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Title: Core units...


@ztech - September 13, 2004 09:15 PM (GMT)
I'm going to buy a Bretonnian army and I need to know what is the better between the Knights Errant (20 points) and the Knights of the Realm (24 points). I'll have peasant archers, too. Should I take Men-at-Arms? They're really pathetic for fighting, but can they be good living shields?

What is the armor save of the cavalry?

Luc_Arkhame - September 13, 2004 11:29 PM (GMT)
There isn't really much of a difference between knights errant and knights of the realm, the choice between the two is more aesthetic then functional. It might be good to have one unit of knights errant so you can take the errantry banner.

Men-at-arms are terrible, if you insist on using unmounted troops, you should actually consider adding kislev to your army list, kossars are still dirt cheap and are much better archers and fighters, (great weapons but shorter range) plus they are stubborn with the boyar so they get the staying power.

2+ for all knights except questing, who have 3+ (no shields).

Decimal_Dust - September 16, 2004 07:55 PM (GMT)
QUOTE (Luc_Arkhame @ Sep 13 2004, 06:29 PM)
if you insist on using unmounted troops, you should actually consider adding kislev to your army list, kossars are still dirt cheap and are much better archers and fighters

2+ for all knights except questing, who have 3+ (no shields).

Are you still allowed allies in the army? I know Dogs of War are specifically banned from Bretonnian armies, but there is nothing in the rules that I can see regarding allies.

Questing knights DO have shields and will therefore have a 2+ save out of combat, as well as in combat if they use hand weapons and shields instead of their great weapons. Although I am unsure why anyone would do that with them.

Luc_Arkhame - September 17, 2004 03:00 AM (GMT)
Bretonnia is prohibited from hiring mercenary troops to add to the list, but in the allied contingent rules it says that Bretonnia may take kislev as allies. To the Bretonnians there is a big difference between hiring someone to fight and asking your allies for help.

Prince Cal - September 17, 2004 06:29 AM (GMT)
OKay, no more rules given out here.
I love knights of he realm personally. 3 lances of them backed up by a lance of grail wwith some pegi's should be enough to see off most opponents.

Venusius - September 18, 2004 06:37 PM (GMT)
I field a unit of Men@Arms now and then. They're surprisingly effective against other core units (3 ranks, standard plus possible outnumber CR is hard to ignore). Just make 'em use HW+Shield during combat so they'll have better chances of surviving and just win by CR mentioned above. Also, opponents tend to target big blocked units so that makes 'em a good candidate for missiles sponge to draw the fire away from your knights. And did I tell you they're cheap? I love 'em but that's just my personal preference.

As for knights, you have to include at least a unit of Errant Knights carrying the Errantry Banner. It's just too good to pass up. I field a unit of 9 Errants and I can't count how many times they've slaughtered Chaos Knights!!! :fight: :thumb:

By the way, Luc, Questing Knights HAVE shields. They are 2+ AS vs. shooting but only 3+ vs. close combat because of the GW.




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