Bretonnian Tactics
Written by Michael Hunter

Bretonnians are a very unique race, they are the single race that has extremely specialized troops, i.e. knights. If used correctly, you can completely wipe out the enemy in few turns. If they get sunk into a slugging match, you could be in big trouble.

KNIGHTS

These guys are obviously the core of your army. Quite often I don't bother fielding commoners at all, they just hang back behind the knights get slaughtered by flying creatures. Easy VP for your opponent.

Knight's Errant

For some reason, I get the impression that everyone thinks these troops suck. The basic statistics of a human, on a horse. However, there are quite a few essential differences. Knight's virtue, able to use the lance formation, lances, 2+ save with 8" movt., and the attacks of the horse itself. This is a pretty nice deal for 32 points. One combination you might consider is a unit of 9 knight's errant with a hero with virtue of noble disdain, carrying the errantry banner. There you have the perfect unit for taking out enemy archers and war machines. Against troops with basic toughness 4, however, these guys should be left at home. They're a pain in the ass to paint because their faces are out in the open, and they're peuter, so buying masses of them is not recommended for those of us with limited budgets. Just a small unit of 6 or maybe 10 errants is nice to have in a 3000 point battle.

Knights of the Realm

Your core troops. Decent line of statistics (WS4, S4) and lance formation make these guys quite deadly if they get into combat. Against armies like skaven or O&G where there are only a few troops with WS4, Knights of the Realm are really all you need to take in the form of knights. Conveniently, these guys happen to come in plastic. yay.

Questing Knights

These guys are pretty decent. 1 point higher initiative, 1 point higher leadership and immune to panic for 2 points is pretty nice. Against troops with initiative 3, these guys might come in handy, but those extra 2 points can add up. And they're peuter of course, so they cost the same (money-wise) as grails.

Grail Knights

I love these guys. WS5, ld9, and completely immune to psychology. That's terrific for human knights. Normally these guys deal with the elite troops of the enemy, they're quite a bit expensive though, and they die just as easy as your other knights so make sure that you give them proper protection

HUMANS

Men at Arms- These guys are okay. I wouldn't bother taking them in a 2000 point battle, but in 3000 or more, it's nice to have these guys to throw in as a second wave after the knights. Men at arms with halberds should stay on the offensive, they're good to help out the knights if they failed to break the enemy. Spearmen are good for protecting your archers from gutter runners and dark elf scouts and such. I know, these guys' statistics blow but don't downplay their significance. If you put a hero on foot in the unit with some decent magic items, they might actually kill some enemy troops (gasp!).

Squires (on foot or on horse) - these guys are great. Human statistics, but the ability to skirmish and have 18" march move for 10 points is terrific. These guys are the perfect screens for your knights; when time comes for battle, they can simply flee behind your knights, but your knights will just sit there thanks to Knight's virtue. They can also hunt down the odd warmachine, and harass enemy troops with bowfire (+3 points). Quite a steal for their point cost, these guys are great to have in your army.

Archers- Ability to use arrowhead formation is really invaluable. With BS 3, however, your opponent may gawk at how many dice you roll but he'll be laughing his head off when you only hit 4 guys with 15 archers. Against troops with T3 these guys do come in handy, they can't march move in Arrowhead Formation though, so oftentimes they just sit back while the knights charge forward and block their line of sight. They're nice to have to pick off gutter-runners and fanatics. If you put Betrand the brigand in the unit, your archers could become quite deadly with BS4.

CHARACTERS

General - Average human general statistics, however, the ability to get virtues can make your general quite a foe to be reckoned with. One of my favorite combinations is blade of leaping gold with knightly temper, preferably with banner of might on the unit. 7 attacks plus knightly temper. ouch.

Hero - For 65 points these guys can be quite deadly with virtues added on. With the appropriate magic items, you can fix your hero to fill any job. Character killer, rnf killer, helping out the unit he's in. If you put this guy on a pegasus, he's simply perfect for knocking off enemy war machines, or you could do the evil thing and equip him with nothing but heart of woe and plop him right in front of the enemy unit that you fear the most. That'll give your opponent something to worry about. These guys are extremely flexible, and very useful for their point cost.

Champions - The only reason I'd take these guys is for getting favors from Morgiana le Fay. They die just as easy as normal knights and are easy VP for the opponent.

Wizards - I know, our wizards kind of suck. Generally, I tend to go on the defense with my armies, unless you take Morgiana, it's better to take a bunch of low level wizards with dispel scrolls to counter your enemy's magic. Don't try to kill off the enemy units with your wizards, that's what knights are for.

Special Characters
(just the ones I think are worth taking at all)

Louen Leoncoeur - Strengths - Kickass virtue, nice looking model, some nice defensive magic items.
Weaknesses - No special save, sucky weapon and riding a hippogriff which provides a large target for enemy missiles and only has 3 attacks.
If you're going up against a warmachine-specialty army, (Dwarves, empire), don't take this guy. If they get first turn, they'll fire everything they've got at this guy. And he's just over 500 points, so there's an easy 5 VP for your opponent early on in the game. Against armies like chaos or O&G he can be quite effective with a base strength of at least 5 every turn. He's just a little too expensive for my taste however.

Repanse de Lyonesse - Strengths - great against magic-strong armies, acts as both general and battle standard bearer.
Weaknesses - Not too great on the offensive
She's a real steal at 310 points actings as battle standard bearer and general. Don't forget, she has one more magic item slot, if I were you I would pick a something with a special save. Her sword only nullifies magic items other than magical weapons, so she could end up dying hard and fast. Armour of protection or black amulet would be a good idea.

Reynard le Chausseur - Strengths - 3 attacks for a champion, get's two more from the dogs, has a cool weapon that is not considered magical, and gives squires knight's virtue.
Weaknesses - Dies like nobody's business.
This guy dies awfully easily, with just 1 wound and T3. Anything that doesn't provide an armor save will knock this guy off in two seconds flat. Still, he's a really nice deal for only 98 points and 5 WS4 S4 attacks total (including hawk and the hounds.) The spear is really sweet, if you wound an enemy they lose D6 attacks. That's pretty decent. I'd rather take a hero with T4 and 2 wounds, but in battles of 3000 points or higher, I'd highly recommend taking this guy.

Betrand the Brigand - Strengths - gives archer BS4, has a nice little magic arrow, and Hugo le Petit fires arrows with S5.
Weaknesses - These guys die pretty fast too.
This is one of the best special characters in the game for his point cost. He costs 83 points, and for +1 point, every archer in his unit has BS4. That's one hell of a deal. Plus he has BS5 and re-rolls misses (which won't happen to often) when shooting his longbow. His arrow is ideal for picking off lvl1 enemy wizards with only one wound, or if you're feeling really ambitious, a chaos knight. If it hits it automatically wounds with no armor save. Take out one 66 point knight with a 5 point magic item. not bad. Always put your bowmen of bergerac in arrowhead. 21 BS4 S3 arrows is nothing to laugh about.

Jasperre le Beau - Strengths - If he gets the charge, he can kill off almost any monster
Weaknesses - If he doesn't get the charge, he'll get squashed like a bug
This guy's lance is simply amazing. Adds +4 to your strength, does D3 wounds. If the number of wounds you did, plus the roll of a D6 is greater than 6, the creature dies. However, this guy is highly specialized, he won't be very good against normal troops. He's killed off a bloodthirster twice now, but I'd only recommend taking him in a 3000 point game, and only if you're certain your opponent is taking some kind of monster. Otherwise, it's a waste of points.

Green Knight - Strengths - Extremely difficult to kill, terrific statistics, special deployment rules, cool magic weapon, startlingly low point cost
Weaknesses - Easily broken This guy is disgustingly good for his poing cost. His stats alone are disgusting. S5, T5, ld10, WS6, I6. He causes fear, is immune to psychology, has a 2+ natural dispel, 2+ regeneration at the end of the close combat phase and a 2+ armor save of course. His horse has WS4 and S4, the green knight can choose between one attack doing D6 wounds with no armor save, or D6 attacks with an armor save. And there's his special deployment rules, but considering everything else he has, you should really okay that with your opponent before you deploy him right next to your opponent's warmachines ("hey! what's that guy doing there?"). Now these are all really strong points, but there's a couple things that can really screw this guy over. His main drawback is not being able to be in a unit and being subject to break tests. Remember, unless it is specifically stated in the description that he is not subject to break tests, than he still has to take them. And with no rank bonus or standard, this guy is likely to break if you charge a huge unit with a standard and +3 rank bonus. Also, he's extremely unpredictable. Once I charged a unit of 5 censer-bearers. First turn I rolled a 6 for his attacks. After that I never got above a 2. I'd recommend using this guy to help out your knights if they're bogged down in a slugging match, to take on lone characters or monsters just to tie them up, and to take out warmachine crews. Whatever you do, don't charge this guy into a full unit with ranks and all unless another one of yours is already there. He'll almost definitely break.

Morgiana le Fay - Strengths - awesome magic items, awesome spells, awesome mount, awesome special abilities
Weaknesses - hmmmmm...give me a minute. One of the most kickass characters in the game, at least in my opinion. For god's sake, you can turn your enemy's general into a frog! How cool is that? Her other spells are fairly decent, beguilement of blondel is good for gutter-runners and harpies and other units with very low leadership, doom of dol is great against dwarves and other guys with high toughness, I'd recommend dooming other characters with your general. Don't forget, it doesn't have to be in a challenge, it's just whenever you fight the guy. Mist of Chalôns is really just a kickass spell. Don't use it until you're already in combat, or if you're just about to charge. Spiteful glance is great fun, I'd only recommend using it in close range, unless you get total power of course, and with the frog familiar there's a pretty good chance of that. Always take the banner of sorcery in your army with Morgiana, all the more chance that you'll get that total power card. The Chalice of potions is disgustingly good, I mean good go d, it has a color for any army you might be fighting. The mirror's decent, and the girdle is pretty good (don't forget it doesn't protect you from bans). Her favors are deadly, her unicorn kicks ass, and although she has simply the suckiest stats in the game, the chalice can help her out. Really, truly a great character. Well worth her point cost. In 2000 point battle, ehh, I might just go with the usual wizard on defense. In a 3000 point battle, you better be taking her.

Virtues
(man this is getting long.)

Knight's Virtue, Questing Virtue, Grail Virtue (5, 10, 15)

These are pretty nice, normally I slap all my characters with questing virtue unless I'm going up against chaos or Undead or an army with a flying monster that causes terror. Still, 15 points is pretty expensive for being completely immune to psychology.

Virtue of Purity (4+ natural dispel) 15 points

Everyone seems to disregard the natural dispel part. Don't forget, this dispel can be modified by your opponent, and by you. It's pretty cheap though, and good when you're going up against armies with powerful mages.

Virtue of the Joust (auto-hit when charging) 15 points

Very nice for taking out enemy characters. Don't bother with rnf if you put this on your hero, get rid of the characters in the enemy unit with this virtue.

Virtue of Knightly Temper(for each attack that hits, you get that many more attacks) 25 points

One of the most disgusting things in the game in my opinion. Combined with Blade of Leaping Gold, your general will chop rnf into mincemeat.

Virtue of the Impetuous Knights (+D6" to charge)

Nice little virtue to make sure you get that all essential charge. Little expensive but definitely worth it if you're going up against cavalry with an 8" move.

Virtue of Valour (re-roll misses against opponents with higher strength than your own) 25 points enh. Not really worth the point cost, unless you plan on taking a monster killer character in your army, I'd rather take knightly temper.

Virtue of Discipline (re-roll all failed leadership tests) 10 points

I must be reading this wrong. If I'm correct, this little 10 point virtue is by itself, better than a battle standard bearer. You could take a 65 point hero and give him this virtue, he'll have better stats, a better chance of surviving, lower point cost, and re-rolls all failed leadership tests, not just break tests. Don't even bother with the battle standard bearer unless you take banner of the lady of the lake. sheesh.

Virtue of Devotion (completely immune to magic spells) 50 points

The only situation I'd recommend this for is against Undead armies. Curse of the years really screws up your characters, it's nice to know that while the rest of your unit might go kablooie, your general will still be there. Little expensive though.

Virtue of Knightly Ardour (counter-charge 4", highest initiative goes first) 30 points

Very nice. Very useful after you break that first unit and you're about to get charged by another unit behind or next to it to have that S6 bonus. Wee bit expensive, but really a kickass virtue when used correctly.

General Tactica

The Bretonnian Army tends to win big or lose big. If you get that charge and rack up that combat result, you'll most definitely break your opponent. If you get charged, you're screwed. period. The virtues can make sure that doesn't happen, and it is a given that you must recognize when you can or can't make the charge. A failed charge is one of the worst things that can happen to your knights. Against armies with troops that have higher movement than your own (chaos hounds, flesh hounds, flying monsters), mounted squires can act as a screen for your knights so you can charge them and kill them off before their reinforcements arrive. Archers are great for softening up enemy troops for your charge, and while warmachines are truly the bane of your knights, the banner, prayer, and chalice of Morgiana are more than enough to make sure enough of your knights survive to make that charge. One thing that is truly evil against Bretonnians is the crown of command. There are two ways of dealing w ith this. If it's skaven, you know they'll have the crown on the general. Take a hero in your unit with knightly temper, tress of isoulde and rending sword. There's a very good chance you'll kill off the general, and allow the rest of your knights to concentrate on killing off those rnf and racking up those combat points. Against empire, they'll probably put the crown on a unit of state troops with detachments, since the detachments benefit from the leadership of the state troops. With the virtue of the joust you'll automatically hit, and almost definitely wound (S6, yeah, pretty good chance). Great for taking out hero's and champions.

One extremely annoying thing I find when I charge is to charge a unit with tooled up character(s). I always try to take a character killer, so to speak, in every one of my units. I usually keep my general busy slaughtering rnf, so the heroes usually fill that character killer position. In my armies I have one unit head straight for the enemy's unit with the general in it. That one usually holds the hero with knightly temper, tress, and rending sword. 8-12 wounds is nothing to laugh about, especially for your opponent's general. With their general out of the way, the rest of your unit is free to murder their rank and file and break the unit. For the rest of your units which geared to decimate other less powerful enemy units, a hero with virtue of the joust ought to be sufficient to knock off any champion or hero they might have in the unit. Another important tactic is the using of squires/mounted squires as screens. Take five of them and place them a couple inches in front of your knightly units. Don't bother equipping them with anything, they are supposed to die. As your knights move up the field, the squires will take the brunt of the enemy bow fire (unless they have a hill, which you better hope they don't). It might be a good idea to take about 10-15 squires and give them a champion with the crown of command to make sure they pass their panic tests which they will be forced to take, but only in games upward of 3000 points. Otherwise the tactic becomes simply too expensive, and you would better spend the points on knights. Anyways, if the enemy you're facing has fast troops, like silver helms or flesh hounds, they won't be able to tie down your knights, allowing their bulky units to get the charge on you. The squires will take the charge, then you'll charge the next turn and wreck the flesh hounds or whatever your fac ing. With the squires as a screen you can move in as close as is necessary to be certain you'll get the charge. The squires can take the enemy's charge, or if the enemy is still out of range, you can simply have the squires flee behind your knights (who won't run because of knight's virtue) and then charge ahead with your knights.

I can't emphasize enough how essential it is to get the charge. Magic, arrowhead formation, and heroes on pegasus are all fine, but they won't win the battle for you. Quite frankly, if you don't get the charge, then you will probably get majorly screwed. Screens are effective, and virtues are nice to have to make sure you get that charge. Start practicing to guess your charge range, it took me some practice until I could finally begin to guess accurately whether or not I could make the charge. Your knights are some of the best troops in the game, make sure they survive long enough to get that charge, and if they do, you can be pretty sure that what you charge will break.

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