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57 Posts
Discussion Starter #1
Hi there,

With the new edition here I thought I would try to find a way to play with my Bretonnians again. There is always a way ;)

Lords: 477
Bretonnia Lord 237
Barded Bretonnian Warhorse
Virtue of Heroism
Sword of Swift Slaying
Enchanted Shield
Grail Vow

Prophetess of the Lady 240
Lv4
Bretonnian Warhorse
(Lore of life)

Heroes: 239

Paladin 124
Battle Standard Bearer
Sword of Might
Gromril Great Helmet
Barded Bretonnian Warhorse

Damsel of the Lady 115
Lv2
Bretonnian Warhorse
(Lore of Beast)

Core: 1054

40 Men-at-Arms 227
Full Command

40 Men-at-Arms 227
Full Command

10 Peasant Bowmen 65
Braziers

10 Peasant Bowmen 65
Braziers

8 Knights of the Realm 216
Full Command

6 Knights Errant 127
Musician

6 Knights Errant 127
Musician

Special: 426

3 Pegasus Knights 175
Musician

8 Questing Knights 251
Full Command

Rare: 200

Field Trebuchet 100
Yeomen Craftsman

Field Trebuchet 100
Yeomen Craftsman

I still need to buy magic items to the mages; but I have 107pts over for that.

I am not completely sure about my Lord, as with only four attacks he could run rather short for his money.

My plan is to run two characters per large knight unit, have the knights go in the middle together with the Men-at-Arms on their flanks; maybe change to have the [email protected] in the middle and knights on their flanks. Pegs will do what they do best. The archers and the trebuchets will focus their fire so that my unit will have an easier time bringing down enemy unit. The Errants are there to get enemies flanks and try to protect mine. Will play the [email protected] with 5*8 or 10*4 depending on what enemies I am facing. They will have pole-arms for max effect of attacks.

I am open to suggestions of changes and tactics which you think/know works.
 

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My suggestion would actually be to have the knights on one flank, make sure they break that flank then come round to help the infantry who go into combat a turn later or something.
 

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Discussion Starter #4 (Edited)
Sounds like a plan, depending on what I'll run into I will consider that. Need a knight there to keep the Ld up on my lowborn.

The GK are rather expensive pts wise, they kill lots but they need a large unit to be worth it. Maybe in really big games.
 

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I actually just started working on building a Bretonnian army. For me, the Knights of the Realm just seem so much more useful than the Errant. I would trade the units of Errants for another 8 man unit of Realm Knights, but that is me.
 

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Discussion Starter #6
They are a better frontline unit, I am currently thinking haveing the KE as flankers for my larger lances. Some are telling me that it would probably be less worth it than having another unit that could kill stuff, but I'm not so sure yet.

I might change them for another lance, or combine them into a large KE lance with Errantry banner.
 

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Discussion Starter #7
The new list:

Lords: 533

Bretonnia Lord 237
Barded Bretonnian Warhorse
Virtue of Heroism
Sword of Swift Slaying
Enchanted Shield
Grail Vow

Prophetess of the Lady 296
Lv4
Barded Bretonnian Warhorse
(Lore of life)
Chalice of Malfleur
Ruby ring of Ruin

Heroes: 268

Paladin 124
Battle Standard Bearer
Sword of Might
Gromril Great Helmet
Barded Bretonnian Warhorse

Damsel of the Lady 144
Lv2
Barded Bretonnian Warhorse
(Lore of Beast)
Prayer Icon of Quenelles

Core: 1049

40 Men-at-Arms 227
Full Command

40 Men-at-Arms 227
Full Command

20 Peasant Bowmen 125
Braziers

8 Knights of the Realm 216
Full Command

6 Knights Errant 127
Musician

6 Knights Errant 127
Musician

Special: 426

3 Pegasus Knights 175
Musician

8 Questing Knights 251
Full Command

Rare: 200

Field Trebuchet 100
Yeomen Craftsman

Field Trebuchet 100
Yeomen Craftsman

It hasn't changed more than adding some Magic item's to the mages. I have 24pts over and I am wondering if I should let my Lord be more of a Challenger Lord again, a couple of extra points but able to kill a character or Champion when needed. Thoughts
 
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