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.


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==
==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.


==Warscrolls==
==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==
 
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===
===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 (8.55 damage on average before saves) - 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:'''
A spell-casting, Lady-serving woman for your Knights to fight for. She can cast two spells and dispel one, and her '''Chalice of Potions''' ability means she can re-roll a failed casting roll (unless it's a two). She should normally be casting Mystic Shield on whatever you need to stay alive, whether it's Men-at-Arms holding off the enemy or your Knights who need to survive the return attacks after charging. She isn't terrible in combat either, with decent weapons and auto-shitting a mortal wound on an enemy unit within 3" if her 2D6 roll is higher than their bravery. A good choice to buff your army for only 160 points, make sure she keeps up with your Knights, but try to keep her out of combat for your own sake.  
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:'''
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 rend'', and if that doesn't work he negates the wound on a 6+. That includes mortal wounds. For 200 points, you get a deep striking surgical wall that can tie up a back-line artillery unit until it dies, or be a nasty roadblock for an enemy deathstar. For the same cost as Peasant Bowmen, he's pretty damn good!
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 mainline mounted general, who should probably be your general if you aren't taking the King on Hippogryph. He has 5 wounds with a 3+ save, does 6 damage on average before saves, and his '''Lord of the Realm''' command ability lets you re-roll failed charge rolls for '''NOBILITY''' units within 15". A very solid choice, who can be kitted out to fill a couple different roles. Give him a Pegasus if you want him to be faster and hunt back-line units, or leave him on the horse and put him in the thick of it. Give him the Obstinate Blade relic to give your Knights the edge they need, and maybe the Inspiring command trait if you want a budget King on Hippogryph for the peasantry.
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 as he lets friendly '''PEASANTRY''' units within 6" use his bravery of 7 for Battleshock tests. He can also be charged into the fray to help your Men-at-Arms or hold off an enemy unit long enough to rescue your Peasant Bowmen, but otherwise he's worth more alive.
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 Knights of the Realm 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:'''
'''Damsel:'''
Comes on foot, horseback, or Pegasus-back. She's less cast-y than an Enchantress, but can still cast/dispel one spell. Her unique spell, '''Divine Blessing''', is basically a 6+ Feel No Pain for '''PEASANTRY''', or a 5+ Feel No Pain for '''NOBILITY'''. She can also heal 1 wound allocated to a '''BRETONNIAN''' model within 6", and Knights Errant re-roll ones 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.
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:''' Young and inexperienced Knights. These guys are all 2 wounds, 4+ saves, with decent weaponry. Their Pendant Lances and Blades will do two attacks at 4+ to hit, 4+ to wound, no rend and 2 damage on the charge. And seriously, no Knights should be in combat after the charge. The Knights Errant do 10.16 damage on average, or 11.16 if you re-roll ones using their '''Eager to Impress''' ability, requiring a Damsel within 18" at the start of the phase. Their Knight's shields let them re-roll save rolls of one. These guys are also 20 points cheaper than Knights of the Realm, but their Bravery is a 5 compared to the Knights of the Realm's 6. These guys are more efficient in smaller groups, but don't forget your Damsel (and maybe a Banner Bearer).
'''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. These guys have the same base stats as the Knights Errant. They have 2 wounds, 10 inches of movement, and Pendant Lances and Blades. However, their special ability is different, and their Bravery has increased to 6. Their special ability is '''Massed Cavalry''', meaning they can re-roll ones if they have 10 or more models. Unfortunately they cost 220 points per eight models but each group of eight dishes out 12.16 damage on average. Doing some Mathhammer, their '''Massed Cavalry''' would increase their damage output by 2.67, meaning a group of 16 does 26.83 damage! A great investment, although at lower point values this would put a strain on you. Definitely more efficient in groups of 16, but they also don't have to take a Damsel with them to be useful.  
'''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 don't charge, 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. With this in mind, its (usually) better to run them in larger groups. They won't be dishing out crazy amounts of damage, but that isn't their job. Their job is to hold units in place while your Knights retreat, or to defend your Knights while they run down an isolated enemy unit. At 120 points they're also your cheapest Battleline option... unfortunate, considering these guys are surprisingly rare and expensive second hand. Make sure to get at least one unit of them, but with two units you have a lot more options. Two units of 16 for a cheap Battleline tax so you can load up on Grail Knights and trebuchets? Or one group of 32 to really bog down the enemy and protect your feudal lord? It's up to you.
'''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. 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 outpace Knights of the Realm or Grail Knights. Very specific and not the cheapest, but they may be worth it if you're fighting a monster-heavy army.
'''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 also count). Curiously, they 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 has. 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.  
'''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:''' 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.
'''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:''' No longer the beast they once were due to removal of +1 to hit bonuses and the '''FREE PEOPLES''' keyword.  A minimum unit of Peasant Bowmen does 3.16 damage on average, which really isn't great considering they cost the same as Knights Errant. However, their gimmick is the '''Arrowstorm'''; once per battle, they add 2 to their Longbow's attack characteristic, or 3 if there are 20 or more models in the unit. This boosts their damage to a little under 6 on average, almost 7 if you have the braziers. Speaking of, they can also take stakes and the aforementioned braziers, which grant D3 mortal wounds to enemies within 3" and re-rolling wounds of 1 respectively as long as they don't move from where they deployed. If they move, you lose the bonus. These can be powerful, as they aren't bad ranged units and can gimp a unit pretty reliably at least once a game. While sort of expensive and very fragile, an Agincourt strategy could work with these guys: Keep some infantry in front of them, charge the Knights around the sides, and then pop your '''Arrowstorm''' for devastating effect.
'''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 Peasant Bowmen who get a free move. They're deceptively useful; they don't do amazing damage, but their mixture of not-terrible-but-not-good ranged and melee weaponry means they can operate on their own. Which is good, because the most useful thing to do with these guys is to throw a group of ten on the table for 200 points, then use it to control your opponent. He's moving something scary up the board? Make your free move right into it's face and tarpit it for the next turn or two. Fragile warmachine being bubblewrapped? Move them, shoot it, charge it, tarpit it in that order. Although they're not gonna impress anyone, they seem to be pretty damn good at table control.
'''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:''' Elite peasants. They're the cheapest units in your army at 80 points, and actually put out 2.32 damage (only slightly below the Peasant Bowmen and Men-at-Arms). Defensively, they have slightly better saves due to their ability to re-roll 1s and 2s if the Grail Reliquae is alive, but the minimum unit size only has 9 wounds compared to Men-at-Arms' 16. These honestly might not be half bad; they're cheap, defensive, and only slightly more peasant-y and useless than Men-at-Arms. However, this bonus starts dropping off above 12 models or so; thirty Men-at-Arms cost 240 points and benefits from the '''Rowdy Mob''' special rule, while thirty Battle Pilgrims cost 400 points and only has one tier of the '''Inspired Fervour''' rule (add 1 to wound rolls if you have more than ten models). Keep them in mind.
'''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===
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==Army Building==
==Army Building==
The armies in this section are mostly theory, but there are some that are actually practical to convert/buy second-hand.
 
===The 1000 Point Battalion Box===
This army is made using the Bretonnian Battalion box and some of the most common conversions/loose models you can find: Noble Champions.
This army is made using the Bretonnian Battalion box and some of the most common conversions/loose models you can find: Noble Champions.


- 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.
'''1000 Point Battalion Box'''
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!


===Catch me if you can===
- Bretonnian Lord on Pegasus (Leader) (140 points)
This army use a very simple tactic and at 60 wound it's really balanced.


- 1 noble champion
- Noble Champion (Leader) (80 points)


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


- 10 mounted yeomen
- 16 Men-at-Arms (Battleline) (120 points)


- 1 field trebuchet
- 3 Pegasus Knights (Other) (200 points)


Put your paladin, your bowmen and your trebuchet as far as possible from your enemy.
- 16 Peasant Bowmen (Other) (200 points)
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.
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!
 
===Hear my neigh!===
Want some OP cavalry rage at 60 wounds?
 
- 1 bretonnian lord
 
- 1 damsel on pegasus
 
- 5 grail knights
 
- 16 knights of the realm
 
- 3 pegasus knights
 
One simple rule: charge! Oh and don't forget that you can always make a retreat move in order to charge again next turn.
 
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).


==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.  
 
-Noble Champions are a must in your army when bringing the peasantry. If you don't have a Noble Champion your peasants will probably break and run, and Noble Champions are only 80 points to ensure your 120 or 200 point unit actually does its job.
 
-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 5" 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 massed fire of them like 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 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...
*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==

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