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

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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 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.  


'''Fay 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.  
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.  


'''The Green Knight:'''
'''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.
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.


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'''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 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.
'''Damsel of the Lady:'''
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. 


'''Noble Champion:""
'''Noble Champion:""
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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?
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?


===Cavalry (AKA Nobility)===
'''Damsel of the Lady:'''
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. 
 
===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:''' 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 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:''' 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.  
'''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.
===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:''' 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.
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'''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:''' 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.
===Footmen (AKA Peasantry)===
'''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.


'''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.)
'''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.)
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''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.''
''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.''


===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:''' 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.



Revision as of 19:04, 23 July 2019

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 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

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.

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 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.

Leader

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.

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.

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.


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.

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.

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?

Damsel of the Lady: 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.

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 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.

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. Just below average surprisingly enough. 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.

Other

Questing Knights: Elite mounted monster slayers improved from the previous Knights. 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.

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.

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.)

Mounted Yeomen: Peasant mounted Archers who get a free move. They just about work as low wound warmachine hunters but suck otherwise. 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.

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).

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.

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.


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. 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!

Want some OP cavalry rage at 60 wounds?

- 1 bretonnian lord

- 1 damsel of the lady on pegasus

- 5 grail knights

- 14 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

-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.

-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 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.

External links

Rules are here [1]


Age of Sigmar Compendium Tactics Articles