An Army Book in the Warhammer Fantasy tabletop wargame, is a rules supplement containing information concerning a particular army, environment, or worldwide campaign. Army Books for particular armies were introduced for the fourth edition of the game prior to that all armies were included in the main rulebook. The sixth edition rendered these obsolete. Until superseded by newer versions, the 6th edition and later books remain valid for the newer editions of Warhammer.
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Named Characters[ edit ] Note: Under the current edition, named characters tend to be overpriced; you can pretty easily emulate most named characters from scratch and save yourself some points. That said, a few named characters do have abilities and wargear or wargear combos unique to them, so if you absolutely need to have them, go ahead.
The Green Knight: An ethereal unit with M8, decently killy for price and with the ability to teleport. The issue with him is that he excells at killing things Bretonnia can usually handle well cavalry and monsters, basically: things without static combat resolution but sucks at killing the things that usually give you trouble massed infantry, tho his Terror may help.
It is worth noting that he may have some use as a warmachine hunter also if there is a skullky wizard skulking around he can pop out of the nearest puddle murder them and then dash off into the nearest hedge. If you can pay for her unreasonable price of entry at say, points and up, she could easily be worthwhile. Not a great choice however. King Louen Leoncoeur: Cost well over points when you put him on his hippogryph Beaquis.
He also does silly things to the rest of your army and usually not things you want to happen eg. He may be fun to field against another hugely overpriced named general, but in terms of winning a battle: skip him. Generic Characters[ edit ] Note: Bretonnian knights are already deadly as hell on the charge. Bretonnian Lord: Basic combat Lord, nothing special. Prophetess of the Lady: Prophetesses are your basic Lord level caster so all the usual rules apply: Always tick up to Level 4, protect her in a unit, usual shit.
They get the ward save from Blessing of the Lady just like your knights, plus an additional magic resistance 2. Lore of Life is a favorite, though Lore of Beasts can be used to create some nasty tricks if you build your army appropriately. Remember that with the lance, most units are forced to allocate at least two attacks to your paladin: this is usually to your advantage.
Benefit the most from Lore of Beasts, always tick up to Level 2. Scroll caddying and item bearers are fine. But Damsels are still a damn HAH fine choice. While you usually want them in a lance of knights for support, they can be placed in a unit of Men at Arms or even Bowmen if you intend to roll power dice left and right for miscast damage control. Mounts: Bretonnian Warhorse: You know it and love it. However, there is no restriction on a monstrous cavalry character joining a different unit, though they will be stuck on the side due to clashing base size.
Keeping him 3 inches from a pegasus unit will let him benefit from a look-out-sir role, so they are not as vulnerable to shooting as you might think.
A paladin on a pegasus is not as effective as pegasus knights in most cases, but since without using a mostly non-competitive RAF you are limited to one unit of those, take him if you need two units covering the skies. Other than that, there are two reasons for taking a pegasus and always on a paladin, never a lord. He will then either flee combat or die, but it will be worth it for you either way, since dominating the magic phases is so important.
Hippogryph: Buckbeak is a good Hippogryph. It can do alright against basic units, but so could a bodyguard unit of Knights of the Realm that cost about the same.
Skip it. Then grab it. A note on monstrous mounts: Remember that they get the blessing of the lady as long as the rider has it too. Then watch him scream as two cannon balls are stopped by the fences and the third one triggers insignia of the quest. Bonus points if the ward saves the monster too. Beware, like all knights in this army, their striking power tends to run out after the charge and heaven help you if you get flanked. Still, overall a good core unit that should, through sheer perseverance, eventually route hordes of low S opponents.
Knights Errant: Idiot Knights constantly throwing themselves into dangerous situations Young, headstrong knights eager to prove themselves. Kinda like Silver Helms from High Elves, only cheaper with worse stats.
They can replace knights of the realm as your main unit as long as you keep them near your BSB and general: otherwise their impetuousness may well cost you the game.
Also you can grab 4 of them for the cost of 1 Knight Errant. The ruby goblet, while not as potent, can give a similar buff to a second unit. Without either, you are better off just taking knights. Use them to force enemies off objectives and encourage your opposition to waste resources clearing them out.
A solid defensive line unit through and through. Peasant Bowmen: Throw enough mud at a wall At 6 points a pop, with Defensive Stakes and Longbows, these are among the most cost-effective archers in the game. They work well in either minimum sized units, to help you in the deployment, or in 20 ish units to have some standing power good units for casters if you want to spam power dice. And remember, any effort your enemy puts into killing them is effort not put into killing your Knights. Give them Braziers.
Also, never ever, ever, ever give them Light Armor or make them Skirmishers, or bother about musician or standard bearer. Oh and 1 point of Initiative, not that it matters. Second, the fact that they strike hard even if charged helps them face high mobility units silver helms, flying monsters. These three factors make them ideal at protecting your flanks, where they will likely be away from the BSB and facing the likes of Vargheists and Chaos Knights.
Even if they die, they will bring the pain to whatever attacked them. Many players ignore them, but they do fill a role.
Pegasus Knights: At 55 points a pop, you better be willing to sink some points into them. With skirmish and T4, they are tough to kill too without resorting to magic. Do right by them, by keeping them away from things immune to their stomp and by making sure they only attack massed infantry when supported, and they will do right by you, guaranteed.
Losing 70 points for fleeing combat is not fun. Mounted Yeomen: They seem like one of your worst choices in the army because they compete with the vastly superior pegasus knights. However, this would be looking at them the wrong way: make them work WITH the pegasus and they become much better: their LD becomes 8, their shooting helps deal with the extremely annoying redirectors and you can safely take a standard without worrying about extra victory points.
They can also grant cover to the pegasus or be shot in their stead, and both scenarios favor you. Also, unlike what is commonly believed, it is unlikely that they will lose combat against elven or dwarven warmachine crews assuming you take at least 6 men with a champion and buy them shields still cheap enough to consider them.
If you have the spare points, however, it can be worth to take a unit of up to 12 two ranks of six assuming, again, that they are working in synergy with pegasi.
This gives these guys a go-to role as objective-holders and makes them pretty good screeners; their balls-out toughness for a Peasant unit is often enough to make weedier units think twice about fighting them. While their worth has been somewhat reduced in an edition that favours massed infantry so much, they remain a great option to kill monsters and smaller, elite unit.
Chaos Warrior statline means they are decent enough in prolonged combat too although this is a waste of their potential and should be seen as more of a last resort. Like Questing Knights, their immunity to fear and terror helps them greatly in protecting flanks, although they cannot receive charges from monsters as well. Unlike questing knights, they can also be used in the center of your army to punch through enemy units or simply to intimidate your opponent.
An option to consider. Field Trebuchet: Do you like winning? Then take this 90 point stone thrower that hits on S5 An excellent choice. If at all possible, place them behind bowmen so they get the cover from the fence and get the craftsman to help with the indirect fire. These are the basics of the Bretonnian army. After that do whatever you feel, use peasants if you want to recreate a peasant rebellion or a Crusades era army.
Buying Your Army[ edit ] Unfortunately GW knows that you will need boxes of Knights to build your army, you will get neither enough in a single box nor a decent price. The basic plastic set can do either of the Core choices, but in typical GW fashion you will pay much more for Questing and Grail knights.
Putting a hand on the reigns or pointing heroicly will do fine. There is an alternative for those who love mass conversions for themed armies and that is the "Legion of the Grail Damned" route. Another route for obtaining cheap knights is fireforge games. All in all a perfect way to say fuck you GW! Another good thing to remember; if you use 3rd party miniatures in GW stores staff members will tell you to fuck off out the door and ban you, all before your models get out of the carry case.
You cannot play this army without Knights, so embrace the men of horse and steel. Grail Pilgrims are a solid flank unit. Take that into consideration when planning your characters and their bodyguards. Nothing special, but it comes for free and most magic item options are available without the other vows, so this should be your pick unless you want something specific. This is mostly useless unless your battle standard bearer is far away or dead, but you never know.
Still, there are two reasons to pick this vow: access to great weapons instead of the lance, which provide the much needed punch after the charge, and access to two solid magic items check below. Grail Vow: Immunity to psychology is good and so is being able to join grail knights. The vow also makes all your attacks magical attacks, which is mainly useful on paladins as your lord will most likely take magic weapons but still opens new combo choices for lords for instance, you can take the virtue of knightly temper and still be able to take ethereals down.
The grail shield is also a very solid defensive item 10 points cheaper than the talisman on the book. Overall a good choice, but it costs as much as a knight of the realm, so have a clear goal in mind when taking it.
Yeah, skip it. Virtue of the Knightly Temper: A bit on the pricey side, but on a Lord, this one could really help you stack up the casualties. This is one of those virtues that can be really effective, but you need to build your army around it. With the savage beast of horros, you are looking at a lord that will kill 8 or more models on the charge, or an enemy general if you took the tress of Isoulde.
This makes your lord excellent at obliterating small elite units like chaos warriors, characters and, most importantly, if you give him a morning star he becomes one of your best solution to dealing with units in buildings. One of the few charge-only "items" that can be recommended. Killing blow against all targets?
Warhammer Army Book