BRETONNIAN 2,000 POINT GT '99 ARMY
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CHARACTERS
General (100) with Grail Virtue (15), Virtue of The Joust (15), Black Amulet (50), Armor
of Fortune (15), Sword of Heroes (60), warhorse (3), barding (4), shield (1) and lance (2)
265 Points
Hero (65) with Grail Virtue (15), Virtue of Knightly Temper (25), Tress of Isoulde (35),
Rending Sword (25), warhorse (3), barding (4), heavy armor (3), shield (1) and lance (2)
178 Points
Hero (65) with Knightly Virtue (5), Virtue of Knightly Ardor (30), Armor of Endurance (5),
warhorse (3), barding (4), shield (1) and lance (2)
115 Points
Grail Knight Champion (50) with warhorse (3), barding (4), heavy armor (3), shield (1) and
lance (2)
63 Points
Wizard Champion (118) with Rod of Power (25), Skull Staff (35), warhorse (3) and barding
(4)
185 Points
Wizard (56) with Dispel Scroll (25), warhorse (3) and barding (4)
88 Points
Subtotal: 894 Points
KNIGHTS
4 Grail Knights (180) with musician and Standard of Shielding (25)
205 Points
7 Knights of the Realm (273) with musician and War Banner (25)
298 Points
7 Knights of the Realm (273) with musician and Standard of Sorcery (25)
298 Points
Subtotal: 801 Points
COMMONERS 5 Mounted Squires (50) with spears (10) and shields (10)
70 Points
17 Archers
136 Points
6 Archers
48 Points
6 Archers
48 Points
Subtotal: 302 Points
TOTAL: 1,997 Points
Notes: I expect to see lots of Brets in tournament this year. They paint up great, and stand out if done well. They hold a special appeal to the judges as well; who doesn't like knights in shining armor? This army is relatively non-cheesy, with the exception of one hero who is built to go and get monsters and big, single models. It will have problems against Undead, but Brets always do, since Undead can't break.
Movement: Very fast. Brets are always very fast. This army only has a few small units of foot, and they should not move much. Everything else moves 8". There are four maneuver elements: Two lances of Realm Knights (led by heroes), a unit of Grail led by the champion and the general and a unit of mounted squires. Two of these in combination should be able to break almost anything.
Shooting: 29 longbows isn't a lot, but is enough to threaten chariots, the main bain of Bretonnian knightly formations. Defensively, the Knights have a great save, and will of course pray to the Lady before the fight. The only really vulnerable troops are the squires, and they will be skirmished.
Close Combat: Very dangerous on the charge. The knight units in concert can break almost anything, and one could damage almost any enemy. The squires' job is to keep flankers off the knights, screen the knights from enemy stalling troops, draw frenzied charges, and generally get in the way. The hope is to have more dangerous maneuver elements on the table than the enemy can handle, and keep charging until he's broken. Note that there is a hero in this force who can kill almost any single model in the game if left to his own devices. The general always hits with his lance on the charge and can also use the Sword of Heroes on tough targets. Two special saves should keep him safe. There will only be six models in the grail lance, and eight in each realm knight lance, but that ought to be enough. Eight knights can still attack just as much as ten, if you put the last two guys on the outside of the lance.
Magic: This army is weak magically. The magical strategy will be to keep spells off the knights for a turn while they set up to charge something, hopefully the enemy unit with the wizard in it. If the enemy wizard is dead, there won't be much in the way of magical opposition. The wizards might set up in a knight lance, but will most likely head into a woods to get out of sight and be safe.