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2000 pt list -Knights Templar

877 Views 2 Replies 3 Participants Last post by  Original_Insanity
Army Type: Bretonnia - Basic

Select
Name
Unit Size
Equipment
Type
Total



Damsel of the Lady
1
Hand Weapon; ; Dispel Scroll(x2); Warhorse
1H
130


Damsel of the Lady
1
Hand Weapon; ; Dispel Scroll(x2)
1H
120


Duke
1
Hand Weapon; Heavy Armour; ; Lance; Grail Vow; Siriennes Locket; Holy Icon; Royal Pegasus
1L
294


Field Trebuchet
1
None
1R
90


Field Trebuchet
1
None
1R
90


Knights Errant
8
Hand Weapon; Lance; Heavy Armour; Shield; ; Standard Bearer; Champion; Musician ;Errantry Banner
1C
181


Knights of the Realm
8
Hand Weapon; Lance; Heavy Armour; Shield; ; Standard Bearer; Champion; Musician; Twilight Banner
1C
241


Men at Arms
30
Hand Weapon; Shield; Light Armour; ; Halberd; Standard Bearer; Champion; Musician
1C
177


Mounted Yeomen
5
Hand Weapon; Spear; Bow; ; Shield; Fast Cavalry
1S
80


Paladin
1
Hand Weapon; Heavy Armour; ; Lance; Battle Standard Bearer; Questing Vow; Discipline; Insignia of the Quest; Valourours Standard; Warhorse
1H
181


Paladin
1
Hand Weapon; Heavy Armour; ; Lance; Knights Vow; Enchanted Shield; Impetuous Knight; Warhorse
1H
123


Peasant Bowmen
10
Hand Weapon; Long Bow;; ; Defensive Stakes
1C
60


Peasant Bowmen
10
Hand Weapon; Long Bow;; ; Defensive Stakes
1C
60


Questing Knights
6
Hand Weapon; Great Weapon; Heavy Armour; Shield; ; Champion; Musician
1S
177

Total

2004


This is a little modified from my original list, but it seems fairly balanced. I have enough lances to get to enemy my kotr can pretty much just pop through ne forest, which is a big suprise to the enemy, and they can charge up to 22", the errants r str 6 on charge, and the questing roll 3d6 for all Ld, and can re-roll all failed ones. Ive also had great success with units of 10 archers, and the 30 [email protected] for holding up units. The 2 trebs have made there point up in almost any game (one game took out pure of heart, general archmage and a mage with 1 shot =P and my pegasus lord will deploy behind a forest so no shootin at him, and then he has 2 turns to move around, in which he can only suffer 1 wound a turn (and has magic resistance 3 for those sm people) so he can pick off any warmachine and lonley mages. Yeomen fill in whenever necesarry, and my damsels just keep there second sign goin, and the anti-magic up.
So how do you thikn my army list is? (i primarily fight tomb kings and high elves, chaos)
Any comments or ideas are fine, constructive critizism (burns...) are also alright in moderation. Thanks

P.S. Duke by himself (obviously) BSB in questing unit, Paladin in kotr unit, damsel in KE unit, foot keeping Ld for peasants, or hiding in wood.
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1 - 3 of 3 Posts
Any time you fight undead with tomb kings, take as many rank and file troops as you can. You can't break undead off a charge which is the only thing that brets do to win. You need to be able to wipe out entire units. And with 3 for ranks and 1 for out numbering, you are going to have to do 4 wounds to just break even and not autobreak from fear.
Damsels can't take second sign, sorry but only prohetesses can tale heavens. Your stuck with beasts or life. Always take the first beasts spell as it allows you to rally fleeing troops.

Your general should really be with his troops, that combined with close proximity to the battle standard bearer will help alot. I use a peg riding paladin with the grail vow and the vow that adds +1 to any combat he is in. Helps beat small smirmishers, mages stupid enough to be walking around on their in the middle of a battle field and warmachine crews. He can also help out with only combats too.

Again, putting your general with a unit of knights will give them magic resistance 3 meaning that they will reach the enemy a little more intact because no one is stupid enough to cast spells at that unit... surely... mebbe a 2nd gen slann would
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