, a 5" movement, 6+ saves, and 4 bravery. Yeah, not good. But they're the chaff to the Knights wheat, and they're pretty good at it. Their '''Tower Shields''' ability lets them add 1 to save rolls if they didn't charge that turn, while the '''Rowdy Mob''' ability means they add 1 to hit when they have 20 or more models, and add 2 to hit when they have thirty or more models.


===Other===
===Other===


'''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. Better skip... However they do have a rend and against monsters they are the best since they do the same damage overtime as the charge which against a monster is 2,27. But often a unit of at lest ten knights of the realm can take out the monster on the charge. Recommended against monsters due to doing constant damage overtime, but against infantry  knights of the realm beat them out.
'''Questing Knights:''' The first of your elite knight options, these guys specialise in hunting monsters. Two attacks at 3+/3+/-1/1 with their greatblades, but the Damage goes up to 2 when attacking monsters. Unlike most of your other knights, they don't get a charge bonus to their attacks, but they still have shields for the reroll 1s to save on the charge. They also get to reroll charge rolls if there is an enemy monster within 12" at the time.
 
'''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).Can end up getting a 1+ to hit and are otherwise the best cavalry in your army. 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, except they they can reroll to hit (including the horses) and they also have a rend. However after the charge (like all other knights) Questing Knights beat them out in damage.  


'''Pegasus Knights:''' Fast flying cavalry. They have less attacks for wounds (again, an average of 2,27 damages per model) but can attack twice on the charge and are reasonably tough. 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.  Vexillors Deepstrike banner on a squad of concussors then charge both concussors and Pegasus Knights into the same Unit.  Concussors strike first to stop pile in moves then Pegasus Knights pile in twice to really hurt a deathstar unit.
'''Grail Knights:''' Your second elite knights option, and the same cost as Questing Knights. These guys' lances have two attacks each at 3+/4+/-1/1, but this goes up to 3+/3+/-1/2 on the charge, *and* whether or not they charged their lances get +1 Damage when attacking '''DEATH''' or '''DAEMON''' units. They also reroll failed hit rolls if you have an Enchantress within 10".  


'''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). Get 25 of them, add a Paladin nearby, sit back with your 4+ to hit and to wound with the option to reroll woulds of 1 and a one use only 104 shots. (Remember, the leader makes 2 shots with the longbow, not 1.)
'''Pegasus Knights:''' Your third elite knight option, costing more than the Questing or Grail knights - 200pts for three. They focus more on speed than damage potential with a 16" flying move, and each knight has two lance attacks at 3+/4+/-/1, going up to 3+/3+/-/2 on the charge.


'''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.
'''Peasant Bowmen:''' Archers with a 20" range, one shot each at 5+/4+/-/1 is not terribly scary and 200pts is a lot to pay for each sixteen guys. However, once per game, so long as there are no enemies within 3" at the time they can fire an arrow storm giving them two shots each, or three shots each if there are at least 20 models in the unit. 200pts is a lot to pay for sixteen of these guys. They do have two extra abilities which last until the bowmen have moved or have been attacked in melee: the flaming braziers give them reroll 1s to wound with their bows, and their defensive stakes inflict d3 mortal wounds to any charging enemy unit. Still too expensive for what they do.


'''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).  
'''Mounted Yeomen:''' Mounted peasantry, 100pts gets you a unit of five expendable chaff horsemen. They won't do much damage in melee or with their bows, but with a 12" move they can be useful as a screen, to tag objectives and so on. Best of all, after deployment but before the first battle round, they get a free 12" move which could be very handy to screen off potential enemy alpha strikes.


''Alternate take: Due 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.''
'''Battle Pilgrims:''' Peasant zealots who can carry around the Grail Reliquae. 80pts for six models. Their melee attacks are rubbish and their save isn't great... the Reliquae gives them +1 to wound, but they still won't kill things. It does improve their save though. If you want a cheap chaff unit, the Mounted Yeomen seem like the better option. However, if you want a dirt cheap unit to sit on an objective in your back field.... if you keep them in cover, they'd effectively have a 4+ save rerolling 1s and 2s, which isn't the worst thing ever. It's certainly cheaper than paying for sixteen Men-at-Arms or Peasant Bowmen.


===Artillery===
===Artillery===
'''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 unharmed 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.
'''Field Trebuchet:''' A surprisingly good unit, although the model is getting harder to find. Their crew is weak (obviously) but the real meat of the Trebuchet is, well, the trebuchet. A long 48" range, though it can't shoot within 12". Before you roll to hit, you roll a dice; if the result is lower than the number of models in the unit you are targeting, it's an auto-hit. It sounds complicated, but basically any units with more than six models are automatically hit. It has two attacks with a 3+ to wound, but the great part is the -2 rend and D6 damage. It does something like 4.6 damage on average, accounting for the unusual hit rolls. If the enemy is hiding, you can arc the shot (being able to shoot without line of sight but taking a -1 to hit modifier), although the usefulness of this is debatable. All in all, as long as you keep this thing protected it should be able to make back its 220 point cost, especially as it's one of two units with -2 rend.
 


==Army Building==
==Army Building==
The armies in this section are made without any named character. There is a limit to OP and bretonnians are well above it now!
===Catch me if you can===
This army use a very simple tactic and at 60 wound it's really balanced.
- 1 paladin
- 25 bowmen
- 10 mounted yeomen
- 1 field trebuchet


Put your paladin, your bowmen and your trebuchet as far as possible from your enemy.
This army is made using the Bretonnian Battalion box and some of the most common conversions/loose models you can find: Noble Champions.
Deploy your mounted yeomen as close as possible to your enemy.
Charge their warmachines/heroes/small wounds units with the cavalry while hitting hard with all the ranged attack.
Once they are done with the yeomen let them go near your archers and shot an arrowstorm.
Smile.


A variation of this concept could be substitute 5 bowmen for one Paladin Standard Bearer that will improve the Mounted Yeomen.


===Hear my neigh!===
'''1000 Point Battalion Box'''
Want some OP cavalry rage at 60 wounds?


- 1 bretonnian lord
- Bretonnian Lord on Pegasus (Leader) (140 points)


- 1 damsel of the lady on pegasus
- Noble Champion (Leader) (80 points)


- 5 grail knights
- 8 Knights of the Realm (Battleline) (220 points)


- 14 knights of the realm
- 16 Men-at-Arms (Battleline) (120 points)


- 3 pegasus knights
- 3 Pegasus Knights (Other) (200 points)


One simple rule: charge! Oh and don't forget that you can always make a retreat move in order to charge again next turn.
- 16 Peasant Bowmen (Other) (200 points)


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).
For a total of 960 points and ~$400, you too can have a Bretonnian army! This is a good base to expand your army in any direction you want/can find/can afford. General tactica is as follows: Keep your bowmen in range, and remember to use the Arrowstorm ability and their braziers/stakes. Your Men-at-Arms and Noble Champion should move together, with their main goal being to isolate a unit for your Knights of the Realm to charge over and over again until it's dead. Seriously, just throw a wall of peasants between that enemy unit and the rest of the enemy army. Your Bretonnian Lord and his Pegasus Knights should go wherever needed using their fun 16" FLY, either charging in to finish off weakened units or destroy back-line Artillery and support characters. As for traits and relics, the Obstinate Blade is probably one of the most useful (extra rend never hurts) but both of them are up to your individual play style. Don't forget Realm of Origin relics!


==Extra Advice ==
==Extra Advice ==
-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.
*Your knights need to charge. Most of your knights get bonus damage and better saves when they charge but afterwards their damage potential drops of significantly. Do whatever you need to do to get that charge. Don't forget your units' musicians, and use command abilities to reroll charges if necessary.
 
-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.  
 
-Paladins are a must in your army when bringing the peasantry. If you don't have a paladin your peasants will continue to have their lousy hit rolls and miss more than they hit. Furthermore they buff your nearby peasant bravery when they bring their banners, which their is no reason not to.
 
-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.


-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.
*Bringing the King on Hippogryph is not often a bad idea. He makes your entire 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.


- Bringing King Louen Leoncour is not often a bad idea. He makes your entire 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.
*Battle pilgrims can be converted from Chaos Cultist/Cawdor Gang bodies from 40k and Skeleton Warrior shields/swords from AoS. Although, you're really hitting new levels by kitbashing a proxy for an out-of-production, unsupported model...


==External links==
==External links==


Rules are here [http://www.games-workshop.com/resources/PDF/AoS_Compendiums/warhammer-aos-bretonnia-en.pdf]
Rules are here [http://www.games-workshop.com/resources/PDF/AoS_Compendiums/warhammer-aos-bretonnia-en.pdf]
Want to convert your Bretonnians to round bases? Here's a chart [http://havoc.holywarsgt.com/wp-content/uploads/2016/04/Warhammer-base-size-chart-V1.pdf]


{{Age_of_Sigmar_Compendium_Tactics}}
{{Age_of_Sigmar_Compendium_Tactics}}

Latest revision as of 22:33, 19 June 2023

Points are now in the GHB as of the 2019 edition, therefore you can use your chivalrous French dudes without having to show your opponent ancient texts saying it's okay.


Bretonnia Summary[edit]

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.

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.

Common Rules[edit]

Banners: Many units can take a banner which can give you rerolls to battleshock tests... which might sound nice until you remember that you get that anyway because you're playing an ORDER allegiance army. Well, may as well take it anyway just for the look of the thing.

Musicians: Your knights' musicians allow the unit to roll 3d6 instead of 2d6 when charging and discard one of the three, giving you more reliable charge rolls. Good stuff, because most of your knights really need that charge. Peasantry's musicians are a little different; the trumpeters instead give you +1 to run rolls and drummers +1 to charge rolls. Personally I would've guessed it would be the other way around.

Knight Shields: Most of your nobility get to reroll 1s to save on the turn they charged thanks to their shields, which is cool.

Bretonnian Warscrolls[edit]

The below list will be organized as GW tries to organize all armies, into Leader/Battleline/Other etc etc This is by no means a complete guide. Also due to the squatting of the army and the lack of Bretonnia players, this is mostly my experience combined with a heaping dose of Mathhammer.

Leader[edit]

King On Hippogryph: A good, if incredibly expensive, leader choice. He flies and moves 14" while in good health. He auto-passes Battleshock for all BRETONNIAN units within 24 inches. With ten wounds, a 3+ save and healing d3 wounds in each of your turns he's fairly tanky and his shield lets him re-roll save rolls of 1 if he charged that turn, as well as letting him unbind 1 spell per turn. His sword has six attacks at -1 rend d3 damage, and re-rolls failed hit rolls if the target is a HERO or MONSTER. The hippogryph chips in with one attack at -2 rend, d6 damage from its beak, and five 1 damage attacks. Finally, his command ability gives a 24" bubble of +1 to hit in melee for all NOBILITY units who charged this turn. Combined with his sword rerolls, this would make him a decent wielder of the Sword of Judgement from Ulgu - send him into a hero and he'll have six attacks hitting on 2+ rerolling 1s and 2s (rerolls before modifiers), doing d6 mortal wounds for every 5+.

Enchantress: A spell-casting, Lady-serving woman for your Knights to fight for. A solid spellcaster who can cast two spells per turn and unbind two per turn, and her Chalice of Potions ability means she can re-roll a failed casting roll once per turn. Good stuff. With a 4+ save and healing d3 wounds in each of your turns he's more resilient than the average wizard, and her melee attacks aren't that bad either. Her unique spell can give +1 to hit in melee for a friendly BRETONNIAN unit, a nice simple and effective buff. She also lets Grail Knights reroll to hit if she's within 10" of them.

Sacred Protector: A nasty, brawling, resurrecting Bretonnian Lord. Beautiful. He has to start in reserve, and needs a 4+ to deploy, but when you roll that 4+ you place him anywhere but 9" away from enemies. His damage is respectable, but his strength is that he is stupidly fucking strong. Seriously, 5 wounds is standard for Bretonnian Lords but he has a 3+ save that isn't affected by any modifiers. He cares nothing for enemy rend, but he doesn't benefit from cover either. He also negates wounds or mortal wounds he suffers on a 6+.

Bretonnian Lord: A mainline mounted general, who should probably be your general if you aren't taking the King on Hippogryph. He can either ride a horse or a pegasus, the pegasus having a longer move and being able to fly. He has 5 wounds with a 3+ save, and rerolls 1s to save if he charged that turn. His melee weapon is decent - five attacks at 3+/4+/-1/d3 with +1 to hit if he charged and rerolls to hit against monsters. Finally, his Lord of the Realm command ability lets you re-roll failed charge rolls for NOBILITY units within 15". You can view this guy as a budget version of the King on Hippogryph; he does less, but he's much more reasonably costed.

Noble Champion: A cheap support hero who lets friendly PEASANTRY units within 6" use his bravery of 7 for Battleshock tests. Men-at-Arms and Peasant Bowmen normally have a mediocre Bravery of 4 otherwise. His sword's okay, nothing special, but does 2 damage instead of 1 when attacking DEATH or DAEMON units.

Noble Standard Bearer: This guy's special ability is useless. He lets you re-roll Battleshock tests for NOBILITY units within 12", but you're running an ORDER allegiance army so you get that ability anyway as a battle trait... Perhaps you really want a speedy and expendable hero for 80pts though.

Damsel: Comes on foot, horseback, or Pegasus-back. A fairly typical wizard with one cast per turn and one unbind per turn. Her unique spell, Divine Blessing, is basically a 6+ Feel No Pain for PEASANTRY, or a 5+ Feel No Pain for NOBILITY. Not bad. She can also heal 1 wound allocated to a BRETONNIAN model within 6", and Knights Errant re-roll ones to hit if they begin the turn within 18" of her. Altogether much more of a support character compared to her big sister the Enchantress, but if you can't have both (which would be ideal) then there's an argument to be made for just taking the Damsel. She's also pretty cheap at 100 points, which means a lot in a point-heavy list like Bretonnia.

Battleline[edit]

Knights Errant: Young and inexperienced Knights. Movement 10, bravery 5, two wounds and a 4+ save. Their Pendant Lances only have one attack at 4+/4+/-/1, but it goes up to 4+/3+/-/2 on the charge. Charging also lets them reroll 1s to save, so they really need that charge to get anything done. Thankfully your musician helps with that. And as mentioned in the Damsel's entry, they reroll 1s to hit if she's nearby since they want to impress the ladies.

Knights of the Realm: Actual, full Knights; more experienced than the hot-headed Knights Errant, they have one higher Bravery and hit on 3s. While the Knights Errant reroll 1s to hit if there's a Damsel nearby, the Knights of the Realm do so if they have 10 or more models. They cost a little more than the Knights Errant though.

Men-At-Arms: Basic peasant infantry. They each have 1 wound, a 5" movement, 6+ saves, and 4 bravery. Yeah, not good. But they're the chaff to the Knights wheat, and they're pretty good at it. Their Tower Shields ability lets them add 1 to save rolls if they didn't charge that turn, while the Rowdy Mob ability means they add 1 to hit when they have 20 or more models, and add 2 to hit when they have thirty or more models.

Other[edit]

Questing Knights: The first of your elite knight options, these guys specialise in hunting monsters. Two attacks at 3+/3+/-1/1 with their greatblades, but the Damage goes up to 2 when attacking monsters. Unlike most of your other knights, they don't get a charge bonus to their attacks, but they still have shields for the reroll 1s to save on the charge. They also get to reroll charge rolls if there is an enemy monster within 12" at the time.

Grail Knights: Your second elite knights option, and the same cost as Questing Knights. These guys' lances have two attacks each at 3+/4+/-1/1, but this goes up to 3+/3+/-1/2 on the charge, *and* whether or not they charged their lances get +1 Damage when attacking DEATH or DAEMON units. They also reroll failed hit rolls if you have an Enchantress within 10".

Pegasus Knights: Your third elite knight option, costing more than the Questing or Grail knights - 200pts for three. They focus more on speed than damage potential with a 16" flying move, and each knight has two lance attacks at 3+/4+/-/1, going up to 3+/3+/-/2 on the charge.

Peasant Bowmen: Archers with a 20" range, one shot each at 5+/4+/-/1 is not terribly scary and 200pts is a lot to pay for each sixteen guys. However, once per game, so long as there are no enemies within 3" at the time they can fire an arrow storm giving them two shots each, or three shots each if there are at least 20 models in the unit. 200pts is a lot to pay for sixteen of these guys. They do have two extra abilities which last until the bowmen have moved or have been attacked in melee: the flaming braziers give them reroll 1s to wound with their bows, and their defensive stakes inflict d3 mortal wounds to any charging enemy unit. Still too expensive for what they do.

Mounted Yeomen: Mounted peasantry, 100pts gets you a unit of five expendable chaff horsemen. They won't do much damage in melee or with their bows, but with a 12" move they can be useful as a screen, to tag objectives and so on. Best of all, after deployment but before the first battle round, they get a free 12" move which could be very handy to screen off potential enemy alpha strikes.

Battle Pilgrims: Peasant zealots who can carry around the Grail Reliquae. 80pts for six models. Their melee attacks are rubbish and their save isn't great... the Reliquae gives them +1 to wound, but they still won't kill things. It does improve their save though. If you want a cheap chaff unit, the Mounted Yeomen seem like the better option. However, if you want a dirt cheap unit to sit on an objective in your back field.... if you keep them in cover, they'd effectively have a 4+ save rerolling 1s and 2s, which isn't the worst thing ever. It's certainly cheaper than paying for sixteen Men-at-Arms or Peasant Bowmen.

Artillery[edit]

Field Trebuchet: A surprisingly good unit, although the model is getting harder to find. Their crew is weak (obviously) but the real meat of the Trebuchet is, well, the trebuchet. A long 48" range, though it can't shoot within 12". Before you roll to hit, you roll a dice; if the result is lower than the number of models in the unit you are targeting, it's an auto-hit. It sounds complicated, but basically any units with more than six models are automatically hit. It has two attacks with a 3+ to wound, but the great part is the -2 rend and D6 damage. It does something like 4.6 damage on average, accounting for the unusual hit rolls. If the enemy is hiding, you can arc the shot (being able to shoot without line of sight but taking a -1 to hit modifier), although the usefulness of this is debatable. All in all, as long as you keep this thing protected it should be able to make back its 220 point cost, especially as it's one of two units with -2 rend.

Army Building[edit]

This army is made using the Bretonnian Battalion box and some of the most common conversions/loose models you can find: Noble Champions.


1000 Point Battalion Box

- Bretonnian Lord on Pegasus (Leader) (140 points)

- Noble Champion (Leader) (80 points)

- 8 Knights of the Realm (Battleline) (220 points)

- 16 Men-at-Arms (Battleline) (120 points)

- 3 Pegasus Knights (Other) (200 points)

- 16 Peasant Bowmen (Other) (200 points)

For a total of 960 points and ~$400, you too can have a Bretonnian army! This is a good base to expand your army in any direction you want/can find/can afford. General tactica is as follows: Keep your bowmen in range, and remember to use the Arrowstorm ability and their braziers/stakes. Your Men-at-Arms and Noble Champion should move together, with their main goal being to isolate a unit for your Knights of the Realm to charge over and over again until it's dead. Seriously, just throw a wall of peasants between that enemy unit and the rest of the enemy army. Your Bretonnian Lord and his Pegasus Knights should go wherever needed using their fun 16" FLY, either charging in to finish off weakened units or destroy back-line Artillery and support characters. As for traits and relics, the Obstinate Blade is probably one of the most useful (extra rend never hurts) but both of them are up to your individual play style. Don't forget Realm of Origin relics!

Extra Advice[edit]

  • Your knights need to charge. Most of your knights get bonus damage and better saves when they charge but afterwards their damage potential drops of significantly. Do whatever you need to do to get that charge. Don't forget your units' musicians, and use command abilities to reroll charges if necessary.
  • Bringing the King on Hippogryph is not often a bad idea. He makes your entire 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.
  • Battle pilgrims can be converted from Chaos Cultist/Cawdor Gang bodies from 40k and Skeleton Warrior shields/swords from AoS. Although, you're really hitting new levels by kitbashing a proxy for an out-of-production, unsupported model...

External links[edit]

Rules are here [1]

Want to convert your Bretonnians to round bases? Here's a chart [2]


Age of Sigmar Compendium Tactics Articles