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Post by Samwise on Mar 13, 2005 1:38:08 GMT -5
This one I don't think I'm going to start off all obnoxious and jerk-like. Just a simple:
Brettonians are a very cool army, Ben if you would be so kind I believe you know the most on them. Enlighten me a little. This army is vastly underdiscussed for how very cool it is. Personally i really like the Knightly armies in most games. Mostly because it's so unballenced. You have your 2+ armour save strength six on the charge knights at a value of what? maybe 20pts a pop ...and peasantry at what 4? 5pts/ model?
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Post by Warrior Ryka on Mar 13, 2005 20:10:08 GMT -5
Sam...stop please...
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Post by Samwise on Mar 15, 2005 23:35:30 GMT -5
Ryka shut up. this time i was actually trying to start a civilized conversation and you went and ruined it! now, let's get back to the matter at hand.
In the not so distant future Loren will spill out like a friggin waterfall and kill Bretonia with one swift blow! Ending revealed no more input needed, that's how it is was and will be.
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Post by SenatorGregory on Mar 16, 2005 0:56:27 GMT -5
wood elves dont deal blows sam, they deal wooden sticks with sharp points and girly whimpers
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Post by Warrior Ryka on Mar 20, 2005 0:22:12 GMT -5
Ryka shut up. this time i was actually trying to start a civilized conversation and you went and ruined it! now, let's get back to the matter at hand. Let's look at all the forums/topics Sam has ruined now....and that is a lot of times...
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Post by Rev. Ben Blythe on Apr 1, 2005 16:01:14 GMT -5
Yeah sam your origional comments are all correct. The major disadvantage of Bretonians is its lack of middle of the road units. Infact the closest to the middle of the road is the Knights Errant and they are just really exthingyve Empire Militia with shiny armour and a fast horse. They are only strength 5 on the charge and there is a chance they might charge for no reason.
To stop Bretonnians use units that don't break often (Slayers for one) and it will turn the 18pts/model knights into militia as they won't be stregth 6 and the lance formation will no longer work.
The only thing that is truly frustrating (maybe even broken) is an errantry list with a huge skirmishing unit of peasants. Like I said earlier Knights Errant might charge off for no reason if they can charge, this in effect gives you a free check for charge range at the beginning of your turn phase. Now imagine an entire army with this free check! Also, the Errantry List gets a banner that adds +1 strength to Errantry units on the charge, (making them strenght 6) furthermore as many units can take it as you want. There is a slight chance that you may charge when you don't want to, but add a Paladin to the unit and an army standard bearer (which you MUST take) and the likelyhood of your armies running around willynilly take a dive.
Brettonians are an amazingly fun list! They are so colourful and characterful. Also you can have any theme you want thanks to the provences (mine was evil from Mousillion, I was at one point thinking of having zombie knights and peasants).
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Post by SenatorGregory on Apr 1, 2005 19:00:23 GMT -5
ONLY STRENGTH FIVE!?!?!?
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Post by Warrior Ryka on Apr 2, 2005 23:18:24 GMT -5
Gasp! Those fiends!!!
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Post by Rev. Ben Blythe on Apr 5, 2005 18:40:26 GMT -5
Keep in mind that that is only the first round of combat, and if they charge. It sounds bad, but if you use Dwarf slayers or a unit that can take the initial charge then you are solid. Things like peasants that have stakes, they negate bonuses due to charging.
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Post by atomicant on Apr 7, 2005 11:57:46 GMT -5
Whilst Ben is right in a sense, the Bretonnian army is one that can be extremely effective if you can use them to their full potential. I was able to get a few games in before I left for Germany, and I talked to some experienced players in Nottingham about this army.
Firstly, almost all the knights are 'only' str 5 on the charge. Knights of the Realm and Knights Errant are str 3 base, +2 w/ lance. Questing knights are base str 4, w/ +2 heavy weapon (strikes last except on charge), so they have a str 6 on charge, str 4/6 every other round. Grail knights are just gross and are str 4 base w/ lances.
The real key to the Bretonnian army is positioning and movement, I think more so than almost any other army in WHFB. You are only going to have maybe 4 or 5 hard hitting units in a 2000 point game, with a whole lot of other nonsense. So you have to plan your game around getting in the crucial charges and then flanking for the ability to negate the rank bonuses of your enemies.
So, moving those nifty knights around with other units (pegasus knights, men at arms) to position your enemy into channels that give you the best possible charge outcome. If you hit an enemy unit, and don't route it within that first turn, you are most likely going to be done with. On the charge, a unit of 9 knights gets 7 lance attacks and 7 horse attacks, plus the extra champion attack and whatever characters you have. This can make the first round of combat very crucial. Second round, you get 3 front rank and 3 horses. Add to that the not terrifying initiative of 3 for most normal knights, and you are paddling up a creek without the proverbial paddle.
But, there are some fun tricks available. Some of the virutes are very nice (virtue of discipline is a good one for a small unit at only +15 points) and the lore of life is especially helpful to hinder enemy movement and help yours along.
Ok, rambling over.
adam
ps hello from germany. the beer is still good over here.
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