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Post by redknight on Sept 17, 2018 9:33:18 GMT
Good Work Sir.
I agree that Bretonnians are a challenging army to play.
I got smashed multiple times with them but I finally came up with a few good lists.
They are an enjoyable army, very unique and fun, even though they can be very repetitive and a little boring after a while.
Still loving them !
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Post by knoffles on Sept 24, 2018 20:29:40 GMT
This is done for the moment. I've added a breakdown of the posts in the initial entry (and the post numbers have also been added to each post) so people can go to the post they want more easily.
If anyone knows any other miniature companies, let me know and i'll add them to the post.
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Bluke
New Member
Posts: 44
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Post by Bluke on Oct 3, 2018 13:22:49 GMT
Magnificent, I look forwards to chewing through this.
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Post by gregwarhamsters on Dec 15, 2018 21:59:17 GMT
POST 14 - Buying your armyUnfortunately GW stopped selling the noble Bret's many moons ago so now you have to make a choice in constructing your army. I don't have any questing Knights or Grail Reliquae, what I do have is a nice little collection of mini's which hopefully will be fully painted by the beginning of the year (don't hold your breath) as the rank and file of this army is one of it's best features there's no reason not to buy it. Unlike other armies where the core is just there to make up the numbers KotR are actually quiet a good unit. To that end I believe I have a legally deployable army of 6000pts. I actually believe I'll be using pretty much all my collection to do so. I may have a Damsel (or two) on foot left over but not many of us can say the army they own is fully legal and table top ready. My other armies are usually swamped with more special characters, specials and rares than I can make use of. Greg
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Post by chaosreigns on Dec 24, 2018 7:20:07 GMT
Hey guys,
So I've played somewhere in the region of 8-12 games with Bretonnians at this point, after picking them up in late May/early June. I want to ask the Bretonnian players on this forum their opinion on a couple things -
First of all, what lance size do you guys find is ideal? On the one hand, having larger lances is great for breaking steadfast (although in some cases this ends up being irrelevant, if playing against undead or Dwarfs with the Master Rune of Groth One-eye), but I find that nine-man lances are far easier to maneuver, and multi-charging with two of them also yields more attacks than a single 12-man lance. It also means that you can lose one or two lances and it's not the end of the world, because it's fairly straightforward to fit four or five of these smaller lances in a list at 2500 or 3000 points. I'm curious to see what other people's thoughts are regarding the question of numbers.
On another note, how do you guys deal with armies that can charge almost as far, or as far, as our knights? I've had a lot of difficulty with this lately. One of the guys in our group runs cavalry heavy High Elves with a 12-man bus of Silver Helms with various characters and an auxiliary unit of Dragon Princes of Caledor, not to mention tons of flyers. Another of the guys runs the Warhammer Armies Project book for Albion, and despite being predominantly infantry they have a lot of monstrous units that move 6 inches and on top of that get re-rolls on failed charges as part of their army wide special rules, also adding D3 inches to the charge distance if they are within the auras of their combat lords and heroes. Of course, one answer is chaff, the importance of which I have been realizing increasingly lately, but does anyone else have any other input on this point?
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Post by knoffles on Dec 24, 2018 7:37:33 GMT
My play time with them is really limited so definitely take what I say with a large pinch of salt (and defer to Greg as he uses them a lot) but lances of 9-12 sounds spot on, depending on what you want them to do. I’d take both sizes in a list. 5-6 mounted yeomen will act as your fast chaff. Peg knights will give you your long range charge threat. You can also give one character the virtue that allows the extra D6” charge range (impetuous knight?) that should help give you the edge (and that can be combined with the banner of swiftness to boost it even further.
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Post by vulcan on Dec 25, 2018 0:16:08 GMT
I generally find one really big lance (usually Knights-Errant to keep the cost down) supported by smaller lances of more expensive knights works.
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Post by chaosreigns on Dec 29, 2018 4:31:53 GMT
Thanks for the help guys, that makes sense. I have a game coming up on the 31st (the next time my gaming group meets up) and I took the advice I got in this thread - I'm going to run a character bus with four ranks and three nine-man lances. I also finally have enough Men-at-Arms to run a 100-man block of peasants, so I'll be fielding that unit for the first time as well. I'll post the list up for review in the relevant thread.
EDIT: Has anyone used an Agincourt-style build in 8th edition or is it a relic of editions past much like the RAF Pegasus spam lists? I've seen a few people mention the Agincourt build in guides and on other forums but I've seen exactly zero people use actually use it in battle reports, or even post such a list on any forum. Anyway, I think I have enough models for something like that, so I'm going to give it a try, maybe even on the 31st if we have time for a couple games.
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Post by knoffles on Jan 27, 2019 10:48:13 GMT
Worked out that I could link individual posts in this thread, to the contents on the first page, so have now done that.
It should make navigating somewhat easier.
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Post by stallion12 on Jun 28, 2019 14:48:35 GMT
What do you guys do in smaller games against daemons?
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Post by gregwarhamsters on Nov 7, 2020 13:57:28 GMT
I’ve always wondered about the prayer icon, men@arms are a fairly new addition to my army (having sold the first lot in 6th as I thought them to be rubbish) anyway, I get the ward save from the damsel on say a unit of 25 (FC) M@A but for exactly the same cost (282points) you can have 51 men at arms which will most likely break your opponents steadfast.
Peoples thoughts?
Greg
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Post by FvonSigmaringen on Nov 7, 2020 23:29:17 GMT
You might be putting the cart before the horse here. I should think the Damsel with the Icon is not put into the MoA unit to make them survive longer - it is the other way around.
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Post by gregwarhamsters on Nov 8, 2020 10:27:57 GMT
You might be putting the cart before the horse here. I should think the Damsel with the Icon is not put into the MoA unit to make them survive longer - it is the other way around. So you’re suggesting it’s for the Damsels protection. Umm maybe but what value can this single damsel add? It’s already used it’s arcane item so it can’t be used as a scroll caddy. Sure there may be a couple of spells and of course the channel. It’s obviously an option so therefore the question would be is this an offensive or defensive tactic?
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Post by FvonSigmaringen on Nov 8, 2020 17:31:21 GMT
Well, this set-up may well be a left-over from earlier editions, where you could take Icon and scroll together, and which would indeed be more useful. As it is, you do get a lvl 2 Wizard with improved bunker protection, and she still can be used to get the Prophetess the spells wanted. Whether that is worth the points, is another matter. For a bunker, I certainly would not invest points in a champion or standard.
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Post by gregwarhamsters on Nov 8, 2020 20:32:49 GMT
I suspect it was an earlier edition maybe when dispel scrolls were common items, as listed in their book not the BRB. To support your theory I do remember running 4 dispel scrolls for 2 Damsels, shutting down my opponents magic phase then charging in!
Regarding the bunker though, the very nature of it is to keep it out of combat so if you’re going to stick a mage in a unit to protect it from being shot at why not stick it in a unit of peasant archers? Have them skirmish and you then protect them (a little) from any miscasts.
I’ve only seen people use the icon on units going into combat - and it’s their call after all but as you suggest there must be something extra to the 5++ as otherwise it’s not cost effective. The biggest bonus as you pointed out would most likely be the extra spells taken allowing the level 4 to be more selective and another potential channel.
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