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Hi everyone, as the description says I am new to bretonnia.
Just a few questions I had:
Do you think it is best to use knights errant or knights of the realm?
Do you advise using a 3 by 3 set-up for knights or a 3 by 2?
Lastly, Do you advise the use of men at arms? (horde unit of 40 or 50)
Thanks Bretonnia FTW!!!!
While I am new to bretonia myself, what I've read on this forum and found out in short skirmishes is that the knights of the realm are more reliable then knights errants, the immune to psychology on the charge is nice on paper, but isnt much of a bonus in game and I believe KotR have slightly better stats (dont have the army book with me).Originally Posted by bennyjig
Cant tell you what is a better formation, no experience with that myself.
And m@a are best used in quite big blobs, they are best used to tie enemy units in combat (so called tarpit), giving your shiny knights the time to set up for a good charge and save the day.
Hope this is of help ;-)
For Lord and Lady!
Last edited by Leafblower; September 7th, 2011 at 06:41.
I would run KoTR in at least groups of 9. Lately, I've found 12 is a nice size to run. 12 allows you to take weather a turn or two of magic and shooting and still have a punch when you charge in.
I haven't had much success with M@A, but I try to run a group for 30-40 in a 6x5 or 5x8. I have trouble keeping them at pace with the knights to provide support for a weak flank.
With the 'new' age of big blocks, Im a fan of 'bigger is better'. 3x2, don't do it. The second you lose one you can no longer denie ranks. 3x3 is good but steadfast will prevent you from breaking most units. I run 3x4 and 3x5's mainly to hide heroes that pack punches and they look so good on the battle field too. Hordes of Peasants sounds good but usually become a burden more often then not. But they have their place, just a small window of opportunity though.
Those extra long flanks scare me, so most of my knights are 3x3. I have a couple 3x2's that I use to combo-charge. I keep the 3x2 cheap with no command (except the free champion!) It is much better to combo charge a 3x3 and a 3x2 than a 3x5. Do enough damage and the opponent does not stay steadfast for long.
Those "extra long flanks" are where your M@A's come in handy. Knights are doomed off the charge, so you advance them with your M@A's. It's how the army was written to work, just take a look at the Peasants Vow and how they're meant to stay near the Knights. Basically, the Knights move forward in their long blocks, with some decent units of 30-or-so M@A's guarding their flanks. Other Knight units can protect each other, as long as you "book end" your charges with M@As. Don't commit the poor peasants to combat because the enemy will target them and use the generated CR to send your Knights running as well, but as long as you keep your army phalanxed, your flanks are plenty safe.
What's strange is that despite Knights being so expensive, Bret armies run in this style are usually much larger than you'd expect. The fact that you save yourself 2 models per rank makes long trains of Knights very efficient. You figure that one rank of KotR is about 60pts, that's like paying ~10pts per model in a normal 5-6 wide unit. Not a bad trade considering the longer charge range, the lance on the charge, the extra armor save, they're a lot cheaper than Chaos Warriors (cheaper, not better, but cheaper) and who the heck is going to get 5 ranks of 10pt models?!
Basically, you don't play Brets because they're overpowered. You don't play Brets because you want a maneuverable army. You play Brets because you want to paint Knights, because they look cool, and because people say that the army is terrible and never expect you to table them with it (done it). Also, Brets are coming up with a new book in the near future, so you'll have that to look forward to. Last time I checked, a Knight looks like Knight, and Brets will always have lots of them, so it's not like the new book will make your collection obsolete - the only thing you might end up changing are the Peasants and if they give Knights a better weapon choice than the lance (can we have flails, please, flails would be great).
A tactic I've found works well is running M@A's forwards in units of 10 and keep my knights back just over 12" away, half the time my opponent charges the M@A for the easy kill, wipes them out and brings himself nicely into my charge range. I'm yet to lose a game when using this tactic
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V3xx also has a good idea which i have done. Blocks of 10 with no command are are good for flanking and charge diversions. I always have my foot backing up my knights. THey are always trying to catch up. But if the knights dont break them, the peaseants are usually there by the next turn or two to flank or provide support.
Brets have two phases you need to focus on, COmbat and Movement. Forget about trying to out magic people, its not going to happen, and you actually dont need it. I rarely take magic, maybe 1 level 2 damsel, under 1500, above that I will take either 2 levels 2, or a prophetess. Shooting is also IMO overrated (except trebs) always take those. Once you lock your knight in combat the archers have nothiong to shot, not to mention the low strength and poor BS on the archers.
Hope this helps.
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