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Thanks for everyone's help so far, here's ==My== list.
Bretonnian Lord-barded warhorse, shield KB Lance, Virtue of Knightly Temper, Armor of Agilulf
Paladin-barded warhorse, BSB, Virtue of Duty, War Banner
Damsel-warhorse, 2 scrolls
Knights Errant-9, full command, Errantry Banner
Knights of the Realm-8, full command, Banner of Twilight
Knights of the Ream-7, full command, Conqueror's Tapestry
Peasant Bowmen-10, skirmishers, braziers, musician
Pegasus Knights-4, musician
Grail Reliquae-13 additional Battle Pilgrims (19 total)
Grail Knights-6, full command, Banner of Protection
The general goes with the unit of 8 KotR, the BSB and Damsel go in the other. The general is set up to go after enemy characters while the BSB is pure combat res (with +6CR right off the bat they can run down enemies fairly easily I suspect).
What do you think? I'm still iffy on magic banners and character setups, but I'm fairly certain these are the units I want to use.
I am a huge fan of putting the Damsel with Grail Knights. She will confer Magic Resistance on the unit, which can prove critical against things like non-Khorne Chaos armies, non-Wood Elf armies, various Undead wizards, and anyone with the lores of Fire or Metal. You will find your grail knights die too early to be terribly effective if you run in to these without either two caddies or sticking the one you've got in that unit.
There are a few things I try to cram in every 2000 point list, and would argue the merits of. I don't want to persuade you to just play my list, so take the following with a grain of salt (but not the above, that part's pretty important! )
1) Hippogryf! It's fun to say. It's also a huge pain for most to handle, and like other monsters of its class can perform remarkably well both fighting rank and file units (by denying rank and getting a rear charge to cancel out the effects of flag and numbers) or hitting other very specific targets (opposing wizards hate flying monsters...) I can definitely get behind not running it until you hit 2250 points, but it's still really useful.
2) The trebuchet. I really enjoy having this thing available, for a couple reasons. The biggest reason is actually to kill dwarves, because it seems like every dwarf player loves to make that big fat unit of ironbreakers or hammerers and stash an obnoxious tricked out dwarf lord in it. Hitting this thing with any number of knights is usually just a waste of knights, so I just avoid it and toss rocks on it until it's more manageable.
3) Total cheater Knights Errant! My favorite setup is actually to make them 11-12 deep, and throw a paladin in there with the Virtue of the Impetuous Knight. Folks who've played against Bretonnians before will try to adjust their frontage to stay just out of your charge range until whatever tricks they use to level the playing field are in effect. It's very rude, surprising, and occasionally game-breaking when your hardest hitting unit randomly bolts a few extra inches.
I like the Hippogrif and I'd love to field a Trebuchet, but I'm trying to keep the army affordable and splurging on big metal models isn't conducive to a cheap army
Would I be better off dropping the GKs down to 5 and putting the Damsel in there, bumping the KotR to 8 each? I was considering giving ==My== Lord the grail vow and taking the MR3 item in addition to his virtue and full mundane, would that be safer for the GKs?
I have been considering using a Paladin for ==My== general (virtue of the joust and lance of artois) and upgrading the Damsel to a Prophetess. She generates more DD, can carry more scrolls, provides MR2 and may actually get a spell or two off with 5 PD to throw around. I was also thinking of the Verdant Heart to boost casting for the Lore of Life, which already has low casting values anyway. It wouldn't be overpowering magic, but it wouldn't exactly be expensive either.
Also, do you think it would be better to run more lances of 6 as opposed to 9? I only have 30 knights to play with, and I could get 1 unit of 7 KotR, 3 units of 6 knights, and 5 GKs to accompany the Damsel/Prophetess. Would that be better?
I actually only run 29 standard plastic knights in my list, though I do tend to swing a bit fat unit of Grail Knights around in every game. They are certainly too cool/useful to do without.
I would advise against running the Prophetess if you're playing competitive folk. If you're just tooling around having fun, I could definitely see the attraction and I think it would be highly amusing to see the look on someone's face when a Bretonnian player hits their dome with a Comet of Cassandora or something.
I don't think the paladin with MR 2 is really necessary, especially if you go with the Prophetess hilarity or run a second Damsel. Mostly I just think of all the units that need the Damsel's help, the Grail Knights are the best choice.
A lance of 9 is, in my opinion, definitely superior to breaking units in to lances of 6. As an army you really need to maximize your chances to not just win combat on a charge, but win in such an overwhelming fashion that your enemy must break and flee. Using any standard rank and file unit as an example...
6 Knights of the Realm hit the unit.
5 Knights swing (plus one unit champ) and they hit 4 times.
Wounding on 2s, you will wound 3.33 times.
At -2, light armor, shield, and hand weapon becomes a 6+ save. After saves, this will be 2.77 wounds.
5 Horses hit 2.5 times and wound 1.25 times. The above save reduces that to .625 wounds.
That brings your total to about 3.5 wounds, with a champion back (and they are usually ineffective...)
That said, now they have rank, rank, numbers, and possibly other effects like a magic banner or a lucky hit from the unit champ. They will be operating on leadership -1 or -2, which is VERY makeable, and that's only if they don't manage to draw or (perish the thought) WIN combat. Very messy. Compared to this:
9 Knights of the Realm hit the unit
7 Knights swing (plus unit champ) and hit 4.66 times
Wounding on 2s, you wound 3.88 times.
At -2 with above armor, saves reduce it to 3.24 wounds.
7 Horses hit 3.5 times, wound 1.75 times, and it's reduced to .875 wounds by saves.
This adds up to just over 4, with just the unit champ back on the knights. Again, typically ineffective (the odds say a unit champ swinging would be 0.069 wounds. Not so hot.)
Now during combat res, you have numbers, they have only one rank. Even with magic banners you've got them beat by a couple, and they're likely testing on a LD 3 or 4 instead of 7 or 8.
Mathematically again, the difference between testing on LD 3 vs LD 7 is thus:
LD3 will be passed 8.33% of the time.
LD7 will be passed 58.33% of the time.
That's a huge difference, and one you need to be able to count on with Bretts.