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Bretonnian Warbands Review PDF Print E-mail
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Written by panMarek   
Wednesday, 11 April 2007

There were some modifications made to Experimental Bretonnian Warband for Mordheim within our gaming community. We tryied to fix the shortcommings which made Brets weak and make them fluffy and a little special.

I would be glad if you can share any comments.

Bretonnian Warbands Review

By Marek Dobrozemský, David Engst, Pavel Kraus and Martin Miller

version 1.32

1. Knight Errant Profile Amendment

M

WS

BS

S

T

W

I

A

Ld

4

4

3 3 3 1 3 1 7
2. Skill Table Modification

 


Combat

Shooting

Academic

Strenght

Speed

Special

Questing Knight +  

+

+ + +
Knight Errant +    

+

+ +
Squire

-

    +

+

 
3. New Special Rules

Riders
Bretonnian Knights count as having Riding skill. Bretonnian Warband starts off with one free Warhorse in a campaign.


Mounted Warrior
The most devastating is charge of a Mounted Knight. Years of training gave those mounted warriors steady hand, able to sow destruction among enemy lines from a horseback. Knight mounted on the Warhorse gains bonus +1 A when charging with spear, lance or sword of any kind. Their fast and natural movement in saddles does not provide much chance to aim shots at. Bretonnian Knights do not count as Large target.


Disdain
Bretonnians would never use Blackpowder weapons as they consider them unhonourable.


Peasant Hero
Archery is a favourit hobby of humble peasants, widely supported by Bretonnian nobility. Tournament winners might get to join their liege on his travels as Bowmen. Those exceptionally brave among them become renowned Heroes, source of inspiration and awe of all common Bretonnian folk. Bowmen advancing to Hero state (LGT) can select Shooting skills as one of their two Skill groups.


Knighting
Knights, travelling to seek an adventure, are accompanied by young squirs, sons of noble families, whose common dream is to become a Knight - a holy warrior, fighting the Evil for the glory of the Lady and seeking the Holy Grail. If a Questing Knight is lost, the most experienced Knight Errant takes his place, becomming a Questing, leader of Warband with relevant skills available. Also the most experienced Squire is then Knighted gaining the privileges of Knight Errant. Both promoted heroes keep their original profiles, of course.


Landlord
Every Bretonnian Knight can gain this skill, which enables him to recruit maximum of 2 bodyguards, either Men-at-Arms or Bowmen, which do not count against maximum of warriors in warband nor for the purpose of selling Wyrdstone Shards , as their Liege keeps them on his own expenses.

 

4. Adding Spear to the Knight's Equipment List
Spear ....................................... 10 gc
5. Hired Swords

Bretonnian Warbands can hire following Hired Swords: Elf Ranger and Bard, who by entertainment he provides every evening for the warband, can attract further warriors. Bard increases maximum size of Bretonnian Warband by +1.

 

Houserule related to mounted Models

Weapons description

Lance
...
Strength: As user

SPECIAL RULES
Strike first. A warrior with a spear strikes first in the first turn of hand-to-hand combat, even when being charged, as the length of the lance allows him to thrust it at oncoming enemies before they have a chance to hit him. Note that this only applies in the first turn of a hand-to-hand combat.
Cavalry weapon: A warrior must own a warhorse to use a lance, as it can only be used whilst he is on horseback.
Cavalry bonus: A warrior armed with a lance receives a +2 Strength bonus when he charges. This bonus only applies for that turn.
Unwieldy: A warrior with a lance may only use a shield in his other hand. He may not use a second weapon.

Related to swapping weapons see MHRRv7, Q&A:

Q: Can weapons be swapped during a combat?

A: No, with the exceptions of pistols and lances which may be exchanged for a different weapon after their first turn special attack.

Double-handed sword, hammer, axe, etc.
...
Cavalry bonus: Warriors wielding Double-handed weapons on saddles of their mounts strike last. When charging, they strike first however as usual for charging models. When oponent has similar advantage or disadvantage for striking order, they strike in initiative order.


Last Updated ( Friday, 13 April 2007 )
 
Discuss (10 posts)
Bretonnian Warbands Review Apr 13 2007 08:13
This thread discusses the Content article: Bretonnian Warbands Review


All it seemes reasonable except following. First, I don't thik it is good to enlarge warband with bodyguards. Bretonnian warband is aimed on arming knights instead of hiring new peasants. And it is doubtfull that free warhorse is good. It is too expensive and rare to give it for free!

Post edited by: Sir de Hotamart, at: 2007/04/13 10:15
Re:Bretonnian Warbands Review Apr 14 2007 21:03
First of all, thank you for comment Sir. I was already afraid that none cares about Mordheim..

Generally we wanted to make them stronger as they are week now. They suffer from:
Band limit 12<15.
Expensive knights which are same or worse in performance than other heroes.

Well as for bodyguards, respectively the Landlord skill:
Current Brets Warband was limited to maximum 12, which is great disadvantage as numbers count very much in Mordheim games.
My friends did not want simply to raise it, so they come up this idee. They also wanted to cut off hired swords pointing the fact that Brets never hire dogs of war in Warhammer.. Then it will lead you again to disadvantage as hired swords increase your numbers, so it needs compensation. Hired swords are generally strong warriors, so you have to compensate it again when allowing only numbers of pesants.

I understand, that if you don't buy these extra pesants, you can have armours etc. But, under current rules, armour is not worth of its price..
Until new rules review comes, there are most efficient warriors just with the hammer and dagger (and some bow)

Reinforced knights are ment to be able to stand dangeroes creatures like Ogres, Posessed, Vampires, .. otherwise you have nothing to face it with if Ogre ..etc were cut off..
Free warhorse to the beginning is 20% less of what Marienburgers are gifted, so I do not think it is too much. If you take all 3 Mercenaries (most ballanced gangs), each gets starting bonus: Reik BS4, Marienburg +100gp and Middenheim S4 warriors. So Brets can have also something, we'd say

Post edited by: panMarek, at: 2007/04/14 23:04
Re:Bretonnian Warbands Review Apr 15 2007 09:01
All you've said seemes reasonable, but while I was playing Mordheim(against Kislev, Vampires, Tombs, Lizards and Dwarves) my warband was strong! And small amount of warriors was not so great disadvantage! Now agreed on warhorse.
Re:Bretonnian Warbands Review Apr 15 2007 16:27
i also don't think the new rule for adding 2 more M@A's is good, we may not have the large force. Bretonnians never have large forces. also Squires are some of the best heros in the game IMO, there low cost means that ou can hire them with little to no problem, the only restriction is no more then you have Knights, but the best stratagy in all warbands is to take all heros you can, so they arn't bad at all.
the hired swords you allow i do like though as they make sence for us to have, we are the land of heros, why would we not want a bard to tell tells of brave heros. wood elf ranger, we of all other nations are the tree hugers best allies, so why would we not want to hire them.
Re:Bretonnian Warbands Review Apr 15 2007 21:17
To Sir de Hotamart:
Thank you for inspiring info. May I ask you how have grew and equip your warband?
It surprizes me that you weas superior to Dwarf. I bow of course to your skill. We consider Dwarf to be very uber (almost cheesy )
Re:Bretonnian Warbands Review Apr 15 2007 21:17
To Pervavita:
Believe me, numbers count. You have to test to rout earlier, your warriors fight to more enemy.. And knights are not any powerful than other warriors.
Well I said nothing against squires, they are totally equivalent to other bands "heroes of 3rd class" as I call them. Same price and stats like Youngbloods of Mercenaries. And of course yes, max out heroes is a must.
I am glad you like the hired swords (I wanted more allowed, but was overruled )

Post edited by: panMarek, at: 2007/04/15 23:36
Re:Bretonnian Warbands Review Apr 16 2007 11:02
Sir de Hotamart wrote:
All you've said seemes reasonable, but while I was playing Mordheim(against Kislev, Vampires, Tombs, Lizards and Dwarves) my warband was strong!
Interesting. Could you describe your typical dwarf warband? I play in the same group as panMarek and here, dwarves are feared and hated (which unfortunately does not grant us reroll to wound...). And almost never defeated. And with all the respect to their player, it is not because of his superior tactical skills.

About the landlord rule. I was also in the "just raise the limit to 15" camp, but I can live with the skills as well. As long as they do not stay on 12. Being outnumbered is a huge disadvantage. Generally it means that some of your models will be charged by superior number of enemies.
Re:Bretonnian Warbands Review Apr 16 2007 13:51
yes i know numbers count, what i'm geting at is that number of heros count just as much if not more early in the game. more hero's means more dice to role for loot. yes we don't have the numbers early on or latter in long runs as say skaven or O&G warbands but we still are a good warband if done right. raising the max number dosn't help us untill the warband has been around for a while, and that hods true to most warbands.
although i like the consept of raising the max number (my current warband realy could use it) i have to say it's not a huge priority, we are a vary hard hiting warband as it is. a Bretonnian war band uses the same basic stratagy as a Bretonnian army. a well placed charge by the knights into vital units/heros with archer support as cover and M@A's as support to tie down other models.
the one thing i wish we had was a magic user that i would realy love.... i think this could be a great addition, allow us 7 heros (we are the land of heros after all) and that one slot be reserved for a damsil, she dosn't have to have great spells, just a few good spells, as she would be an extra hero above what other warbands have.
spells that are comparible to the lore of life and beast from 6th ed.
a +1d6 move for all models withing 6in
heal 1 wound
bear strength for the damsil
living earth (combo of the spells that have trees and earth attack, this is due to the naturel lack of non bilding terain in the game)
wind that makes missile fire a -1 to hit withing 8in
just some ideas, i think this would help the warband a lot by giving it magic, allowing for more loot after battles and another hero above other warbands. you still couldn't raise the number above 12 unless you get the bard as posted in the origonal article or you get the halfling cook book.
just some ideas.
Re:Bretonnian Warbands Review Apr 16 2007 18:02
pervavita wrote:
yes i know numbers count, what i'm geting at is that number of heros count just as much if not more early in the game. more hero's means more dice to role for loot.

Yes, but Bretonnians already have an advantage here, because they can start with six heroes. However, two of the stronger heroes are WS3, i.e. weaker then their imperial counterparts. Why?

(Of course, it is because some spoiled adventure seeking noble sons are no match for battle hardened mercenaries, let alone nuns )


yes we don't have the numbers early on or latter in long runs as say skaven or O&G warbands but we still are a good warband if done right. raising the max number dosn't help us untill the warband has been around for a while, and that hods true to most warbands.

Well, I have seen dwarfs to come in 14 (with halfling cook) to the first battle and Middenheimers in 15. Witch Hunters can easily start in 12. The numbers can be high from beginning, and the warband which does not have them is disadvantaged. By the end of campaign, mercenaries and dwarfs can be about 20 strong (including hired swords). Personally, I prefer to give my models some adequate equipment. My Reikland typically starts at 9 or 10 models. But I also lose a lot.


the one thing i wish we had was a magic user that i would realy love.... i think this could be a great addition, allow us 7 heros (we are the land of heros after all) and that one slot be reserved for a damsil, she dosn't have to have great spells, just a few good spells, as she would be an extra hero above what other warbands have.

Now that would be too much. Anyway, what would a noble lady do in a ruined city?
Re:Bretonnian Warbands Review Apr 16 2007 18:19
pervavita wrote:

yes i know numbers count, what i'm geting at is that number of heros count just as much if not more early in the game. more hero's means more dice to role for loot.

Yes, but Bretonnians already have an advantage here, because they can start with six heroes. However, two of the stronger heroes are WS3, i.e. weaker then their imperial counterparts. Why?


thats my point Bretonnians get more heros then other warbands, even if a Knight Errent isn't up to par with some other bands heros it dosn't change that they have 6 (or atleast can start with 6) well others have 5, this means more gold for the warband after each game.

Well, I have seen dwarfs to come in 14 (with halfling cook) to the first battle and Middenheimers in 15. Witch Hunters can easily start in 12. The numbers can be high from beginning, and the warband which does not have them is disadvantaged. By the end of campaign, mercenaries and dwarfs can be about 20 strong (including hired swords). Personally, I prefer to give my models some adequate equipment. My Reikland typically starts at 9 or 10 models. But I also lose a lot.
yes numbers mean a lot at all stages, i don't argue that, this is why i like allowing some hired swords that fit fluff wise as i said before, i just don't know about uping the warband max size is resonable or accurate.


the one thing i wish we had was a magic user that i would realy love.... i think this could be a great addition, allow us 7 heros (we are the land of heros after all) and that one slot be reserved for a damsil, she dosn't have to have great spells, just a few good spells, as she would be an extra hero above what other warbands have.


Now that would be too much. Anyway, what would a noble lady do in a ruined city?

i don't know if that would be too much, Bretonnians are known for having heros more so then most nations in the warhammer world, so by allowing a 7th hero this could reflect that.
as for a noble lady in a ruined city? come now what kind of question is that? she is a damsil of the Lady, the god of the Bretonnians, it's like asking why would the Sisters of Sigmar be in the city. they are there for there god. even if you don't allow her as a 7th hero and allow her as an option for a 6th hero she wouldn't be bad with the right spells. if you take her instead of a knight then you lose a squire option, or take her instead of a squire. a magic phase would be nice.


as an alternative the Bretonnians could take one war hound per Knight and not have it count against the band size, this would give 3 extra units for the warband bringing it to 15, then with the cook book and bard you can raise the band even more. the warhounds wouldn't be to powerfull as they gain no experiance and fluff wise would make sence IMO
There are too many comments to list them all here. See the forum for the full discussion.

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