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EDIT: Some points costs were removed due to GW Copyright. - Spector
A brief backstory:
Our local GW store had the plug pulled around this time two years ago. Though we live nestled comfortably in a valley full of gamers, it hit us pretty hard and the aftermath left us with no clear store to frequent. The gaming group kind of splintered and went their seperate ways.
One of the former GW employees got a group called The131 (in honor of our fallen store, GW #131) together, and it basically reunited all our former regulars. Now that things have begun to pick up some steam, it has been determined that our first tournament hosted by The131 is to be Fantasy, 2000 points, and this weekend.
I'm notorious for being our only real Bretonnia player, and as such I've decided to go that route. This is what I'm currently looking at for the event.
The Green Knight
(130) Damsel, 2 Dispel Scrolls
(126) Paladin, General, Lance of Artois, Virtue of the Joust, Shield
(104) Paladin, Battle Standard Bearer, Virtue of Duty
(240) 9 Knights of the Realm, Musician
(225) 8 Knights of the Realm, Full Command, War Banner
(281) 12 Knights Errant, Full Command, Errantry Banner
(105) 15 Peasant Bowmen, Skirmished
3 Pegasus Knights
(270) 5 Grail Knights, Full Command, Valorous Standard
Here are a couple explanations.
The Green Knight - He's so totally worth his points value. Not only will he mop up at least 275 points worth of the enemy before the game is over, but the amount of time he'll buy tying himself up with units of shooty bitz is well worth that many points of knights from the bulk of my army. I find him especially useful against Wood Elves (for obvious reasons) and Dwarf/Empire gunlines. The only army I've been less than impressed with him against is Skaven, and even then he's a terror causing nuisance.
Paladin General - I don't like tying up points in characters, even in a Bretonnian list, but I do really like the combination of Virtue of the Joust with the Lance of Artois. You get quite a few opportunities to Killing Blow in there, which can be very handy against the hardier enemy characters. Failing that, he makes a good can opener for the really well armored stuff.
Paladin BSB - I think he makes a fine decoy without his own flag, personally. The Banner of the Lady is really the only thing that I'd ever want him to carry, and frankly 100 points is better spent on a pile of peasants or another 5 knights. It has been very useful to me in the games I've played it, but not as useful as 5 more lances on the charge.
Core Knights - I looooove (did I use enough o's? Expressing my love for this unit is difficult with mere letters!) the big unit of Knights Errant. I prefer one big unit to multiple smaller units because I want to get the most mileage from the Errantry Banner I can get. These guys shred basically any rank and file unit they hit, but they are really obnoxious hitting pretty much anything except trash units like slaves or goblins. I discovered the other day they have the hitting power to handle a Great Unclean One by themselves, which is pretty handy. The other units I prefer to keep seperate because I need to be able to charge as many core troops as possible to deny my opponent flank charges after I hit. The War Banner goes to the unit of 8 because they need the help more.
Bowmen - They exist solely to shoot enemy flyers or fast cavalry that harass my core troops. Occasionally they get a chance to shine by shooting at a lightly armored foe and causing them to flee, but generally they earn their points solely by letting my core units get the charge unharassed.
Pegasus Knights - I'm just trying these out, really. I've never had much success with them, but on paper they seem borderline necessary to handle things like war machines and shooty units. They're kind of like my backup Green Knight in that respect.
Trebuchet - It's more silly than useful, but I reasoned that it's going to be necessary assuming I run in to dwarves and have to start launching rocks on big fat units of Ironbreakers or Hammerers. It's a pretty popular thing around here for people to get a big unit of one of those and load it up with a nasty dwarf lord and every useful rune they can get, and frankly I'd rather just ignore that unit entirely and get my VPs by lobbing rocks on it.
I know I write too much, but if anybody is still here, your thoughts?
Last edited by Spector; March 23rd, 2008 at 03:36.
Overall a nice list. I like the Character selection. Look at loosing a Scroll for the Chalice though.
Id aim for units or 9 Lance. So 9 Errants w/ FC and Errant Banner, then 7 Realms with FC and Warbanner, have the Damsel central and the Paladin at the front here. The finally 8 Realms with FC and the BSB leading.
I dont think FC on the Grails is worth it, that combind with the Val.Std makes them very expensive. 5 is a good number though.
Possibly look at adding a 4th Pegasus, as well as a unit or two of Mounted Yeomen, 5 or 6 with Music. They are useful tactically, being fast cav.
I had been thinking about Mounted Yeomen, but the truth is a tad embarassing - I'm hurting for rent money at the moment and can't afford them! However, there are definitely arguments for not running them without monetary issues. As an example, the greatest strengths of fast cav (charge blocking and "free" fleeing) become less useful when your entire army has a 16" charge range. That said, I would probably still run them if only to misdirect Chariots away from me.
As far as characters in units, I've been setting up the general with the big unit, the BSB with the little unit, the Damsel in the Grail Knights (whoo magic resistance!) and the Errant don't really need the help.
Regarding the Chalice, I like having a second scroll because I roll dice all sorts of terribly. Any way I can minimize dice rolling is a good thing.
Well the tourney has come and gone, and I emerged with the Best General award. It was tons of fun, and the list was very solid. For those interested:
Round One: Breakthrough vs Slaanesh Beasts of Chaos
This is the only round I don't technically win, but I still got the full boat of bonus scenerio points. The biggest cause for catastrophe was when my Knights Errant became impetuous and charged a unit of rank and file, which fled. My failed charge left me in perfect position to be charged on the front by four minotaurs and on the flank by three chaos ogres and a doombull. Somehow, this unit managed to survive the brutality for a couple turns. The other major catastrophe was when I charged his giant with a brick of Grail Knights, which somehow missed him quite a bit. With exactly 5 wounds, the giant had basically one turn to beat me up. He got jump up and down, and killed all the grail knights, leaving an outnumbered and terrified Damsel to flee. He also caused Terror in my unit with the BSB, which promptly ran off the table (16"!) the rest of the fight went well, but those three units being murdered was just too much to overcome.
Round Two: Duke it Out! vs Empire
This one went really messy. He shot out a couple grail knights with artillery while I advanced around terrain, but the point where the game basically ended was on a botched charge on the opposite side of the table. I have two big units of knights on the right flank, one about four inches further up than the other. He had a big unit of knights as well, with a unit of pistoliers in the way of a charge he could declare. He decided he would charge the pistoliers at the unit further away, to make room for the big unit of knights to get a charge off. However, he resolved combats in the wrong order, and the unit further back broke the pistoliers and chased them down, colliding with his knights. This mess went about as well as you'd expect, and I run them down with zero casualties. This game also features my new record with artillery, as I killed 14 swordsmen with a single trebuchet rock.
Round Three: Traitor! vs Orcs and Goblins
This game was very competitive until about turn four when I started getting charges all over the place. My opponent rolled the spell WAAAGH!!! and refused to use his free army WAAAGH!!! until he knew he could reach me with both. When he went for it, I still had a dispel scroll. However, I didn't need it as he miscast and injured himself. This left most of his units a couple inches from my knights, which led to many, many charges and pursuits. His boarboyz with a boss ran down a unit of my knights and my peasants, but the rest of his army was deceased by the time turn six came around and I still had well over 1200 points alive and kicking. Of note is that both traitors died-- My traitor was overrun by grail knights, and his was 'Eadbutted.
For future lists, I'm going to try playing more peasants. I actually wish I could take a smaller unit of pegasus knights, as I only ever want them for charge blocking. It seems like every time I actually charge someone with them, they botch the combat entirely and wind up giving my opponent free wounds. My bowmen however always earn their points back and usually survive to claim a table quarter too.
Oh, and one more note: They outlawed the Green Knight (He will be missed) so in that slot I ran another unit of knights of the realm. They did a pretty good job, but they were nowhere near as fun.