Warhammer Fantasy - Bretonnia - 6th - Free download as PDF File .pdf) or read online for Warhammer Fantasy Battles Armybook - Beastmen - 7th edition. A fan-made update to the Bretonnia army book for use in Warhammer. For the latest updates, visit. The Hero Faceless would have the statline of a Ranger from the Kislev book, the rule that allows armor saves to be ignored and sniper.
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Warhammer - 5Th Edition - Army Book - Bretonnia Bretonnia (Warhammer Armies) By Nigel need to downloading pdf by Nigel Stillman. Warhammer Fantasy - Bretonnia - aracer.mobi A fan-made update to the Bretonnia army book for use in Warhammer. For theDocuments. Unofficial There is really no easy answer to the question why Bretonnia has to wait so long for an official army book. For a seasoned veterans.
The book is filled with a massive amount of fluff from 5th and 6th edition of Warhammer and in terms of playing pleasure, we have some new units as well.
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Share this: Twitter Facebook. Like this: Like Loading Leave a Reply Cancel reply Enter your comment here Fill in your details below or click an icon to log in: Email required Address never made public. Name required. Only really useful if your knights get stuck in combat as they can reroll Bravery Tests on the charge with a banner anyway.
Make sure to remember that Seraphon Units count as Daemons as well!
Damsel: Can come on foot, horse or pegasus back. Great choice, keeping your cavalry alive. When using with men at arms mystic shield is better than the blessing of the Lady by a little bit, unless you are going against mortal wounds. Like most magic users keep her out of any combat since she will not survive much damage and never waste her magic on herself unless it is the last available option.
Noble Champion: Your peasant hero. Same profile as the Noble Standard bearer except on foot. Allows peasants within 6" to use his Bravery when taking Bravery Tests and also carries a Relic Weapon. Not a whole lot this Hero but if you are taking a lot of peasants in smaller point games, he will certainly help them stay around.
For twenty points less than the Knights of Realm you lose 1 on your to hit rolls and 1 point of Bravery. Can rerolls 1's in combat if a Damsel is nearby, but the slight reduction in points doesn't really make up for the drop in quality from your standard knights. They can still get the job done against low armor infantry but need more support than Knights of the Realm.
Knights of the Realm: Your standard knight unit. Take a block of 16 and they can reroll 1's to hit as long as you have more than 10 models in the unit. They are fast and hit hard, but suffer against units with high armor due to no rend.
Use them to take out light armored infantry and monsters, but steer clear of elite units as if they get bogged down their killing ability drops drastically. Although, cycle charging with multiple KoTR units will help offset their low number of attacks. Questing Knights: Their Warscroll tries to sell these guys as monster hunters with charge and damage bonuses, but since Grail Knights do a WAY better job at it these guys will form your more elite fighting wall.
Get them stuck in combat on an objective and they will fight the whole game. Support them with a shock calvary unit like KoTR or Trebuchet Fire and they will win a lot of fights.
You can also support them with a Loremaster for re-roll to hit and wound goodness that makes these guys absolutely brutal. Grail Knights: Powerful elite cavalry, who due to the change in GHB are a hard counter for daemons and undead armies.
So on the charge each Grail Knight has 2 attacks hitting and wounding on 3's that deal 3 damage each to daemons and undead. A unit of 5 on the charge reliably kill exalted greater demons, mortis engines, and vampire lords on dragons.
With the change Grail Knights have become your elite shock cavalry and one of the cheapest and best monster hunters in the game. Pegasus Knights: Fast flying cavalry. They have the same stats as your KoTR with move 16, 4 wounds, 2 attacks, and fly.
Their 4 wounds also force your opponent to spend more than a little effort removing them. Alternatively, you can build an army around them as they can reliably get 1st turn charges with a general with Reckless or a Bretonnian Lord giving rerolls to their charge.
The more they are the harder they hit. Get benefits for standing still and from paladins. Importantly, it allows you to take a relic bearers which let's you dispel. Just below average surprisingly enough. Nope, at maximum buff 30 models they do an average of 0,41 damage per model, quite below average.
However the unit of 30 near a Paladin would inflict Your men at arms are not here to cause damage, you want them to hold the enemy. A large group with a chummy paladin nearby can be surprisingly survivable use inspiring presence if you absolutely do not want them fleeing.
Holding up the enemy means you are giving your knights the option and opportunity to freely charge the enemy as they hack through your men at arms. Peasant Archers: One of the top 3 Archers in the game.
Once per game they can alpha strike something, shooting 3x or 4x more arrows at 20 models, allowing 2 units to reliably wipe Nagash off the board. Also come with relic bearers as well as spikes and braziers helping them to ward off attackers and do more damage respectively.
They do an average of 0,29 damages per model with their bows and an average of 0,16 wounds with their skinning knife. Their arrowstorm compensate for that 1,16 damages per model but you have to use it as soon as possible.
Remember, the leader makes 2 shots with the longbow, not 1. Mounted Yeomen: Peasant mounted Archers who get a free move. They just about work as low wound warmachine hunters but suck otherwise. Nope, if you manage to keep a paladin near them pretty difficult actually, could be a good idea to have a Paladin Standard Bearer with them they can do up to 1,1 damages per model per turn 0,83 without, same average than Men-At-Arms , wound per wound better than chaos knights.
Ah, also take 10, not 5 because you have to defeat the enemy unit on the first round, otherwise you will lose the save bonus. Battle Pilgrims: Urm, elite peasants? Get buffs for keeping alive their special champion, the Grail reliquary but really aren't that great. Alternate take: Do to the fact that they are considered to be "Nobility" for having the reliquae they can be buffed from both the Fay Enchantress and a Damsel. Combining the two buffs from the ladies will make them surprisingly deadly Field Trebuchet: Another good unit, probably the best on foot unit of the army.
Has 5 weak crew men, can move quite rapidly for a warmachine and does great damage, firing unharmed two shots. Also auto hits units if it rolls prior beneath the amount of models. Helps vs all units. Formations[ edit ] Defenders of the Realm: A nobility formation giving you 3 heroes, 3 basic knights and an elite unit Knight.
Also helps with wounding and standing fast. A slightly better than average formation. The formation allows you to preroll your battle shock on the charge which isn't that great, but in this list is completely worthless since knights can take a banner that does the exact same thing, and being AOS upgrades are free. Gives you a paladin, 2 units of men-at-arms, 2 peasant archers and a trebuchet or Battle Pilgrims.
Helps with hitting and bravery as a result when near others in the group.