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==
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.
Fast Hard hitting Calvary, blobs of expendable peasantry, harassing mass shooting, and Trebuchets. That is Bretonnia in a nutshell. Being an older army means that Bretonnia has a wider range of units and playstyles when compared to the new Age of Sigmar Army Books. At its core, Bretonnia is a classic hammer and anvil style army. Large units of expendable peasants tie up your opponent's units, and hard-hitting calvary wipes them out. All of which is supported by mass shooting from peasant bowmen or trebuchets. Of course, all of this can be changed by playing all cavalry armies, all peasant armies, or once you start to take allied units from other Order Armies.
 
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==
If you are looking for a VERY mobile and surprisingly durable army with lots of variation, then Bretonnia might be good for you. Just be aware that their range of miniatures is no longer available, and they are not included in the main rulebook. So their life span from now on might be short.


===Leader===
==Bretonnian Warscrolls==


'''King On Hippogryph:'''
===Lords===
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.  
'''King on Hippogryph:'''
An excellent all-round commander who is nearly an auto-include in most 2000pt and higher lists. To start off with he stops battle shock for all Bretonnians within 24".(Great for peasants with a bravery of 4) His shield grants him the ability to attempt one dispel. Gains a slight advantage against heroes and monster with a re-roll on hits with his sword. Can heal D3 wounds per turn and buffs the already buffed up Nobility units of the army, giving most a 2+ to hit. On top of this, he is on a flying mount with a decent 3+ save rerolling 1s on the charge and a general statline somewhere between a standard hero and a dragon rider. One of the best generals around. An absolute beast of a character and one that works well with Pegasus Knights. Don't forget that his command ability also affects him allowing him to hit on two's when he charges.  


'''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.  
Don't mess with this woman. She can use magic twice per phase and can use her chalice one per turn to reroll a single casting roll. She loses pretty quickly in combat. But is otherwise pretty survivable healing D3 wounds per turn with a 4+ save. Finally, she buffs Grail Knights within 10" giving them to reroll missed hits in combat. A must have if you are using more than a single 5-man unit of Grail Knights. And her general buffs make her a very valuable buffer in most lists.  


'''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!
The Bretonnian hard-to-kill combat hero. The Green Knight can appear anywhere on the board on a 4+ up to 9" away from foes. Make him your general with the Reckless Command Trait and get a pretty good chance of making that charge the turn he appears. The Sacre Protector takes a lot of firepower 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. Note that giving him a Phoenix Stone for healing makes him nearly impossible to kill. He is a great tarpit that can slow down enemy units, kill war machines, or as a great distraction. He won't win against many competent melee heroes, 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.


=== Heroes ===
'''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 mounted General, designed to help your knights make their charges and harass monsters/heroes. His command ability allows all Nobility within 18" to reroll their charge rolls making much less likely for your knights to be caught flat-footed. Can come on a pegasus to improve your charging and reach of your command ability. Putting him on a pegasus to use for hero/monster/war machine hunting is usually your best option. Gaining fly and a 16" move makes him hard to catch, and a re-rollable 2+ to hit against monsters and heroes on the charge.
 
'''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.


'''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?
A decent combat hero who buffs the bravery of Nobility units, giving them the ability to reroll bravery tests. Only really useful if your knights get stuck in combat as they can reroll Bravery Tests on the charge with a banner anyway. He also has a Relic Weapon which deals +1 Damage to units with the Daemon or Death keyword. Make sure to remember that Seraphon Units count as Daemons as well!


'''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.
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:''' Your peasant hero. Same profile as the Noble Standard bearer except on foot. Allows peasants within 6" to use his Bravery when taking Bravery Tests and also carries a Relic Weapon. Not a whole lot this Hero but if you are taking a lot of peasants in smaller point games, he will certainly help them stay around.
 
===Cavalry (AKA Nobility)===
 
'''Knights Errant:''' Your most basic knight unit and cheapest knight battleline. For twenty points less than the Knights of Realm you lose 1 on your to hit rolls and 1 point of Bravery. Can rerolls 1's in combat if a Damsel is nearby, but the slight reduction in points doesn't really make up for the drop in quality from your standard knights. They can still get the job done against low armor infantry but need more support than Knights of the Realm.  


===Battleline===
'''Knights of the Realm:''' Your standard knight unit. Knights of the Realm(KoTR) hit and wound on a 3+ and deal 2 damage each (when charging). Take a block of 16 and they can reroll 1's to hit as long as you have more than 10 models in the unit. They are fast and hit hard, but suffer against units with high armor due to no rend. Use them to take out light armored infantry and monsters, but steer clear of elite units as if they get bogged down their killing ability drops drastically. Although, cycle charging with multiple KoTR units will help offset their low number of attacks.


'''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).
'''Questing Knights:''' Their Warscroll tries to sell these guys as monster hunters with charge and damage bonuses, but since Grail Knights do a WAY better job at it these guys will form your more elite fighting wall. Their great weapons mean they hit and wound on 3+ regardless of charging and have 2 attacks each (plus horse attacks). Think of them as super mobile Greatswords/Executioners/Sword Masters with a 4+ save rerolling 1's on the charge. Get them stuck in combat on an objective and they will fight the whole game. Support them with a shock calvary unit like KoTR or Trebuchet Fire and they will win a lot of fights. You can also support them with a Loremaster for re-roll to hit and wound goodness that makes these guys absolutely brutal.  


'''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.  
'''Grail Knights:''' Powerful elite cavalry, who (due to the change in GHB 2017) are a hard counter for daemons and undead armies. Like all knights Grail Knights gain +1 to wound rolls and damage on the charge. But they also carry relic weapons like the above Noble Champion and Standard Bearer meaning they gain +1 damage against undead and daemons. So on the charge each Grail Knight has 2 attacks hitting and wounding on 3's that deal 3 damage each to daemons and undead. A unit of 5 on the charge reliably kill exalted greater demons, mortis engines, and vampire lords on dragons. With the change Grail Knights have become your elite shock cavalry and one of the cheapest (and best) monster hunters in the game. Take the Enchantress with these guys for her aura giving them rerolls to hit, her blessing spell (for that 2+ to hit rerolling 1's), and arcane shield for a death star that even Archaon has to worry about.  


'''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.
'''Pegasus Knights:''' Fast flying cavalry. They have the same stats as your KoTR with move 16, 4 wounds, 2 attacks, and fly. Their damage output isn't anything to write home about, but their mobility means they are experts at taking down war machines and less fighty lords/heroes. Their 4 wounds also force your opponent to spend more than a little effort removing them. Alternatively, you can build an army around them as they can reliably get 1st turn charges with a general with Reckless or a Bretonnian Lord giving rerolls to their charge.


===Other===
===Footmen (AKA Peasantry)===


'''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.
'''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.


'''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.
'''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:''' 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.
'''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:''' 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.
'''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 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.
''Alternate take: Do 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:''' 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.
'''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.


===Artillery===
==Formations==
'''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==
'''Defenders of the Realm:''' A nobility formation giving you 3 heroes, 3 basic knights and an elite unit Knight. Also helps with wounding and standing fast. A slightly better than average formation. The formation allows you to preroll your battle shock on the charge which isn't that great, but in this list is completely worthless since knights can take a banner that does the exact same thing, and being AOS upgrades are free.(65 wounds minimum)
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===
'''Peasant Militia:''' Surprise, surprise a peasant formation. Gives you a paladin, 2 units of men-at-arms, 2 peasant archers and a trebuchet or Battle Pilgrims. Helps with hitting and bravery as a result when near others in the group. While short on heroes it makes up for it with great shooting and allowing the men at arms to have a 2+ rerollable to hit when having 30 men at arms and a paladin near. (51 wounds minimum)
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)
Don't think about any of this formations under 90/100 wounds: the advantages barely compensate the missing bonuses for having smaller units.
- 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.
==Army Building==
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.
The armies in this section are made without any named character. There is a limit to OP and bretonnians are well above it now!
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===
===Catch me if you can===
This army use a very simple tactic and at 60 wound it's really balanced.
This army use a very simple tactic and at 60 wound it's really balanced.


- 1 noble champion
- 1 paladin


- 25 bowmen
- 25 bowmen (they come in increments of 16, please correct this)


- 10 mounted yeomen
- 10 mounted yeomen
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- 1 bretonnian lord
- 1 bretonnian lord


- 1 damsel on pegasus
- 1 damsel of the lady on pegasus


- 5 grail knights
- 5 grail knights
Line 110: Line 103:


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).
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).
===Sir_Tuna's Peasant Archer List===
Want to make the sky turn black with thousands (400) of arrow shafts raining down upon your foe then this is the list for you!
- 2 units of peasant bowmen with 48 in each
- 2 units of 16 men at arms
- 1 field trebuchet
- a foot paladin
- 1 Empire general
- peasant battalion
Have the empire general as the general. Have the paladin in range of the archers. Put the men at arms in the front. Have the empire general use his command ability on the archer units. Declare arrowstorm. Remove kebabs and Win.
Author's note: The keyword for the empire general says FREE PEOPLES while the peasants have the keyword FREE PEOPLE. Check with your opponent to make sure this is okay before the game. HINT don't tell them your intentions before the game. Also you cant use the ability on the trebuchet.
Math: on average the peasant bowmen would do about 240 wounds on average combined. Although no rend. :(


==Extra Advice ==
==Extra Advice ==
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-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.  
-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.
-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 5" charge and lose the game.
-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 massed fire of them like can instant gib many heavy units or severely cripple them allowing other thing to deliver the death blow.
-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]
 
[[Category:Age of Sigmar]] [[Category:Age of Sigmar/Tactics]]
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}}

Revision as of 03:35, 31 July 2019

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

Fast Hard hitting Calvary, blobs of expendable peasantry, harassing mass shooting, and Trebuchets. That is Bretonnia in a nutshell. Being an older army means that Bretonnia has a wider range of units and playstyles when compared to the new Age of Sigmar Army Books. At its core, Bretonnia is a classic hammer and anvil style army. Large units of expendable peasants tie up your opponent's units, and hard-hitting calvary wipes them out. All of which is supported by mass shooting from peasant bowmen or trebuchets. Of course, all of this can be changed by playing all cavalry armies, all peasant armies, or once you start to take allied units from other Order Armies.

If you are looking for a VERY mobile and surprisingly durable army with lots of variation, then Bretonnia might be good for you. Just be aware that their range of miniatures is no longer available, and they are not included in the main rulebook. So their life span from now on might be short.

Bretonnian Warscrolls

Lords

King on Hippogryph: An excellent all-round commander who is nearly an auto-include in most 2000pt and higher lists. To start off with he stops battle shock for all Bretonnians within 24".(Great for peasants with a bravery of 4) His shield grants him the ability to attempt one dispel. Gains a slight advantage against heroes and monster with a re-roll on hits with his sword. Can heal D3 wounds per turn and buffs the already buffed up Nobility units of the army, giving most a 2+ to hit. On top of this, he is on a flying mount with a decent 3+ save rerolling 1s on the charge and a general statline somewhere between a standard hero and a dragon rider. One of the best generals around. An absolute beast of a character and one that works well with Pegasus Knights. Don't forget that his command ability also affects him allowing him to hit on two's when he charges.

Enchantress: Don't mess with this woman. She can use magic twice per phase and can use her chalice one per turn to reroll a single casting roll. She loses pretty quickly in combat. But is otherwise pretty survivable healing D3 wounds per turn with a 4+ save. Finally, she buffs Grail Knights within 10" giving them to reroll missed hits in combat. A must have if you are using more than a single 5-man unit of Grail Knights. And her general buffs make her a very valuable buffer in most lists.

Sacred Protector: The Bretonnian hard-to-kill combat hero. The Green Knight can appear anywhere on the board on a 4+ up to 9" away from foes. Make him your general with the Reckless Command Trait and get a pretty good chance of making that charge the turn he appears. The Sacre Protector takes a lot of firepower 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. Note that giving him a Phoenix Stone for healing makes him nearly impossible to kill. He is a great tarpit that can slow down enemy units, kill war machines, or as a great distraction. He won't win against many competent melee heroes, 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.

Heroes

Bretonnian Lord: A mounted General, designed to help your knights make their charges and harass monsters/heroes. His command ability allows all Nobility within 18" to reroll their charge rolls making much less likely for your knights to be caught flat-footed. Can come on a pegasus to improve your charging and reach of your command ability. Putting him on a pegasus to use for hero/monster/war machine hunting is usually your best option. Gaining fly and a 16" move makes him hard to catch, and a re-rollable 2+ to hit against monsters and heroes on the charge.

Noble Standard Bearer: A decent combat hero who buffs the bravery of Nobility units, giving them the ability to reroll bravery tests. Only really useful if your knights get stuck in combat as they can reroll Bravery Tests on the charge with a banner anyway. He also has a Relic Weapon which deals +1 Damage to units with the Daemon or Death keyword. Make sure to remember that Seraphon Units count as Daemons as well!

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.

Noble Champion: Your peasant hero. Same profile as the Noble Standard bearer except on foot. Allows peasants within 6" to use his Bravery when taking Bravery Tests and also carries a Relic Weapon. Not a whole lot this Hero but if you are taking a lot of peasants in smaller point games, he will certainly help them stay around.

Cavalry (AKA Nobility)

Knights Errant: Your most basic knight unit and cheapest knight battleline. For twenty points less than the Knights of Realm you lose 1 on your to hit rolls and 1 point of Bravery. Can rerolls 1's in combat if a Damsel is nearby, but the slight reduction in points doesn't really make up for the drop in quality from your standard knights. They can still get the job done against low armor infantry but need more support than Knights of the Realm.

Knights of the Realm: Your standard knight unit. Knights of the Realm(KoTR) hit and wound on a 3+ and deal 2 damage each (when charging). Take a block of 16 and they can reroll 1's to hit as long as you have more than 10 models in the unit. They are fast and hit hard, but suffer against units with high armor due to no rend. Use them to take out light armored infantry and monsters, but steer clear of elite units as if they get bogged down their killing ability drops drastically. Although, cycle charging with multiple KoTR units will help offset their low number of attacks.

Questing Knights: Their Warscroll tries to sell these guys as monster hunters with charge and damage bonuses, but since Grail Knights do a WAY better job at it these guys will form your more elite fighting wall. Their great weapons mean they hit and wound on 3+ regardless of charging and have 2 attacks each (plus horse attacks). Think of them as super mobile Greatswords/Executioners/Sword Masters with a 4+ save rerolling 1's on the charge. Get them stuck in combat on an objective and they will fight the whole game. Support them with a shock calvary unit like KoTR or Trebuchet Fire and they will win a lot of fights. You can also support them with a Loremaster for re-roll to hit and wound goodness that makes these guys absolutely brutal.

Grail Knights: Powerful elite cavalry, who (due to the change in GHB 2017) are a hard counter for daemons and undead armies. Like all knights Grail Knights gain +1 to wound rolls and damage on the charge. But they also carry relic weapons like the above Noble Champion and Standard Bearer meaning they gain +1 damage against undead and daemons. So on the charge each Grail Knight has 2 attacks hitting and wounding on 3's that deal 3 damage each to daemons and undead. A unit of 5 on the charge reliably kill exalted greater demons, mortis engines, and vampire lords on dragons. With the change Grail Knights have become your elite shock cavalry and one of the cheapest (and best) monster hunters in the game. Take the Enchantress with these guys for her aura giving them rerolls to hit, her blessing spell (for that 2+ to hit rerolling 1's), and arcane shield for a death star that even Archaon has to worry about.

Pegasus Knights: Fast flying cavalry. They have the same stats as your KoTR with move 16, 4 wounds, 2 attacks, and fly. Their damage output isn't anything to write home about, but their mobility means they are experts at taking down war machines and less fighty lords/heroes. Their 4 wounds also force your opponent to spend more than a little effort removing them. Alternatively, you can build an army around them as they can reliably get 1st turn charges with a general with Reckless or a Bretonnian Lord giving rerolls to their charge.

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. 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.

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: Do 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.

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.

Formations

Defenders of the Realm: A nobility formation giving you 3 heroes, 3 basic knights and an elite unit Knight. Also helps with wounding and standing fast. A slightly better than average formation. The formation allows you to preroll your battle shock on the charge which isn't that great, but in this list is completely worthless since knights can take a banner that does the exact same thing, and being AOS upgrades are free.(65 wounds minimum)

Peasant Militia: Surprise, surprise a peasant formation. Gives you a paladin, 2 units of men-at-arms, 2 peasant archers and a trebuchet or Battle Pilgrims. Helps with hitting and bravery as a result when near others in the group. While short on heroes it makes up for it with great shooting and allowing the men at arms to have a 2+ rerollable to hit when having 30 men at arms and a paladin near. (51 wounds minimum)

Don't think about any of this formations under 90/100 wounds: the advantages barely compensate the missing bonuses for having smaller 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 (they come in increments of 16, please correct this)

- 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

- 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).

Sir_Tuna's Peasant Archer List

Want to make the sky turn black with thousands (400) of arrow shafts raining down upon your foe then this is the list for you!

- 2 units of peasant bowmen with 48 in each

- 2 units of 16 men at arms

- 1 field trebuchet

- a foot paladin

- 1 Empire general

- peasant battalion

Have the empire general as the general. Have the paladin in range of the archers. Put the men at arms in the front. Have the empire general use his command ability on the archer units. Declare arrowstorm. Remove kebabs and Win.

Author's note: The keyword for the empire general says FREE PEOPLES while the peasants have the keyword FREE PEOPLE. Check with your opponent to make sure this is okay before the game. HINT don't tell them your intentions before the game. Also you cant use the ability on the trebuchet.

Math: on average the peasant bowmen would do about 240 wounds on average combined. Although no rend. :(

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