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Title: Important: Bretonnia Tactica


Steve The Rash - May 10, 2005 01:32 PM (GMT)
Greetings my Lords.I wrote this Bretonnia Tactica to help the new ones, remember the veterans and if anyone thinks to buy Bretonnia and wants to know more before he buys Bretonnia to help him and since there is no post like this i will try it.
So this Tactica will have as all others;


Basics & Special Rules
Characters
Core Units
Special Units
Rare Units
Magic Items
Magic (general)

So here it goes;



Basics;

Bretonnia is a land of noble knights and loyal peasants. Gather a war host is not an easy thing to do. A Bretonnian commander must first consider the various kinds of knights and other warriors he wishes to choose for his forces. Second, a canny commander (As Skaven) should also think carefully about how he deploys those Units on the battlefield if he wants a victory. Third, he must also decide how he will take advantage of those strengths while minimising his weaknesses during the turn of the battle. The key word is knight and you have plenty of them.And the word knight means speed and fighting capability, so your army has speed and good loyal to their king fighters.
Special Rules;


THE BLESSING OF THE LADY
Bretonnian armies have the luxury of a choice at the beginning of every game. If you wishe you can give up the 1st turn to the enemy and you will be grant your knights (and the Grail Reliquae), with 6+ Ward Save, which increases to a 5+ Ward Save against attacks of S5 or higher. If you take the Lady's Blessing is almost always worthwhile. The additional save for the Bretonnian Knights makes them far more survivable against the enemy's attacks, especially when you consider that taking the 1st turn is a gumble on dice, you may take the first turn or no. So the most clever thing is to take the Blessing or if you have to move quick your army to capture something.You can use the Blessing to avoid the wounds from your enemy’s war machines. But remember if you take the Blessing you must be care full not to flee or you will lose the Blessing.

THE LANCE FORMATION
The bretonnia cavalry (Only with Units with vows) can form the fearsome lance formation.This formation lets you to place your knights in ranks per 3 models, and the turn they charge the 3 front model and every model from the flanks can hit.So the majority of the knights in unit will hit.Also it’s a shield for damsels because you can place her on the second rank in the middle.You can use the fact that it takes only 3 ranks and charge your enemy with two units and manage to make more hits.But this formation has and it’s downsides.Because it’s 3 model wide and you have to have at least 9 models in the unit(Just more effective in charge) this makes the unit less manoeuvrable.

THE KNIGHTLY VOWS & PEASANT DUTY;


Knight vow.Very useful in the battle. You can move all your peasant infantry forward to screen the cavalry and if the panic and flee your knights won’t take panic test.

The questing vow is useful too because you can re-roll failed psychology tests.

The grail vow it’s a double-blade knife(Greek frace).Yes it makes you immune to psychology but it grants you with magic attacks which sometimes you don’t want to have.


AURA OF THE LADY;


It’s a nice rule. It grants your Damsels and Prophetess with magic resistance.(2) for Prophetess and (1) for Damsels.There are times when you need even the last dispel dice and this special rule can save you.


IMPETUOUS;


It can hit you where you hurt. This rule makes you to take a psychology test if you doesn’t declare a charge with Knights of Errant (if you are in charge reach.) and if you failed they will charge. So they will charge when you don’t want to. But it makes them immune to psychology when they charge.


DEFENSIVE STAKES;


It’s a good gear to protect your archers from the enemy. Any enemy unit which charge the archers loses all their bonus which takes on charge. But you can’t move them for the whole battle because the stakes will be removed.


PUREBREED WARHORSE;


Allows the cavalry not to take -1 for movement because of barding and this makes them more faster.

Steve The Rash - May 10, 2005 04:53 PM (GMT)
So lets get a look at the Lords and Heroes of Bretonnia.
For Lord choices you can take two.One as a fighter and one as a magic user.

Lords;

Bretonnian Lord; Relative cheap from other races for his profile. He has WS of 6, S&T 4, W 3, I 6, A 4 and Ld 9.Pretty much a normal fighter Lord. He has access on hippogriph and royal Pegasus which make the Pegasus no more 0-1.I usually take my lord on his warhorse on 2000 pts or 2500.He provides his army with ld of 9 and I think that knights of errant need it because of their low ld. The fighting capability of the lord I quite good. You can make him to attack with high strength (Questing vow armed only with great weapon and re-roll phycology tests.)but low survivability or the opposite(Grail vow makes him immune to phyology and has magical attacks.). If you mounted him on hypo he can go for war machine or character hunting but be careful because hypo has only 5 T and you enemy can cause damage very easy.Finaly I recommend him for general.


Prophetess; The only lord magic user in the bretonnia army. She has access to a barded warhorse and can be upgraded on 4th Lvl. Wizard.She knows the lore of Heavens,beast and life.Her low 8 Ld doesn’t make the best general so I recommend to put her on bigger games.She is a powerful wizard and with the magic resistance she can survive from enemy’s magic.

Heroes;

Paladin; The only fighter hero.You must have at least one as BSB for your army. He is quite strong fighter but when he is upgraded into BSB he loses the fighting abilityHe’s also good character to lead units of knights in combat and add to combat resoloution maximum +3 (of his attacks.).You can also make him attacker or defender in combat.

Damsel; The same as for Prophetess but with few exeptions. She can be upgraded on 2nd Lvl. Wizard and knows only the lores of Beast and Life.Use a least one of them in avery game.

That’s all for the characters of Bretonnia.
Please if I made a mistake correct me and tell me your opinion.

Steve The Rash - May 10, 2005 05:04 PM (GMT)
Knights of the Realm;

The most signature model in the Bretonnian army is the Knights of the Realm, and any Bretonnian army has to field at least one unit of Knights of the Realm.Their profile is in the middle in the army cavalry in the list.They can survive the battle without the help of a character.

Knights Errant;

Knights Errant are the youngest, most hot-headed Knights in Bretonnia. Immune to Psychology on the turn in which they Charge, Knights Errant can cause great damage in fear causing enemy units with high toughness combined with the banner of the Errant.These guys are the most cheap heavy cavalry available in the army.

Peasant Bowmen;

Peasant Bowmen are an extremely weak unit. Low Ld and weapon skill makes them to weak. But they still have role in a Bretonnia army. They can kill everything that has low toughness and armour but only in sort distance. Also the skirmishing ability has it’s uses as shield for most expensive units. In addition, Bowmen can set up with defensive stakes that make charging to lose their bonuses from charge.

Men-at-arms;

Men-at-arms are an extremely weak unit too. A unit of Men-at-arms with a Standard that is run down and destroyed doesn't grant any Victory Points for capturing the Standard, which means they work well as a sacrificial unit to lure enemy Units into position for a devasting charge with your knights(Also this makes them expendable because of their low points.). Also, if your knights get stuck in combat which they can’t win you can charge the enemy unit from the flanks and possibly win the battle. They have access to spear and halberd which makes them effective in more battles.

Steve The Rash - May 10, 2005 05:10 PM (GMT)
Questing Knights;


Questing Knights bear great weapons, meaning that they continue to strike at S6 every turn they are in combat and the Questing Vow means that these knights re-roll failed Psychology tests. For me they are the best cavalry unit after the Knights of Errant(I love these guys so cheap so powerful.). They can keep chopping the enemy into bits after the first round of combat.


Pegasus Knights;


Another new Unit; Pegasus Knights. As flying cavalry, these knights can fly high above the battlefield to hunt enemy war machines, stop March Moves, or make some serious damage on enemy’s flank. Each Pegasus Knight has a Unit Strength of 2, enough to have some effect in a flank or rear attack if fielded in groups of three or more. Expensive, these models are likely to be fielded in small units that will have to be protected from enemy missile fire, but their T4, 2 Wounds, and impressive Armour Save means that it is rather difficult to bring these flying knights down.

The Grail Reliquae;


The Grail Reliquae and Battle Pilgrims make up a unit very powerful.The special rules of stubborn and hate the enemy cancels their low ws. In addition, the Battle Pilgrims can gain the Blessing of the Lady! Combining the Lady's blessing with their armour, shields, and hand weapons, the Battle Pilgrims can form a unit that most enemy formations will find hard to crack. If you use them wise, Battle Pilgrims can tie up an enemy unit turn after turn, your knights to get into position for a flank or rear charge.


Mounted Yeomen;


Mounted Yeomen are mounted peasants which counts as Fast Cavalry,and gaining quite a few bonuses such as shields. If you put them light armour they will lose their fast cavalry ability.

Steve The Rash - May 10, 2005 05:26 PM (GMT)
GRAIL KNIGHTS;

Grail Knights are living legends which they have drink from the Holy Grail. They have 2 Attacks and WS5, making them one of the hardest-hitting heavy cavalry units in the game. Additionally, the Grail Vow means that their attacks count as magical, allowing them to deal with even Ethereal opponents. But they are to expensive on 38 points each.

Field Trebuchet;

The best stone thrower in the game after the stone throwers of dwarfs(if you add runes they are the best.).It has strength 5, up to 60” range and 4 crew which makes it more survivable. It can’t move but still it can pivot. It’s new model to Bretonnia army and it’s quite powerful.

Steve The Rash - May 13, 2005 09:02 AM (GMT)
MAGIC;

Well we are not the best spell casters in the world of warhammer but we can have items to cast more easier the lore of life.(Personally the best lore available in bretonnia army.)So with few words the best lore for your army if you don’t have the prophetess it’s the lore of life. This lore combines the defense with the attack. It has some spells which can take down some of your enemy’s models and spells which stop the enemy from shooting you. Also the beast is good for the enemy cavalry, swarms and monsters. The beasts can make your enemy’s cavalry, swarms and monsters turn and flee. Also you can rally your whole army in a turn. The lore of heaven it’s very good to soften the ranks of the enemy but prophetess can use it. The most spells has d6 strength 4 hits. That’s all for bretonnia magic.

Prince Cal - May 13, 2005 03:28 PM (GMT)
Quick point. The lore of life is so superior to heavens, I always like taking magic with my brets and I'm happy to be *forced* to take lore of life. The tactica as a whole is reasonable for someone who's only just started to play bretonians and it's fairly well written.

P.S Why have you changed your username.

Steve The Rash - May 13, 2005 06:54 PM (GMT)
Well to be honest i used to play few years ago with bretts.And i changed my name because now i belong to brettonian society.


P.S. I will post two more replys for the tactica one for magic items and one for virtues.

Murmandus - May 13, 2005 08:54 PM (GMT)
Well done, im looking forward to reading the rest of it. Its a good tactica and is a good read as well. :thumb:

@ztech - May 14, 2005 02:53 PM (GMT)
I don't like the lore of life: it's based on terrain like forest and water. I prefer having more flexible magic. If one of your spells needs a forest to be cast while there isn't even a forest on the board, it's just stupid. And even in the lore of beasts, some spells are useless under certain conditions. I take Damsels for magical defense, no more. Too bad there isn't a strictly defense-based lore.

@ztech - May 14, 2005 03:14 PM (GMT)
Huh... Steve... By some strange coincidence, some parts of your texts look pretty much like what is said in the following link:
http://us.games-workshop.com/games/warhamm...ics/default.htm


You should at least indicate where you found your informations...

Steve The Rash - May 14, 2005 07:11 PM (GMT)
My friend azteck, i have study a lot of warhammer and i mean it.I have buy, play and study all the warhammer races exept from ogre kingdoms.I know all the stats and all the special rules of each unit in warhammer world and i have read every source i could find, of course it' pretty much the same but the whole spirit is my thoughts.I have some thoughts same as someone elese and because i can't writte very well i took some help from the site so the tactica will be as posible easy to read it can be.Forgive me if i wanted to do something dood for this forum (Bretonnia).The whole tactica is my thoughts.I just wanted to put and some fluff in the tactica.

Goblit Skullhelm - May 15, 2005 06:54 PM (GMT)
Steve;


I know you're trying to help, but that's practically the same, and it's not just for fluff.

You could have just linked to the tactica on the GW site if you wanted to help.

Plagarism is bad. :fight:




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