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This is a guide to help people get more from their armies. I wrote this to help people get a quick overview of how to play a better game by giving some tactics and discussing how each of the phases of the game should be played.
It is my hope that this helps new players get their footing in the game and hopefully become a better player capable of competing even at a tournament levels. I also hope that it can serve as a bit of a reminder to old veterans to help raise their level of gameplay and show that things can be very deep and complicated.
What this is not intended to do is to be an absolute word on all things Bretonnia. This is to get your foot in the door and give you a solid base on how to play the game. It is YOUR job to take the army and make it your own. Do not let this trap you into just playing what I recommend. Take some tips but develop your own tactics. Play your game, not mine.
Lastly... Have fun! We are playing a GAME. Games are supposed to be FUN!
This section is dedicated to the the units in our armyand what they can be used for and what they can do.
For the LADY!
Unleashing the Full Might of Bretonnia. Tactica
By: Saint of Virtue (Nathan R)
There are 2 critical keys to playing with Bretonnia, 2
things that must always be kept in mind and I think are more important for us
than anyone else. The first is the
classic "Know thyself". This
goes far... FAR beyond such simple thoughts as knowing your units and will be
the first thing discussed. The second is
the compliment of the first "Know thy Enemy" discussed second and I
will finish with General tactics.
KNOW THYSELF
Ask yourself: "How well do I know this
army?". Do you just know the units? Do you just know how each thing performs? These are the type of things we will discuss
here. I will start with an in-depth look
at each of our units.
Knights of the Realm
(KOTR). This is the work horse of
our army.
Let's look at the stats. Decent WS. Average everything else. Whee.
Well, stats are not where they shine.
In fact it shows a glaring weakness to spells such as "Purple Sun
of Xerxes" and 'the Dwellers below"
Both such spell ignore the greatest strength about knights of the realm
which is our armor. They key component
is the WS here. It means that most of
the large chinsy horde units are hit on 3's.
This contributes to the hard hitting power of the lance on the charge
where we inflict most of our damage.
However in this day and age this alone is seldom enough to break heavy
infantry units. Other Cav stand less of
a chance if we charge and it is almost certainly a death sentence or at least a
break sentence due to the basic resolution of 4 going in. Even the mightiest knights in the game would
think twice about letting themselves be charged. Where our knights really shine is in the
survival section. The heavy armor
combined with the blessing of the lady means that most things will have a heck
of a time killing them. Or more
specifically... ALL of them. If even one
survives he can run away to deny the opponent valuable VP. Also one model is all you need to flank so
even 1 knight can be effective.
When combined with other units they can contribute much
needed kills to a combat. I highly
recommend flanking with them for extra resolution. When it comes down to it Knights of the realm
are our masters of combat resolution.
Hard to kill, reasonable point cost and the ability to cause actual
damage all contribute to this. One thing
to consider is that even without lances they get a grand total of 10 S3 attacks,
(as an interesting note this is the same amount of attacks a normal infantry
unit 5 wide gets minus champion). This
is usually enough to cause a couple kills.
Combine this with the static ranks and you have a unit that is often
quite hard to shift. Because of this
advantage I do not recommend fielding units smaller than at least 8 knights + character. Basically you get the same number of attacks
as the foe but you have better armor and often better WS. This often adds up to a winning fight.
With the advent of hordes and the return of larger units
even a unit of 12 is possible and decently effective. Will this break units that are 10 deep? Not immediately
but unless the unit is unbreakable there is a decent chance of breaking it
eventually through sheer perseverance.
Elimination of the enemy general and BSB will certainly aid this
endeavor. A common tactic of mine is to
charge an infantry unit about 25-30 strong head on. Consider the lances on the charge as bonus
kills and models you don't need to eliminate to remove steadfast. Also due to the small frontage only 5 models
will ever be in Base to base contact.
This limits the number of counter attacks that will be received taking a
full 30 attacks from a horde to a mere 15.
I list them as decent at fighting monsters because they are
cheap(ish) And due to the survival rating of these knights they often will win
combat, so barring stubborn they may break the foe. Also due to being Cav they are immune to
Thunder stomp and stomp. So just the
base number of attacks against WS4 and 2+ armor 5+ ward saves. Think that can break 3-4 combat res? Not often but if the monster stays you may
certainly be in trouble.
They also are quite good at being a character delivery or
survival service. Being difficult to
kill means that they provide needed bodies to protect the valuable
characters. They can make sure that the
lord gets in to cause damage or that the Prophetess stays alive. Make sure not to make the unit too expensive
by putting more than one hero in it because then it is just a target and will
draw TOO much fire.
My personal recommendation for this unit is 9 strong. Any less is ineffective, any more is just
extra bodies though another rank may be nice and would certainly have its uses. I prefer to keep my units rather cheap,
Around 250 as opposed to 325. That's a
whole unit of Peasant bowmen. Also run
them in tandem with the rest of the army, they only should be alone in small
games. I run them straight up the center
to bog down and injure the expensive
enemy units that live by numbers, or they target units with squishy characters
because their loss doesn't mean the game is gone. At the end of the day THIS is the unit I rely
on.
What are they good for?
Supporting charges, Holding up things, Elimination of fire support,
Bodyguard.
What are they ok at?
Combined charges, eliminating targets, Threats, Killing monsters.
What are they bad at? Prolonged fights with powerful foes. Armor piercing weapons.
Knight Errant (KE) I often consider this the throwaway unit.
First off what makes this unit different then the Knights of
the Realm? They are cheaper, have a
lower WS, a lower leadership, and are frenzied on the charge without the extra
attack. So in my book I count one advantage: Cheaper; and one that could go
either way: Frenzy charge. I often find
that the disadvantages to this unit are not worth the fact that they are
cheaper by 4 points. I know some people
swear that the immunity to fear and terror is priceless. It is nice, for a turn. Most things that cause fear are also
unbreakable, then the lower LD comes around and says they're WS 1. So why take them? Aren't KOTR better at everything? Well in order to get the FULL value out of
the Knights errant you need to consider the magic item section. They have a banner that has been tailored
specifically for them.
I never field a unit of Knights Errant without the banner of
errantry. This limits me to one per army
and in essence means that they cost about 22 points per model which is still
cheaper than KOTR. It gives them the
hitting strength of grail knights on the charge. It is due to this lone banner that their
purpose tends to be drastically different than that of the reliable KOTR. It makes them more likely to go flying off
after the enemy.
Once again let us look at their strengths which are similar
to the KOTR. They are pretty tough to
kill. Good armor and the blessing make
them tough to shift. That's where the
survivability ends however, they suffer against the more elite infantry of WS
4. Being hit on 3+ adds up quickly. Also only hitting on 4+ (Usually) against
most hordes means that they will kill less, which in turn makes them less
valuable at breaking after the charge.
In fact the only infantry that I recommend charging with Knights Errant rather
than Knights of the Realm are the ones that are elite enough to have WS 5. This is where cheaper comes in, you lose less
points when you would have lost the same number of models.
Where I find they shine the most is rather fluffy. Monsters and other large targets fear the
boost in strength to 6 far more than WS 4.
Giants can be hit and reliably wounded about 4 times in one turn of
combat with a single lance of 9. Once
again they enemy is reduced to just their attacks. No stomp or thunderstomp. At
the higher strength the very annoying Hydra gets no armor save, this helps
offset the hatred first round. Not only
are their lances more effective against large monsters but the higher strength
also means that monster infantry is a little more scared of them. (They score
NEARLY identical wounds to KOTR)
The higher strength also means that they often hurt other
heavy cav better than the KOTR. Most
heavy cav pack at least a WS 4 so the higher strength is useful. The problem with this tactic is that if the
enemy is within 20 you may try to make a nearly impossible charge and end up
close enough for them to counter charge.
Which will likely hurt. Their
unreliability hurts them here. Also due
to the unreliability of Knights Errant I do not recommend putting character
that you don't want to lose in the unit.
Now what I find their greatest tactic involves losing
them. I have often referred to them as a
"Fire and Forget Missile". Since I know they will charge at SOME point I
just ram the unit into the single most dangerous unit in my foes army. And by "dangerous" I mean dangerous
to my army not on a unit to unit basis.
This often involves a powerful wizard in the other unit. On the charge
they should remain in combat and may even win.
After that you simply hope they stay locked in combat for as long as
possible so keep the BSB and General near.
If it is a wizard then the knights just may kill it or wound it
severely. That's their points back right
there. After that it's just bonus what
they do. I find the greatest part is the
dilemma that it puts the enemy player in.
If he leaves them alone the KE may very well do enough damage to kill a
wizard, or break the unit especially if it was just a mage bodyguard unit. If he decides to flank them he exposes his
side and rear to the rest of our army.
If he chooses the 2nd option... Your unit is most likely dead but the
game may have just been won. And all for less than 250 points of KE. It is surprisingly reasonable to field them
at 12 strong if you plan on doing this.
Harder to shift with the extra rank means that your foe has a bigger
dilemma. If you think this is worth the
cost of 10 peasant bowmen is a matter of preference.
At the end of the day the key to using Knights Errant
effectively is in the deployment phase.
Deploy them across from what you want them to fight. Otherwise they will end up fighting what your
foe wants them to fight which is bad for you.
They MUST have a plan at the beginning of the fight. Are you going to try and run the flank? How about Right into the gut? Are they monster hunting? All of this MUST be decided when they're
placed on the table. Just make sure to
keep your throwaway unit cheap enough to throwaway.
How I field them: One unit, 9 strong, banner of Errantry and
Full Command. Either they Monster hunt,
flank or suicide.
What are they good for?
Supporting charges, Killing monsters, Distraction, Sacrificing
themselves.
What are they ok at?
Combined charges, Elimination of fire support, Killing Cav.
What are they bad at?
Prolonged fights with foes. Armor
piercing weapons, Staying in one place!
Men At Arms (M@A) The Bretonnian horde!
And the first of our lowborn units. Once again stats leave something to be
desired but 3 dramatically stand out.
WS, LD and the low point cost.
Again average I and low S show a weakness to certain spells which are
the most effective way of killing these guys.
The biggest thing this unit has is the incredible cheapness of this
unit, followed by the equipment. This
unit is our only viable horde unit and they are decent at it. They are packing decent armor, for light
infantry, (which is better against shooting) and with halberds they pack a
decent punch. Never underestimate the
power of large amounts of S4 attacks.
As our "go to" infantry unit in a non infantry
army I've found this unit to be rather unique.
Want steadfast? Go here. Want ranks to break enemy units? Here again.
The problem? They're not all that
good at it... By themselves. Their own
Leadership will seldom keep them around
so a nearby knight unit must be nearby to herd the peasants and keep
them in the fight. The knight unit must
also stay nearby to prevent panic tests.
Since they are slow compared to the rest of the force. This may present
problems with the knights going ahead.
The other problem is people tend to avoid them in favor of attacking the
knights, if they can't get in combat steadfast does nothing.
They do not fare well when fighting other horde units. Most others are cheaper and can afford more bodies
which lends itself to the M@A losing and breaking as soon as anything else
comes their way. Combine this with most
enemy units avoiding them and having lots of extra ranks doesn't not help this
unit all that much. Most infantry of the
same size will cut them down without a second thought. Fortunately if you're fighting an infantry
unit you should be much bigger.
A key thing about M@A is being able to take hits and lose
people without you caring. I often laugh
when my M@A suffer casualties and mock my opponent if he missed any
swings. Because of the need to be able
to take wounds I highly recommend fielding units with more ranks than they
need. I recommend you go for 5 ranks, 6 at most, in their typical formation be
it normal or horde. They are cheap
enough that the bodies are useful but make sure you don't spend too much on a
unit, Keep them cheap so if they break you don't lose much. In fact name one peasant Bob and challenge
your foe to kill him.
As for damage output there are 2 formations I recommend. The first is 7 wide, the second is full blown
horde. At 5 deep this is 35 and 50 M@A respectively. The
first formation grants you an impressive 14 attacks to the front because just
about every unit will be frontage 5 and the extra attacks from being frontage 7
instead of 5 helps counter the poor weapon skill. It has a wound absorption of 21 before
attacks are lost. 22 before they have no
ranks. This I find to be a cheap but
effective unit that is more designed for direct damage. It works great for supporting your flanks or
even throwing it in to bail out knight units.
I consider it a great unit to work as your reserves. This plays perfectly into the fact that they
are slower. By the time they catch up
they're needed. This plays into more
aggressive strategies very well. If you
are playing defensive you could also keep them in the flank and act like they
will flank any enemies that charge.
As for the other formation, horde, it certainly is not
practical to consider flanking. This
unit packs a whopping 30 attacks against a frontage of 8 or more. It has a wound absorption of 20 before
attacks are lost and 35 before all ranks are lost. And even if you suffer down to there you can
reform to absorb even more. The extra
attacks from a large frontage are often lost since you usually should not be
fighting a horde, but you do gain an extra 7 swings on average. Decent.
And if they decided to field frontage 7 wide for the previous reasons I
mentioned... You get 27 swings to their 14.
This is ideal for destroying enemy units, almost double the attacks
received. The benefit of this formation
is you often can out muscle non-horde infantry provided that they do not have a
WS5 or higher. Since the unit tends to
be unwieldy again deployment is key. Get them where you need them and keep them
there. This is a unit that I tend to
keep near the middle for leadership purposes, as well late game damage.
Another great use for them is in late game enemy units
should be weakened enough that even elite units with powerful characters will
not be able to break the large unit which will often be untouched. Even enemy hordes are fightable if you've
dropped a couple rocks into the middle of their lines. What this means is that while your knights
are great early turn fighters before they've lost enough wounds to neutralize
them, your peasants are excellent late game fighters where they can capitalize
on enemy units that have lost too many wounds.
There have been many times where things look bleak until my M@A hit and
then the day swings in my favor. Keep
them near the enemy but don't commit them unless you need them to grind the
enemy down, are capable of doing just that and the enemy won't annihilate them.
It is unlikely that the M@A will draw a lot of fire with
knights still on the table and if they do, well your knights are not getting
shot at. Still a key thing about the M@A
is the ability to take wounds. As such
anything that can be done to improve it late game when they reach combat
helps. Stat boosts are especially
effective, but perhaps the easiest thing is to give them the blessing. This is done by adding a damsel with the
prayer icon to a unit. This improves the units survivability by a lot. Which leads me to comment on the
effectiveness of a damsel in a M@A unit.
She won't be killed by shooting of course and most magic
won't touch her. But compare this to a
damsel in a knight unit. If the damsel
miscasts in knights it could kill a full 8 models in base to base which is most
of the unit. If she miscasts in a unit
of M@A if she is correctly placed on a corner the damage is 3 peasants in base
to base, 8 if it's the template and who cares if they all die? This lets you cast with less fear of a
miscast, it causes much less damage to your units. With magic being as powerful as it is being
able to try and get an irresistible force can be a powerful tactic. More on this in the Damsel section.
If they have the blessing then this becomes a legitimate
combat unit, at full strength capable of fighting just about every unit out
there. I highly recommend getting them
stuck in with units that are packing great weapons. Several monsters also suffer against the M@A
with the blessing though peasants are stomped and thunderstomped good and
dead. For the most part though they just
become better at what they did before just don't overextend them. Though they do become better at holding the
line.
How I run them: 50 strong. Banner, musician, damsel to give
them the blessing and to miscast for pure damage.
What are they good for?
Supporting charges, late game heroics, taking hits, wearing down foes.
What are they ok at?
Combined charges, Stopping charges.
What are they bad at? fighting bigger hordes, fighting high
WS things.
Peasant Bowmen (PB) The
Blind Hedgehogs... Yes, that's what I name my unit.
Bretonnina has its primary fire support provided by these
guys. Surprisingly cheap, they come with the range but lack power to crush many
targets. I'll cover their target
priority in the shooting section. If you
take a unit of these, go into the battle and expect them to kill nothing. Through sheer kills they seldom will earn
their points back but that doesn't mean that they are not worth taking.
It used to be just a gimmick and in many ways it still is
but defensive stakes have now turned out to be much more useful than at first
thought. They count as a fence according
to our FAQ. This means that the bowmen
have deployed soft cover for themselves and units behind them. In essence... This means that any unit
shooting at peasant bowmen has a -1 to hit.
Let me explain what that means a bit more. Elves shooting at Peasant
bowmen basically have the same BS. In fact the average BS 3 model will only hit
on 6's if you keep them at long range. Combine
this with the overall cheapness of the unit and they can reliably win most
ranged duels. I don't think I need to
mention how much the units behind appreciate the fence too.
It gets better too.
Stakes are still fences, which are obstacles. Any Cav unit, Monster Cav or Chariot has to
take a Dangerous terrain test if they charge our peasants, this could flat out
kill a chariot. And it gets better
still! In the first round of combat
enemies suffer a -1 to hit in close combat.
It just means they hit on 4+ due to the poor WS but that's better than
nothing. I personally find the dangerous
terrain test is a dramatic deterrent.
Most effective bowmen hunting units are Cavalry 5 wide, they may very
well lose a couple models before the fight even starts and for cheap bowmen
that's their points back right there. It
also may reduce the damage taken by enough so that the Bowmen may stay in
combat that round and are able to be saved in the coming rounds. Not only that but if you gave them braziers
they cause fear in cav as well.
Which brings me to unit size. I have only found 2 sizes to
be effective at all: 10ish and 20ish.
I'll talk about the 10 first.
What I mean by 10ish is that you could bump it up to 12 or even 14 if
you have a few points floating around.
The principle is that it's two lines of models, just don't make it too
big. Peasant bowmen are the only unit
that are effective when bought cheaply.
Take 10 M@A and you can't do anything... but 10 Bowmen on the other hand
can still do their job.
The job of the smaller unit is twofold. Fire support is nice
but not very damaging. Where this unit
comes into play is as a deployment. It's
a cheap unit that helps you see where your foe will be deploying. In fact I
rarely put any upgrades with the smaller units just to make sure they stay
really cheap. Knowing what is where
before you get to the power of your army is a wonderful advantage. And after deployment they still can deal
damage with their bows. I like to deploy
these at the far edges of my flanks.
The reason behind that is, most people don't consider them a
very great threat. Rightly so. But they will either ignore them or have to
send far too much after them. Either
situation is a win in my book. If they
are ignored that is 60 points that your opponent didn't kill so just by staying
alive the peasants have done their job.
If your foe sends things after them well that's one unit that is not
bothering your knights for a few turns.
It also would have to be a considerable force to truly shift the
peasants. A small unit of fast cav won't
cut it anymore. Even if you do lose them
it's not a big deal. They're dirt cheap
and unlike the bigger unit they function quite well as a throwaway unit.
As for the big unit it works a bit differently than the
small ones. It is deployed with actual
ranks usually 4 deep. Keep in mind there
is nothing stopping it from expanding for more shots if there are no
threats. This unit can still be deployed
on the flanks but one thing has changed.
It is now a decent threat. It becomes more likely that units will be
sent after them but it also becomes more likely that they can handle it. You also lose 5 shots a turn when ranked up
that wouldn't be lost in two units. I do
recommend a command on this unit, at least a banner. A unit this size can actually be deployed in
the middle of the forces and have a chance of survival. In essence you have changed the means of
survival that the bowmen have.
The smaller units survive because they are not a great
threat and are thus ignored. The bigger
unit requires that an actual combat unit be sent after them and if you deployed
correctly it will have to get through your powerful knight units. Not only that but who would bother sending a
combat unit after bowmen when there are the knight units around? Once again the fact that they don't cause
much direct damage plays into their favor.
It's just the bigger unit does cause more damage and may attract more
attention.
Speaking of attention, keep the big unit near the
knights. The little units are not as
critical to keep nearby since they draw less fire. As for actual characters the
only one I would even think about recommending for joining the bowmen would be
a damsel for many of the same reasons that she would be deployed with M@A. She works best when deployed with the larger
unit since the smaller ones tend to die to quickly and with a damsel they
become a valid target. It is not unheard
of for the damsel to grant the blessing to the M@A and then run to the
bowmen. With the bowmen she is
surprisingly safer since the unit is trying to avoid combat. It can be risky to keep your fire support
with your magic but it also can work well.
As for deployment this ties into the last option for the
bowmen. Skirmish which I would only consider for a small unit. Since the stakes
grant you the same defense against shooting why take it at all? Only 2 reasons. The
first is if you intend to move and shoot.
The second would be if you intend to place them into forests. In a forest they gain steadfast. I still counter with "If they're in
combat they're dead." So the only real reason would be move and
shoot. Which I find rather useless more
often than not. They already have long
range and if there are no targets in range then advancing is quite safe for
them. So I honestly can't recommend
having a skirmish unit.
So without skirmish the best places to deploy are in
buildings. They are steadfast in there
and have wonderful protection. The
second would be smaller units on the flank angled slightly inwards so they can
cover more of the center field. The
benefit being that this position is almost always useful and can be done early
on in the deployment stage. Larger units
I recommend more centrally based. Also a
unit in between the Treb and enemy fire support never hurt either. Since the Treb is taller and can fire over
the archers but it is still behind a fence and becomes harder to hit.
How I field them: At least 3 units of 10 no upgrades.
What are they good at? Being ignored. Being Annoying. Seeing
Deployments.
What are they ok at? Shooting to remove ranks. Shooting to cause panic.
What are they bad at? Fighting. Passing leadership checks because units flee
through them.
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