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AoS 2 - Bretonnia Discussion


oscisi

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@Drakilian funnily enough my dads just put on your episode of miniwargaming for your 2k game XD

 

How did you find the battlemage and loremaster in your army? And how come you're thinking peg damsel instead of another enchantress?

You could look at more men at arms for objectives or possibly more cavalry to give you some more charging madness (and fast mobile units)

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@Lightbox With the rule of 1, you cannot cast the same spell more then once.

While the Entantress is amazing, and I love her. I cannot cast Mystic Shield, Arcane Bolt, or Divine Favor more then once. So having two of her... is not really worth it in my eyes.

The Damsel I would be upgrading from a steed to a pegasus. In three fold, its free, it doesn't cost points to put her on a pegasus and the mounts attacks are the same. Two, she then gets the fly keyword and can move 14". Allowing you to move her into better positions and away from enemy's units and not have to worry about your Knights blocking her. Three, Divine Blessing. 5+ "Feel no pain" I always cast it last, try to lure my opponent into unbinding all the other spells. Blessing makes your knights last forever. You can see it in my 2k game. Without Divine blessing those knights dropped. In my 1k game against Dave, even Dave expressed how much that spell kept those knights alive and without it, how well he chopped through them. I will never take a Bretonnia army without her.

Battlemage was great, the +1 to wound was wonderful and as Steve proclaimed, made him think twice about engaging my army. But for 120 points, to maybe get a +1 to wound to one army I feel isn't worth it. The Archmage, for the same casting value of 6. Gives a 18" bubble of 6+ "Feel no pain" to all Models in your army within that bubble. While the bubble is small, for 100 pts. I feel he may be worth it. And he can get on a Horse that moves fast.

Loremaster, not worth the 140 pts. Hand of Glory, while amazing on the King. Only effects one model, not an entire unit. As your king is a very important model, as you can see with the 2k fight. Once the king dropped or got out of range, my knights began to run like pansies. With bravery the same level as grots (what the heck?) on Errants.

Personally, with the suggestion from @oscisi I think I am going to drop the battlemage, lorekeeper, and quicksilver swords. Pick up a archmage, and get my damsel on a pegasus out.  Upgrade my 5 man grail knights to a 10 man grail knights.

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It isn't out yet, but I also had a 2k game of Bretonnia vrs Beastriders with Josh. And really what made me loose was two poor tactical choices. But you can see in that fight how well Divine Blessing made the Knights of the Realm hold off nearly half the Beastriders army for three turns.

Edited by Drakilian
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36 minutes ago, Drakilian said:

@Lightbox With the rule of 1, you cannot cast the same spell more then once.

While the Entantress is amazing, and I love her. I cannot cast Mystic Shield, Arcane Bolt, or Divine Favor more then once. So having two of her... is not really worth it in my eyes.

The Damsel I would be upgrading from a steed to a pegasus. In three fold, its free, it doesn't cost points to put her on a pegasus and the mounts attacks are the same. Two, she then gets the fly keyword and can move 14". Allowing you to move her into better positions and away from enemy's units and not have to worry about your Knights blocking her. Three, Divine Blessing. 5+ "Feel no pain" I always cast it last, try to lure my opponent into unbinding all the other spells. Blessing makes your knights last forever. You can see it in my 2k game. Without Divine blessing those knights dropped. In my 1k game against Dave, even Dave expressed how much that spell kept those knights alive and without it, how well he chopped through them. I will never take a Bretonnia army without her.

Battlemage was great, the +1 to wound was wonderful and as Steve proclaimed, made him think twice about engaging my army. But for 120 points, to maybe get a +1 to wound to one army I feel isn't worth it. The Archmage, for the same casting value of 6. Gives a 18" bubble of 6+ "Feel no pain" to all Models in your army within that bubble. While the bubble is small, for 100 pts. I feel he may be worth it. And he can get on a Horse that moves fast.

Loremaster, not worth the 140 pts. Hand of Glory, while amazing on the King. Only effects one model, not an entire unit. As your king is a very important model, as you can see with the 2k fight. Once the king dropped or got out of range, my knights began to run like pansies. With bravery the same level as grots (what the heck?) on Errants.

Personally, with the suggestion from @oscisi I think I am going to drop the battlemage, lorekeeper, and quicksilver swords. Pick up a archmage, and get my damsel on a pegasus out.  Upgrade my 5 man grail knights to a 10 man grail knights.

Enchantress wise I was thinking about the realm spells to have her with but yeah two definitely wouldn't help in a non realm based game. I can definitely see the flying 14" damsel have uses that an enchantress might not.

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So the Knights Bretonnia vrs Beastclaw raiders went up today. If you all want to view it.

Just to note, the big guys cut all damage in half, it was never explained in the bat rep, but that is why my knights only did 1 damage on the charge to them.

As explained in the after battle talk, which is locked behind the pay wall, my loss is attributed to two factos.

 

1.)  The Man-At-Arms:  I removed casualties poorly. I Should of kep the front wall blocking those raiders from engaging the knights errent. So that the Knights could get their charge off next turn.

 

2.) The King:  Should of rerolled his charge off Dauntless and then tried to charge the group of raiders on the right side. Assisting the Grail knights in killing the big boy, That way it would secure that flank, and the Grail knights could of been his shield against his leader. From there he could then assist the errents against the other smaller raiders. I could of secured the right flank, while the Knights of the realm held down the left... and sat on the objective.

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1 hour ago, Drakilian said:

So the Knights Bretonnia vrs Beastclaw raiders went up today. If you all want to view it.

Just to note, the big guys cut all damage in half, it was never explained in the bat rep, but that is why my knights only did 1 damage on the charge to them.

As explained in the after battle talk, which is locked behind the pay wall, my loss is attributed to two factos.

 

1.)  The Man-At-Arms:  I removed casualties poorly. I Should of kep the front wall blocking those raiders from engaging the knights errent. So that the Knights could get their charge off next turn.

 

2.) The King:  Should of rerolled his charge off Dauntless and then tried to charge the group of raiders on the right side. Assisting the Grail knights in killing the big boy, That way it would secure that flank, and the Grail knights could of been his shield against his leader. From there he could then assist the errents against the other smaller raiders. I could of secured the right flank, while the Knights of the realm held down the left... and sat on the objective.

Thank you for sharing!

Sounds like an interesting game :) I’ll try to get the time to watch it tonight. 

Regarding the changes you proposed earlier: they sound reasonable I believe your army will get at least a bit more competitive like that. And as @Lightbox said, if you know you will be playing with an opponent that accepts that you use a realm specific spell lore from the Malign Sorceries book, then consider a double Enchantress list. 

Looking forward from more reports from you ;)

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@Lightbox to add on to what @oscisi stated. If they do allow you to use the the Legends of the World That Was rules. Link here. They begin on page, 44 I think. Then two enchantresses are great, you can name the one from the secial rules as "Morgiana" :D.

If you do use those rules however do note that GW messed up the rules. The Warscroll all Betronnia knights and such have a keyword "Nobility," but in the special rules for named heros of the past... they have the keyword "Knightly." If your pall is cool with it, see if he will also let you change the keywords. Even GW has been informed of this issue... and they have known for months. They have done nothing about it, but continue to say their working on it...

This makes King Louen Leoncoeur.... well.. Useless.... and even before that blunder. The Normal King on a Hippogryph is superior then King Louen. Which is blaspheme.

If I only had one enchantress, the one from the warscroll is better. Her rules are better, and the spell she casts is better.

The only hero I like from Legends of the World-That-Was, is the Green Knight.... man is that guy epic. Truly fits the old hero better then the Sacred Protector. He is worth 200 pts in my eyes.

Edited by Drakilian
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Hail fellow noble Lords and Ladies! Glad to see there are others as passionate at keeping the Bretonnians active as I am. Let me start by saying @Drakilian, your report against the Beastclaws was mighty impressive! The last time I faced off against them, I got mauled pretty badly on turn two even with all the right charges I could muster. However I think I just need a bit more experience playing against Destruction as there my local group consists of Death and Chaos armies primarily. I'd like to share a few insights I've had, pardon if any of these are repeats

- Bretonnian knights excel at smashing apart single-wound battle line troops whereas we struggle against multi-wound, heavy armour troops such as brutes or, Lady forbid, battle line monsters such those found in Beastclaw Raiders. The brutes I feel can be dealt with if we use some artillery to soften them up before we charge (trebuchets are expensive but have often made a deep impact in my games, pun intended), or feeding them chaff to hold them up while we wipe out everything else. 

- Our spell casters are by far some of the most impressive in the Order Grand Alliance. Cheap, effective, and can reliably get off much needed spells. Don't overlook the prophetess' combat abilities either as she can effectively deal with light chaff troops by herself. Most notable example was against a buddy's Orges where she charged and captured an objective from a Sabre Cat.

- Men-At-Arms are dirt cheap speed bumps, as is fitting for peasants. 16 wounds for a 120 points is not bad. They're horrendous but what do you expect from peasantry? Most Order armies pay about 8 - 10 points a model for battle line infantry whereas men-at-arms clock in at 7.5.  Sure they won't do much damage but they're goal is to protect the knights so we can get the charge instead.

 

At the moment, I'm designing a narrative campaign of Bretonnia vs Nighthaunt. As it gets going in the new year, I hope to publish some of the highlights up here.

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@Drakilian that’s some interesting insight about the legends rules. I haven’t looked into them that much.  

How do you all feel about Bretonnia potentially getting a Legends compendium of their own? I’m torn because on the one hand I look forward to getting better warscrolls, but on the other hand I fear Bretonnia will forever be sidelined and excluded from all competitive play. 

On 12/28/2018 at 5:10 AM, Tathanori said:

Hail fellow noble Lords and Ladies! Glad to see there are others as passionate at keeping the Bretonnians active as I am. Let me start by saying @Drakilian, your report against the Beastclaws was mighty impressive! The last time I faced off against them, I got mauled pretty badly on turn two even with all the right charges I could muster. However I think I just need a bit more experience playing against Destruction as there my local group consists of Death and Chaos armies primarily. I'd like to share a few insights I've had, pardon if any of these are repeats

- Bretonnian knights excel at smashing apart single-wound battle line troops whereas we struggle against multi-wound, heavy armour troops such as brutes or, Lady forbid, battle line monsters such those found in Beastclaw Raiders. The brutes I feel can be dealt with if we use some artillery to soften them up before we charge (trebuchets are expensive but have often made a deep impact in my games, pun intended), or feeding them chaff to hold them up while we wipe out everything else. 

- Our spell casters are by far some of the most impressive in the Order Grand Alliance. Cheap, effective, and can reliably get off much needed spells. Don't overlook the prophetess' combat abilities either as she can effectively deal with light chaff troops by herself. Most notable example was against a buddy's Orges where she charged and captured an objective from a Sabre Cat.

- Men-At-Arms are dirt cheap speed bumps, as is fitting for peasants. 16 wounds for a 120 points is not bad. They're horrendous but what do you expect from peasantry? Most Order armies pay about 8 - 10 points a model for battle line infantry whereas men-at-arms clock in at 7.5.  Sure they won't do much damage but they're goal is to protect the knights so we can get the charge instead.

 

At the moment, I'm designing a narrative campaign of Bretonnia vs Nighthaunt. As it gets going in the new year, I hope to publish some of the highlights up here.

Thank you for contributing to the thread :) Regarding what our Knights excel at, I would actually say that they excel at fighting units with a low total wound count (or heroes with a big enough base for at least half the Knights to get in range). The point I’m trying to make is that we need to wipe out units and be able to charge again, preferably every turn. 

I love narrative campaigns! So do publish more about it as it progresses. Also feel free to come here if you need input or want feedback on any ideas you have for the campaign. 

Cheers!

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Great news everyone, I bring forth a tale of Bretonnia Success!

Bretonnia has become victorious over Nurgle this day. Managing to maneuver around the two summoned Greater Unclean Ones. The king was able to secure key locations in a border war and at the end of turn 5.... claim enough points to win by 1!

That being said, the king was no coward, he did cut the first of the total of three greater unclean ones down. I will make a full report later.

Edited by Drakilian
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On 12/31/2018 at 6:33 AM, Drakilian said:

Great news everyone, I bring forth a tale of Bretonnia Success!

Bretonnia has become victorious over Nurgle this day. Managing to maneuver around the two summoned Greater Unclean Ones. The king was able to secure key locations in a border war and at the end of turn 5.... claim enough points to win by 1!

That being said, the king was no coward, he did cut the first of the total of three greater unclean ones down. I will make a full report later.

For the lady!

234CAA96-E33B-47CC-B593-E98139C63D92.jpeg.9556f82eec7989e9ec1bbb85bc66fd23.jpeg

Edited by oscisi
And a Happy 2019 to everyone!
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I would like some input on the  list I am thinking of trying.

LEADERS:
1.    King on Hippogryph (400 pts)
•    General
•    Command Trait:  Legendary Fighter
•    Artifact:  Quicksilver Potion

2.    Enchantress (160 pts)

3.    Damsel (100 pts)
•    Mount:  Purebred Steed

4.    Battlemage (120 pts)
•    Ally
•    Specialty:  Amber

5.    Archmage (100 pts)
•    Ally
•    Mount:  Purebred Steed

 

BATTLELINE:
1.    Man-at-Arms (120 pts)
•    Warden
•    Drummer
•    Trumpeter
•    Banner Man

2.    Knights Errant (200 pts)
•    Cavalier
•    Trumpeter
•    Banner Man

3.    Knights of the Realm (440 pts)
•    +8 Models
•    Gallant
•    Trumpeter
•    Banner Man

 

OTHER:
1.    Grail Knights (360 pts)
•    +5 Models
•    Trumpeter
•    Banner Man
 

 

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@Drakilian

First impression: list looks good. 

Additional thoughts: those are a lot of casters. Depending on what kind of objectives I was expecting to fight for, I might consider one more melee hero.  As for your king, in spite of being expensive, I always bring him in 2000 point lists. But if you have access to the Mailign sorceries book, I would really consider giving him a better artifact. Personally I always liked the Gryph-Feather Charm. I have had my king survive the whole game many times, 100% thanks to this artefact. 

Finally, after having watched all your MWG battle reports I would like to give some feedback on those: you seem to have a good understanding of Bretonnia and basically play as optimally as is possible in terms of dishing out damage. I would consider playing more like a “coward” and simply running to snatch objectives! Bretonnia will rarely prevail in a pure slug fest.

Have a good one!

Edited by oscisi
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Not sure about the Gryph-feather Charm, I am considering a -3 Rend weapon to add a little more punch, or Scales for a 4+ mortal Wound Save 

Any suggenstions on improving the list are much appreciated 🙂

Cheers

Allegiance: Order
Mortal Realm: Ghur
King on Hippogryph (400) - General, Legendary Fighter, Gryph-feather Charm 
Enchantress (160)
Damsel (100)
Battlemage (120) - Specialisation: Amber, Allies
Anointed of Asuryan on Frostheart Phoenix (280) - Allies
8 x Knights Errant (200)
8 x Knights Errant (200)
16 x Men At Arms (120)
10 x Grail Knights (360)
Chronomantic Cogs (60)

Total: 2000 / 2000
Extra Command Points: 0
Allies: 400 / 400
Wounds: 105

Dropping the Ment At Arms and the Anointed would free up some points to add a Sacred Protector and another 8 Errant Knights... 

Edited by Lamekh
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@Lamekh I would say look into (for ally options) instead of the pheonix if you have the models :

Archmage (Eldritch Council) 100pts:  His spell gives everything within 18" of him 6+ ignore wounds or mortal wounds. It stacks with Divine Blessing. So your knights can have a 4+ (Reroll 1s on charge, lower if rend), 5+ (Divine Blessing), and 6+ (Archmage). He can also be put on a mount to keep up with the knights.

Sisters of the Thorn (Wanderers) 220pts:  Their not only a unit, but a group of spell casters. 5 girls on stag mounts, that can cast and deny 1 spell. Their also as good as Knight Errants in a fight, and have ranged attacks (only 9'). However their spell gives a unit the ability to re-roll all failed save rolls. On top of that, any save roll of 6 does a mortal wound back to the attacker after all attacks have been made.

For your Bretonnian Units, I like Knights of the Realm if you can manage a squad of 16. Their great at holding the line and/or dishing the damage. However they need to be 10+ to be effective. As they get a passive re-roll 1s to hit to both rider and mount if above 10. And should the king ever die... they have a 6? 7? bravery? unlike the Knight Errants having a lowly peasant level bravery (what the heck GW...).

 

 

@oscisi For Miniwargaming. I went for a flashy approach. More fluff based with how my Bretonnia worked, rather then try to win-win-win. I knew the King should of done other things. But I wanted that 1 vs 1 general on general. Prove my worth to the lady.

In local games I tend to be more tactical. Like with my win against the Daemons of Nurgle. My king sat in the background and waited for the opporunity to strike with little retaliation. Move to support troops and clear objectives. Where my spell casters can remain and hold them.

I prefer the Quicksilver Potion, because it allows me on my turn. To engage a particular nasty creature, or unit of dudes with my king. And attack with both my King and my mass of Knights of the Realm. Before my opponent can react or attack back. Allowing me to clean out critters. (I.E.  In a game against Daughters of Khaine. I cleared out a Avatar of Khain and two witch squads. Against Nurgle, I decked out his super battle Greater Unclean one before he could do a single damage.).

What I wish I could have is a better Alliegance ability or command traits. I like the +1 attack out of the choices available, because with Wild Form and Divine Favor. My King, hits on 2+, wounds on 2+, and has a base -1 rend. The damn near well hurts anything troop wise, and can make even make Nagash quiver with fear. 7 sword attacks (+1 Legendary Fighter), 6 Talons, and 1 Beak is a potential of 14 - 33 damage (23 average).

Combine that with the attack power of Grail Knights or Knights of the Realm backing him up and both attacking first... a lot of things are dying. However again, I do it tacticfully. He only goes in, if I know he will live.

My second love is Daemons of Slaanesh. Tactics of outmanuevering and suddenly overwhelming and overpowering opponents is something I am quite use to doing.

 

 

That being said I plan to try and take my lovely Knights of Bretonnia to Adepticon, and see if I can place somewhere will GW will notice me. Hense why the amount of spell casters. I look at both defensive and offensive spell casters. And the Enchantress is no slouch in a fight if needed.

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4 hours ago, Drakilian said:

@Lamekh I would say look into (for ally options) instead of the pheonix if you have the models :

Archmage (Eldritch Council) 100pts:  His spell gives everything within 18" of him 6+ ignore wounds or mortal wounds. It stacks with Divine Blessing. So your knights can have a 4+ (Reroll 1s on charge, lower if rend), 5+ (Divine Blessing), and 6+ (Archmage). He can also be put on a mount to keep up with the knights.

Sisters of the Thorn (Wanderers) 220pts:  Their not only a unit, but a group of spell casters. 5 girls on stag mounts, that can cast and deny 1 spell. Their also as good as Knight Errants in a fight, and have ranged attacks (only 9'). However their spell gives a unit the ability to re-roll all failed save rolls. On top of that, any save roll of 6 does a mortal wound back to the attacker after all attacks have been made.

For your Bretonnian Units, I like Knights of the Realm if you can manage a squad of 16. Their great at holding the line and/or dishing the damage. However they need to be 10+ to be effective. As they get a passive re-roll 1s to hit to both rider and mount if above 10. And should the king ever die... they have a 6? 7? bravery? unlike the Knight Errants having a lowly peasant level bravery (what the heck GW...).

Thanks, I'll look into this, both would be great for the anointed too, stacking his save  ;)

Not sure if the Steed or Pegasus is better for the Damsel, anyone toyed around with this? Especially when using multiple Knights Errant

Isn't Bretonnia a mixed Order List? Since there is no Allegiance to choose from ie in the Warscroll Builder, meaning I wouldn't be limited to 400 pts in Allies...

Cheers

 

 

Edited by Lamekh
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On 1/9/2019 at 2:17 AM, Drakilian said:

That being said I plan to try and take my lovely Knights of Bretonnia to Adepticon, and see if I can place somewhere will GW will notice me. Hense why the amount of spell casters. I look at both defensive and offensive spell casters. And the Enchantress is no slouch in a fight if needed.

I understand the points you make and will not hold your choices against you. There are more than one way to play any given army :)

Regarding Adepticon: sounds awesome! And yeah, go for the most competitive approach possible, but above all, go in your epic armor! That, if anything, will bring attention to our beloved Bretonnia. 

 

On 1/9/2019 at 6:42 AM, Lamekh said:

Thanks, I'll look into this, both would be great for the anointed too, stacking his save  ;)

Not sure if the Steed or Pegasus is better for the Damsel, anyone toyed around with this? Especially when using multiple Knights Errant

Isn't Bretonnia a mixed Order List? Since there is no Allegiance to choose from ie in the Warscroll Builder, meaning I wouldn't be limited to 400 pts in Allies...

Cheers

 

 

You have it right! Since Bretonnia has literally zero in terms of special rules, you could theoretically bring the worst mismatch of order units conceivable ;) The only reason I bring a 100% Bretonnian list to my games is due to lore and aesthetic reasons.

To comment on your proposed list: since @Drakilian has already provided some feedback on the “allies”, and since your possible choices for non-Bretonnian units are countless, I will focus on the rest of the list and highlight the choices I like. 

What I definitely would keep if I were you:
Mortal Realm: Ghur
King on Hippogryph (400) - General, Legendary Fighter, Gryph-feather Charm 
Enchantress (160)
Damsel (100)
8 x Knights Errant (200)
16 x Men At Arms (120)
10 x Grail Knights (360)
Chronomantic Cogs (60)

This amounts to a total of 1400. Obviously you will have to add another battleline unit.

Now, I am not saying that the other choices you had were bad, just that they aren’t staples. So basically you have 600 points to play around with as you wish. Maybe 200 points of Knights Errant, 360 points more of rending Grail Knights and another Endless spell for the last 40 points. Or only 180 points more of Grail Knights to free up space for another Enchantress or a melee hero of your choice. 

Good luck with your battles, no matter what approach you go for!


Edited by oscisi
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As @oscisi said, you can make a hodge pod out of what is bretonnia and order. However I find that mixxing to much of certain things can cause issues and keeps away from the fluff of what was.

However wood elves and the beasts of the forests where friends of Bretonnia, ever since Gilles saved the forest from the ravaging green skins! So elven allies seems pretty fair.... that and the Lady may or may not of been an elven Goddess... but who looks into that?

Another model thats pretty alright is the Luminark of Hysh or Clestial Hurricanum.... both are pretty expensive but the first one has a 10" bubble of Feel No Pain. And the second one has a 10" bubble of +1 hit as well as other nifty mage abilities.

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@oscisi How do you feel about Hysh being the realm the army comes from...

Reason Being I'd like to take the Banishment spell on the Echantress... it does have a high casting value, but thanks to her re-roll ability she might be able to pull it off... and by gods... that could be a -powerful- spell in terms of tactics.

 

Also, while I do want to walk around in epic fashion in my full chainmail outfit. The full outfit, if fully decked out can weigh around 80 lbs. This includes all the bits I didn't wear on the show. On top of that, it limits view, it is bulky and in tight spaces would be opressive. As well as the fact I will be standing around from 0800 to 1900 in the armor (11 hours of armor wearing!). In a room full of nearly 200-300 people. As I will be going alone and no one to help me in and out of the armor, helping me watch for heatstroke, or to help me with minor things like drinking water or food. I recently did buy a cooling vest to help me for rein fairs in the armor. But doing two days of adepticon... would destroy me without someone being my squire.

 

I would love to wear it it, to cosplay it, to scream "for the Lady!" all through adepticon. However I would need a squire to assist me, or it could be rather dangerous.

Edited by Drakilian
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2 hours ago, Drakilian said:

@oscisi How do you feel about Hysh being the realm the army comes from...

Reason Being I'd like to take the Banishment spell on the Echantress... it does have a high casting value, but thanks to her re-roll ability she might be able to pull it off... and by gods... that could be a -powerful- spell in terms of tactics.

 

Also, while I do want to walk around in epic fashion in my full chainmail outfit. The full outfit, if fully decked out can weigh around 80 lbs. This includes all the bits I didn't wear on the show. On top of that, it limits view, it is bulky and in tight spaces would be opressive. As well as the fact I will be standing around from 0800 to 1900 in the armor (11 hours of armor wearing!). In a room full of nearly 200-300 people. As I will be going alone and no one to help me in and out of the armor, helping me watch for heatstroke, or to help me with minor things like drinking water or food. I recently did buy a cooling vest to help me for rein fairs in the armor. But doing two days of adepticon... would destroy me without someone being my squire.

 

I would love to wear it it, to cosplay it, to scream "for the Lady!" all through adepticon. However I would need a squire to assist me, or it could be rather dangerous.

When you pick a realm for your army you don't get to pick spells from that realm. When you roll for what realm you're playing in, that unlocks those 6 spells for the wizards in your army. 

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On 1/11/2019 at 6:43 AM, Lamekh said:

I wasn't tying to max out, just looking for synergies with Bretonnia and adding a little punch ;)

Yeah, since you are hanging out here at the Bretonnia discussion, we know that you are not a power gamer. But believe me, it feels really good having a wrecking ball of Grail Knights bounce from target to target (I actually happened to do that today, deleting a Frostlord on Thundertusk among other things) :)

Regarding what you asked about earlier concerning the Damsel: I haven’t glued mine, so I can put her either on a horse or a Pegasus. So far I have never regretted going for the Pegasus option. As a matter of fact, her movement characteristic goes all the way up to 16, which makes her great for last minute objective snatching. 

@AaronWIlson welcome to the discussion. Looking forward to hearing about your experiences with Bretonnia (on the tabletop or otherwise). The only thing I would add to what you said is that it also unlocks those same spells to the enemy.

@Drakilian, to further discuss Banishment, it is actually a somewhat dangerous spell to use since it could possible backfire due to the errata changes:

F2A59246-9F8D-4748-AFB4-953222D5BFAC.jpeg.44e76d8354b6b364e827acf95a0e4ec3.jpeg

https://whc-cdn.games-workshop.com/wp-content/uploads/2018/07/age_of_sigmar_malign_sorcery_errata_en.pdf

The last thing you want to do is give the enemy the change to exploit your weaknesses and charge you where it hurts the most. 

And dude, if I lived in the US, and if it meant that you would become the best ambassador for Bretonnia this community has ever seen, then I would gladly go to Adepticon as your squire, and not even play in the tournament ;) The squires in Total War Warhammar are pretty epic so I’d be happy to join their ranks!

Edited by oscisi
Fixed the screenshot
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@oscisi  Power gaming and Bretonnian haven't been a thing since 6th Ed. Oh those were the days.

 

Haven't had a chance  to start our campaign yet (maybe next  weekend) but I did have a good game today teaching a young guy to play Blades of Khorne while I used my Bretonnians. I did introduce alliegence abilities but I didn't want to overwhelm him with command traits and artifacts. 

My army included:

Bretonnian Lord (general)

Enchantress

Damsel in Steed

8 Knights of the Realm

8 Knights Errant

5 Grail Knights

 

New guy had the following in Blades of Khorne

Bloodthrister of unfettered fury (general)

Skulltaker

3 units of 10 bloodletters

5 fleshhounds

3 bloodcrushers. 

1 Korgrath

 

The first two turns I spent trying to draw out the Bloodthrister or other juicy targets without getting charged in turn. On turn 3 I got priority and my Errants and Knights of the Realm managed to charge the Korgrath, flesh hounds, a unit of blood letters and Skulltaker. The errants managed to kill all but one of the blood letters and reduce the fleshhounds by half while the Realm knights killed the Korgrath before it forms chance to swing (HAIL BRAVE BRETONNIA). Skulltaker took some bloody revenge, chopping a couple Errants down and causing a few to run.  The next turn was rough as the Bloodthrister and the crushers got into both knight units wiping out the errants and mauling the realm knights badly.

 

Turn 4 saw the Bretonnian s get a double turn where the Lord and the Grail Knights return charge the crushers, and then into the Bloodthrister blowing him apart in one decisive charge! The battle was pretty over by then but Khorne got his revenge by smashing my general with a brass skull and then having the blood letter finish the job. By he time it was over, only my realm knights champion (Sir Rivière), the damsel and Enchantress (Lady Adelaide and Lady Mathilde), and half the unit of Grail Knights. 

 

Now I've been experimenting with a new alliegence ability with my Bretonnians that helps our guys make sense. Instead of using the re-roll from Grand Alliance, I've been using the following:

 

Lance Formation - Few foes can withstand a charge from full lance of Bretonnian knights. Friendly units with the NOBILITY keyword that contain 5 or more models may re-roll unmodified wound rolls of 1 if it made a successful charge in the same turn.

 

It's not much but it gives the knights a bit more punch on the charge (as they should have in my opinion) and let's the unit banners and noble standard bearer not conflict with Defiant Avengers ability.

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