Bretonnian Army List

by Gary Mort

This army list was heavily influenced by the list by Ignazio Corrao on the maximumum warmaster website
(http://www.maximumwarmaster.com/armies/Brettonian/brettonian.shtml)

In particular, I wish to thank him for the spell list. I made some modificaitons, but his original was a big help.

I'm not sure on whether or not the Knights should pay a little bit extra for their special abilities or whether not being able to evade offsets their bonus enough.

You may notice that the minimums for Bretonnians are the second smallest in the game(Dwarfs being the smalles, 2 units of warriors). Point wise, however, only the Dwarfs have more required minimum points.

 

UNITS:

Unit Name Points Type Stands Attacks Hits Armour Min/Max* Special Rules
Bretonnian Bowmen 55 Inf 3 3/1 3 - 2/-  
Men at Arms 45 Inf 3 3 3 6+ -/-  
Squires 65 Inf 3 3/1 3 - -/1 1
Peasant Levies 30 Inf 3 2/1 3 - -/2 2
Knights of the Realm 130 Cav 3 4 3 4+ 1/- 3
Mounted Squires 95 Cav 3 3/1 3 5+ -/1 4
Knight Errants 110 Cav 3 3 3 4+ -/1 5
Pegasus Riders 110 Mon 3 3 3 5+ -/1 6

1. 360 degree fire arc, cannot provide support
2. 15cm range
3. Knight (see below)
4. 15cm range, 360 degree fire arc
5. Knight (see below)
6. Flyers

 

CHARACTERS:

Character Points Attacks Command Min/Max* Special Rules
General 125 +2 9 1  
Hero 80 +1 8 -/3  
Sorceress/Grail Damsel 45 - 7 -/1 Spellcaster, Choice of Magic (see below)

 

MOUNTS:

Mount Points Number Attacks Min/Max* Special Rules
Pegasus 10 1 +0 -/2 1
Hippogriff 80 1 +2 -/1 2

* per 1000 points

1. Flyer, may enter woods or difficult terrain
2. Flyer, Causes Terror

 

SPECIAL RULES:

Knights:

All knights are determined, they less affected by missile fire than most. When determining drive backs due to missile fire, roll 1 d6 less than normal. So if 3 hits are taken by missile fire, only roll 2d6, and if only 1 hit is taken they are not driven back at all!(Note: for campaign games, this is CUMULATIVE with the stubborn bonus, so a unit of stubborn knights roll two d6 less than normal)

A knight's chivalric code demands they never retreat, as such no knight unit will ever use its initiative to evade.

Choice of Magic:

There is much debate over whether the powers of the Lady of the Lake or mages trained in the Empire are better. Bretonnians can choose between taking Imperial trained magicians or Grail Damsels. They may not mix the two, either all their mages use the Empire magic list or they all use the Bretonian spell list.

 

Bretonnian spells:

Bless of the Lady of the Lake:
5+ difficulty, 30cm range
Yarget Bretonnian knight unit's armor save is +1 versus all missile fire next turn. For attacks with no armor save, the knight unit will have a special save of 6.

Mysts of the Lake:
4+ difficulty, 30 cm range
Target unit gain one hit per stand until your next command phase.

Enchantment of Isoulde:
4+ difficulty, 30 cm range
Target unit gain one attack per stand until your next command phase.

Portent of Malfleur:
5+ difficulty, no range
All opposing mages get a -1 penalty to their difficulty rolls in their next casting phase.

 

Details:

Brettonia is a land that reveres knights and the chivalric code. As such, their armies tend to be predominantly knights.

Bretonnian Bowmen:
Ever landed knight is expected to maintain at least a few bowmen, when marching to war these bowmen will be gathered in large units, where their massive firepower can inflict heavy losses upon the enemy. As such, Bowmen will always be featured in a Bretonnian host.

Men at Arms:
Many landed knights also maintain forces of foot soldiers, these men at arms can provide much needed support to the bowmen.

Squires:
Bretonnains in training for knighthood are called squires. They aid thier assigned knight in hunting and battle, and are rewarded with instruction in the chivalric code. When large numbers of knights gather, these squires may be formed into units and given special assignments to prove their worth. Not as disciplined as normal foot troops, squires keep their eyes pealed in all directions, and so can shoot in any direction(see Empire Pistoliers for details on how this works). As they lack the discipline of foot soldiers, Squires can never provide support to other infantry units, nor can they be supported by infantry units. Note: in campaign games, Squires do not earn battle honors, it is assumed the unit is constantly changing as knights earn their spurs, squires are promoted, and new squires are taken on.

Peasant Levies:
A cynic once mentioned that when Knights go to war, they like to have lots of peasants around to share in the dying. Whether this is true or not, desperate knights may somtimes draft peasants into their armies. These peasants are poorly trained, about on par with goblins in regards to combat. Their one saving grace is that they often are armed with slings or short bows, and so they can shoot from a short distance away. Their inexperience and substandard weapon quality means they only have a range of 15cm however.

Knights of the Realm:
The standard shocktroop of the Bretonnians. Better trained than their Imperial brothers, Knights of the Realm can inflict heavy casualties upon the enemy. In theory, each such knight has some amount of land he manages, but often this can be but a token acre or two, leaving the Knight with no funds to maintain troops or a household.

Mounted Squires:
As with their foot squire brethern, mounted squires serve a knight and may be called upon to aid them in battle. Mounted squires use javelins and short bows, giving them a shorter range than their brethern on foot, however they also may shoot in any direction(see Empire pistoliers for details on shooting in any direction). Note: in campaign games, Squires do not earn battle honors, it is assumed the unit is constantly changing as knights earn their spurs, squires are promoted, and new squires are taken on.

Knight Errants:
These are squires who have been given their errantry quest by their master. Often, on the eve of battle many promosing squires will be gathered together and hurriedly knighted. Often given dangerous tasks, these men are promised great rewards for success. Note: in campaign games, Knight Errants do not earn battle honors, it is assumed the unit is constantly changing as knights earn their spurs and squires are promoted.

Pegasus Riders:
Bretonnia makes much use of the pegasus, and can often field entire units consisting of brave knights riding these winged beasts. Despite breeding for the ability to carry large weights, Pegsasus Riders do not enjoy the same heavy armor and barding of their mounted brethern, and must make do with lightweight armor of Elven design instead.

Characters:

General - A Bretonnian lord

Hero - Bretonnia is the land of heros, as such Bretonnian warhosts can field more hero's than most other races.

Sorceress/Grail Damsel: As has been stated, Bretonnians are divided on which form of magic is better. This is further exasperated by the rivalry between the Fey Enchantress and Imperial Wizards. As such, a Bretonnian warhost may use Empire magic or Bretonnian magic, but not both. Disastarous results over the years have taught Bretonnian generals that it is not good for Morale to have practitionaries of both arts in the camps.


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