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This Army is themed as a Defenders of the realm force. My lord calling up his knights and men at arms to defend bretonnia from her enemies. Hence no questing knights. The theme also alows me to field a balcend force of heavy cavalry, fast cavalry and infantry.
The lord and 1 damsel ride with the grail knights. (against reall magic opponents i can swap tress and Curiass for Holy Icon)
The BSB and other damsel ride with the 7 KOTR
Warhorse with barding
Lance of Artois
Virtue of the joust
Cuirass of Fortune
Tress of Isoulde
Paladin Battle Standard-124
Sword of might
Virtue of Duty
Chalice of Malfleur
7 Knights of the Realm-217
6 Knights of the Realm-168
6 Knights of the Realm-168
Defensive stakes, Braziers
3 Pegasus Knights-195
5 Mounted Yeomen-82
5 Mounted Yeomen-82
5 Grail Knights-220
Extra 250 Points
10 Knights Errant-241
This is the army ive started building. The knights errant give me an option to play in both 2000 and 2250 point games (the 2 sizes for tournements)
No trebuchet. Well i can't guess.
Oh and my lord is a f***ing beast. 4 attacks hitting on 2+ re-roll. Proberly wounding on 2s or 3's re rolling 1's And KILLING BLOW. IN play testing this guy has a 2/3 chance of killing a vampire lord with a cursed book nearby (a nasty combo used by my main opponents brettonian blood dragon army with lance formation argh). Oh and a 1+ AS
So tell me what you think my armies weaknesses are and any ideas to change it.
Last edited by Orstein; September 20th, 2005 at 09:27.
Core Choice Knights don't work extremely well by themselves, especially in small numbers. I'd consider dumping one of your KOTR units and placing 3 more in the other one. I like your General combo, however you'll only get killing blow on the charge so you might want to ensure you get it by placing another Knight, like the BSB with the Inpetuous virtue to get that extra D6 charge range. You're unit would have a charge range of 17-22 inches (the first time you charge). This gives me an idea, about the BSB and the General being in a unit of Grail Knights. You could then field a 5th character with your KOTR unit, but I usually put my extra Knight with Knights Errant (they need all the help they can get and it bumps up their leadership). I don't usually run a musician with my Grail Knights, because I don't normally see them running away from very much, or tieing combat. I always run my Pegasus Knights basic, I'd only run a Standard and Musician if I ran more than 3 of them. If your planning on leaving your peasents behind minimize them. You're opponent will have to devote expensive units most of the time to deal with them and by that time your units have turned around. Consider running a block of 16-20 Men at Arms to hold your flanks and absorb missile fire. I always field my Knights in multiples of 3, they get SB and Musician at 6, I consider magic banners at 9, at 12 a magic banner is a must.
Interesting as the guy at my local games workshop said the average size for knightly units is 6. These units while cheap still pack a punch yet i don't expect them to brake anything on their own. They will be used to combine charge with the grail knights or my other kotr. And i know the principle of 3. All my units end up (with characters being a multiple of 3 except the grail knights. But the way ive feilded them with the damsel in rank 2 actually means that every single gk gets to attack and at 38 points each you really want them.
Most of the time a unit of 6 will break, from missile fire or melee. After they've broken your left with a unit that probably has no standard, is probably missing 1 or 2 knights, and has lost the blessing. I would never put a magic banner in a unit of 6 for the simple reason that the cost of the banner won't benifit the unit enough to make it worth it. For instance the Errantry banner is like paying for another knight, so if I field 6 of them I'll get 6 attacks 1 rank at St4 unit strength 12. Most infantry units are between 16-30 models. I'd count on half of those reaching their target and killing, so against a unit of 20, 3 models die. They strike back to deal one wound. Combat resolution is 5-6 them, you take a break test at LD 6. Now with a unit of 9 dealing the same wounds with more attacks the tally comes to 6-4 your unit. Combat resolution is always something you can count on, how many kills your unit is going to get is not. More later, need to get going.
actually the small units of 6 have no magic banner. The unit of 7 becomes nine with damsel and bsb. The idea is that One of my 2 stronger lances (grail or realm with bsb) and a lesser lance charge the same units. Or the lesser lance charge an enemy unit to hold it up for a few rounds while the main lances drive through. Or the 2 smaller lances can charge together or with pegasus or Mounted Yeomen. Individually most of my units are small and weak. So combined charges is going to win me the game.
I wasn't really saying that you were taking magic banners in your 6 man squads, I think I was more highlighting a balance that I try to keep in mind how many points I'm putting into magical equipment as opposed to actual physical models. My army that I'll be running in a tournament coming up has a KOTR unit of 9 Knights full command with the War Banner. They are then joined by the BSB(virtue of Duty and Ladies Banner), a Lord (virtue of Confidence, Armor of Agilulf, and the sword that makes my opponent re-roll their armor save), and a Damsel. The cost of the unit as you can expect is quite high, but a unit of 12 strong Knights with magic resist 1, an auto challenge Lord that re-rolls everything, my opponents unit get's no rank bonus, and I get a combat resolution of +6 without counting outnumber it's not half bad.
would it be worth dropping grail knights alltogether and sticking with knights of the realm
You could try it, however my rule of thumb is to pick either Questing or Grail as my tack unit. Immunity to phsycology is great, but at a close second the Knights Errant are immune to fear on the charge. Because of the low ammounts of damage that KOTR and Errant deal out in Close combat having at least one character to ride with their units is a must. With your extra characters you should always be able to field a character in a unit of Knights.
Id love to add extra characters to my units but im strapped for points. Maybe i should drop a damsel and make the other scroll caddie. but i like the spell power
I've tried running 1, 2, and 3 spell casters in my army. I've found that 1 works best for me. I usually go with the Verdant Heart for the +1 casting that it gives me. When you've got so many mages in a battle in increases the chance of a miss-cast. I've had both really good magic games, and not so great ones. I don't rely on magic heavily, mostly for dispel power. A lot of times I end up using my casting dice to get rid of a remains in play spell.