Bretonnian Special Rules


Bretonnian players(like me!) are subject to a few different special rules, most of which are designed to help our Knights be able to survive the War Machines of the enemy or to crush footsoldiers beneath our powerful cavalry charges!
The special rules are sure to be tweaked a little when the Bretonnian Army Book comes out (probably sometime around December 2003), but here are the rules as they are right now, and what I think of them:


THE LANCE FORMATION:

This formation is for Knights Errant, KotR, Questing Knights, Grail Knights and all of the Bretonnian characters. It places the unit Champion (or, if present, the most powerful Paladin or Duke in the unit) at the front all by himself, with two Knights behind him, three Knights behind them, four Knights behind them, ect.

This forms a wedge shape that can punch through most enemy units if used well. When a unit of Knights in this formation successfully charge, place the foremost Knight in base contact with the charged unit. All of the Knights who are on the outer rim of the formation and have an enemy model directly in front of them can attack and be attacked that turn. This allows 7 attacks in a unit of 10 knights, not the usual 5!

MY OPINION: I think that the Lance makes our KotR, who are almost the same as Empire Knights, that bit more powerful and, because they carry lances(+2S on the charge!) they can flatten small units of footmen with ease. They even have a chance at breaking a unit of 20 if they are lucky! I like this rule a lot.


THE BLESSING OF THE LADY OF THE LAKE:

I have heard two different opinions on this rule. Some people say you can only pray for the Blessing if you win the roll for the first turn, others say that you can pray for it automatcally. Either way, if the Blessing is taken, the opposing player may choose to take the first or second go.

If the Blessing is taken, all of the troops in the Bretonnian army sit down and pray, a strange mist fills the area and a faint sound of a heavenly chorus can be heard. This is very scary for the enemy troops, who rethink the wisdom of fighting! All of the Bretonnian player's scouts cannot be deployed as scouts, they must be inside the deployment zone.

Once taken all attacks from Short Bows, Bows, Long Bows, Crossbows, Repeater Crossbows, Slings, Javelins, Throwing Weapons and non-blackpowder War Machine shots fired at Knights (KE, KotR, QK, GK, Dukes and Paladins) must roll a 4 or more to even shoot, this is because some troops become befuddled by the Lady's power. Any blackpowder weapons or blackpowder-powered War Machines fired at any Bretonnian troop or Knights is also subject to this rule, because blackpowder weapons are so dishonourable!

The Blessing is lost if any of the following things happen:
  1. 2 Damsels are killed (takes affect after the death of the second).
  2. 1 Prophetess dies.
  3. You shoot at an enemy troop with a 4+ or better armour save or you shoot at an enemy character.
  4. A unit of Knights or a Knightly unit choose to flee as a charge reaction.
  5. You refuse a Challenge where a Knightly Character or Champion could have accepted.
  6. Your Battle Standard is captured by the enemy.

MY OPINION: I think that the Blessing is very useful and also allows Bretonnian players to have a code of chivalry which, if they fail to follow, can cost them a good advantage. It is helpful for stopping War Machines from blasting your Knights and means that roughly half the shots that the enemy fire at your Knights will fail before they even start!

THE BRETONNIAN VIRTUES:

Bretonnia holds virtue and honour in much higher esteem than most races in the Warhammer world and thus they act according to virtues and codes of honour. All Bretonnian Knights benefit from the Knight's Virtue, which means he doesn't have to test for panic in reaction to a non-knight unit's destruction or fleeing. This is due to the Knight's very good training and fearlessness.
Some characters and all Questing Knights have the Questing Virtue, which is an upmarket version of the Knight's Virtue, having the Questing Virtue means that the knight with the virtue is Immune to panic, even from seeing other knights fleeing or being destroyed!

A few characters and all Grail Knights have the Grail Virtue, this Virtue is pure fearlessness and makes the virtuous knight with this virtue is Immune to Psychology.

MY OPINION: I think that these virtues are good but we need many more, that would make our characters more unique and also be a lot of fun. For the moment however, these virtues will do.

MISC RULES:

These rules are small rules that apply to Bretonnians. The first is that Bretonnian Warhorses don't suffer from the -1 to Movement from Barding that other horses do, thus making Bretonnian Knights quicker than the average knight.

The second rule is that Bretonnians must include at least two characters in an army, they must have a General (like all armies) but they also must take a Battle Standard Bearer (it is only optional for other armies).

The last rule is that of the lance (not the formation, the weapon), this rule applies to anyone with a lance but I'll say it anyway. The lance is the only weapon that allows you to change weapons in the middle of a fight, with the lance used in the charge and then the lance automatically being swapped for whatever other weapon the Knight carries.

MY OPINION: I really like the no -1 to Movement for Barding rule, as it makes our Knights, who already benefit from the Lance Formation and virtues, that extra bit better. I really don't like or dislike the Battle Standard Bearer rule, but it makes sense, what with Bretonnians needing to show off their heraldry. I think lances are just how they should be.

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