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Post by El Magnifico on Jul 31, 2008 11:09:22 GMT -5
i dont have the list/points with me ATM so this is most likely going to be wrong - bear with me!!! i'll get the confirmed list up when i can Lord - Bretonnian Lord - Barded mount - questing vow - sword of the questyness (no armour saves, can be a great weapon) - gromril great helm - either the re-roll everything in a challenge vow, or immune to killing blow - not decided yet. Hero - Paladin - Battle Standard Bearer - Banner of the lady (no rank bonus for enemies in base contact) - barded mount - virtue of duty (+1 combat res if the lord is alive) Hero - Damsel - lv 2 mage - barded mount - 2 dispel scrolls Hero - Damsel - lv 2 mage - 2 dispel scrolls Core - 10 peasant bowman Core - 10 peasant bowman - braziers (flaming arrows) - skirmish Core - 20 men at arms - full command Core - 12 Knights of the realm - full command Core - 12 Knights of the realm - full command Special - 5 pegasus Knights - full command Rare - Trebuchet well, that i think is it. i am deliberately not going in with a traditional "win at all costs" army, this is my first GT and i've only been playing for 15 months or so - i dont expect to win. i do expect to have a laugh and enjoy myself though ;D i get really frustrated when people complain about armies being beardy and bretonnians get the harshest comments i've heard (actually, they come third below Thoerek Ironbrow and the entire wood elf codex) i have been known to pack up my models when someone suggests that i am using a beardy army. as far as i'm concerned a beardy army cannot be beaten without tailoring a list against it so i just chalk it up to a massacre for me and walk away
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Post by Arguleon Veq on Jul 31, 2008 11:38:05 GMT -5
I like it, nice and balanced. Id go with the re-roll vow for the Lord.
Id also consider running smaller units of Knights, maybe 4 units of 6. You can always double charge them in. Plus it gives you more options and is less eggs in one basket.
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Post by El Magnifico on Aug 4, 2008 7:58:09 GMT -5
I like it, nice and balanced. Id go with the re-roll vow for the Lord. i would normally, but all my wood elf and vampire opponents here use killing blow so i sometimes swap and change. though i do normally use the re-roll vow) Id also consider running smaller units of Knights, maybe 4 units of 6. You can always double charge them in. Plus it gives you more options and is less eggs in one basket. i like the static combat res that the units have. plus i have a knack for failing 2+ saves so i like to take lots of abletive wounds. it works wonders every now and then, sometimes i dont over-run far enough or something and i get flank charged. it is usually a case of "6 of one, half a dozen of the other" i find that if a bretonnian knight unit doesnt break their target on the turn they charge then they are in serious trouble. having a static +2 or 3 to combat res for ranks is a boon when things get added up.
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Post by Arguleon Veq on Aug 4, 2008 8:34:14 GMT -5
Those long units will leave you open to Cannons and Bolt Throwers, although that wont matter as much as you will see much less of that with this years stupid GT rules. Dwarf Bolt Throwers will still be pretty prevelant though I reckon.
Id actually be a little tempted to not even take a Lord and instead take another Paladin with this years GT rules, saveyourself a possible kill point.
He has a good set up though if you do go for him.
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Post by Deraj on Aug 4, 2008 16:31:32 GMT -5
He has to take the Paladin Veq, it says so in the army book.
Also, I say; "go ahead" on your units of 12, or, if you are worried, 9 could work, though with the specialized rules for lance formation, you could stick your mounted lady and standard bearer in the center of the 2nd rank and still get their bonuses/abilities, pushing you up to 10 attacking models on a charge if none die. If one does, you still get your 3 ranks, so it's still fun. That said.... don't run straight lined up at cannons, run at angles to them, so they go through less guys. it makes it easier to hit less, if they shoot your flank, since then they can only hit 3. There is something I want to suggest for your lord, but I'll have to test it first, so I'll post my idea tonight.
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Post by Arguleon Veq on Aug 4, 2008 18:31:05 GMT -5
I know he has to take a Paladin, I said to drop the Lord for a Paladin instead. 12 still works well but Ive found in more competative environments the 6 man units provide helpful -flexibility.
12man units will still work fine though, particularly against Undead who you will be seeinga lot at the GT as you wont smash them in 1 round so the extra static res will be handy.
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Post by Deraj on Aug 4, 2008 19:58:10 GMT -5
Oops, missed that. An interesting setup for a dueling lord is: Brettonian Lord with: Lance Barded Mount Virtue of confidence Gromil Helm Armor of Agilulf Guntlet of the Dual 227 Could you just imagine this? Always issuing challenges that have to be accepted with WS10 and rerolling wounds and hits?
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Post by El Magnifico on Aug 5, 2008 2:39:10 GMT -5
Oops, missed that. An interesting setup for a dueling lord is: Brettonian Lord with: Lance Barded Mount Virtue of confidence Gromil Helm Armor of Agilulf Guntlet of the Dual 227 Could you just imagine this? Always issuing challenges that have to be accepted with WS10 and rerolling wounds and hits? you can only have one piece of magic armour i believe i dont like lances on characters. str 6 is nice for that round but if they get bogged down, i'm stuck with Str 4 with no bonuses. i like my guy becuase he has a 1+ re-rollable armour save, or a 2+ re-rollable if i want him to be str 5 (use the sword 2-handed to get +1 str, no shield for me ) and he has the blessing save. plus he IGNORES armour saves ;D. i think the only reason i am not taking a 2nd paladin is that i want to take a fully beef-ified lord to command the army - i play 40k too much . i think he can hold his own against most other characters (his record is taking out a dwarf lord without suffering a wound - that guy was T5, 1+save, 4+ ward and was str 6 with a sword of striking) i have been lucky against bolt throwers so far (it seems the lady favours me ;D) and i do usually try to get the flank shots. my next planned game is against warriors of chaos. the guy is going to have one unit of nastified knights, a few units of hounds a stupidly powerful lord (str 7, 1+armour..... other stuff as well but no ward save - my lord will be gunning for him ) in a unit of chosen warriors and a few block regiments of warriors. he also has 3 tzeench mages. my basic plan of action will be to protect the trebuchet from the hounds for a couple of turns (probably using either the pegasus knights or if i feel lucky, the men at arms) whilst i try to pound those knights. if i can remove those, i will have the speed advantage. i will try to pack both knight units into his lords chosen. my lord will consider issuing a challenge to his (assuming i have lined them up properly) even though his lord has always trike first, unless he has the mark of khorne, i dont think he has enough attacks to get through my armour/ward 3 times - i'd rather loose a few wounds from the lord than loose 3+ knights. if i cant pick off the knights with my trebuchet, i will probably make them my first target. the pegasus will aim to rear charge them with a combined charge from at least one knight unit (i dont think any of my units will break them on their own). i am usually spot on with my guess range (my record is a spot on guess at 56") so i will try to set up a charge from my knights to him using their 2" further charge range.
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Post by themember180 on Jan 28, 2009 22:27:53 GMT -5
I would not use this list for one thing peasants I never take them if i am out to win. The treb on the most part is a rare chose i would never take over Grail knights. I go with lots of the knights with lots of protection stuff.
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