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		<title><![CDATA[Latest posts for the thread "New to Fantasy and Bretonnians"]]></title>
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				<title>New to Fantasy and Bretonnians</title>
				<description><![CDATA[ I was lucky enough to pick up a big lot of Bretonnians for very cheap and wanted to know some beginner tactics on how to use them properly....especially to make sure i can get the charge with using the lance.<br /> <br /> and are the questing knights worth it at all.<br /> <br /> and i know for a fact that i will fight against magic heavy Lizardmen and possible High Elves.  so how do i counter all the magic...just dispell scrolls?<br /> <br /> thanks for any help.]]></description>
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				<pubDate><![CDATA[Mon, 24 May 2010 07:44:09]]> GMT</pubDate>
				<author><![CDATA[ 88elite]]></author>
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				<title>New to Fantasy and Bretonnians</title>
				<description><![CDATA[ This is the <span class="glossaryitem" onmouseover='gp(3);'>40K</span> section.]]></description>
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				<pubDate><![CDATA[Mon, 24 May 2010 08:07:37]]> GMT</pubDate>
				<author><![CDATA[ gurgle]]></author>
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				<title>Re:New to Fantasy and Bretonnians</title>
				<description><![CDATA[ oopsie....mods please move <img src="/s/i/a/504660322487159bb25fddaa475847a6.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Mon, 24 May 2010 08:14:36]]> GMT</pubDate>
				<author><![CDATA[ 88elite]]></author>
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				<title>New to Fantasy and Bretonnians</title>
				<description><![CDATA[ <a href="http://www.roundtable-bretonnia.org" target="_blank" rel="nofollow">www.roundtable-bretonnia.org</a> has everything you need to know.<br /> <br /> I personally think questing knights are pretty useless for there points. Great weapons are only +1 strength when mounted meaning there only the same strength as normal knights of the realm on the charge. They are better in the second round of combat but unless youve charged a stubborn/unbreakable unit you should break them 1st turn.<br /> <br /> To deal with magic heavy lists as your allowed an extra hero slot just take 1 or 2 <span class="glossaryitem" onmouseover='gp(347);'>lvl</span> 1 damsels with scrolls there magic resistance will help protect the knights there with aswell as having scrolls. If you have pegasus knights there good for taking out mages on there own.]]></description>
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				<pubDate><![CDATA[Mon, 24 May 2010 11:15:11]]> GMT</pubDate>
				<author><![CDATA[ bennyboy6189]]></author>
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				<title>New to Fantasy and Bretonnians</title>
				<description><![CDATA[ Actually.  Questing knights are fine.  Their additional strength and nice armor save helps them cut through stubborn or unbreakables, and the lance formation allows them to create an outnumbering bonus early and hold on to it.<br /> <br /> Just one unit  of 9 is great for a well rounded army.  Especially because there's usually one unit of umbreakable guys that need to be taken care of.]]></description>
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				<pubDate><![CDATA[Tue, 25 May 2010 01:11:08]]> GMT</pubDate>
				<author><![CDATA[ Ragnar4]]></author>
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				<title>Re:New to Fantasy and Bretonnians</title>
				<description><![CDATA[ does the strike last really hinder them or should their armor save them from most threats that i should send them into?]]></description>
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				<pubDate><![CDATA[Tue, 25 May 2010 03:32:23]]> GMT</pubDate>
				<author><![CDATA[ 88elite]]></author>
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				<title>New to Fantasy and Bretonnians</title>
				<description><![CDATA[ Strike last doesn't really hurt them.  Undead type units will be lucky to do one wound a turn, meanwhile you'll be churning out 5 or 6.<br /> <br /> Trollslayers are statisticly exactly the same as skeletons when attacking a unit of QKn.  Where things start to get hairy is when your opponent has a higher strength.  So Halbreds get a touch scary, and Great Weapons get really scary.  Luckily, very few units that are unbreakable have huge strength.  <br /> <br /> Statisticly a 3+ and a 6+ isn't exactly the same as a 2+ but it's really close.]]></description>
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				<pubDate><![CDATA[Tue, 25 May 2010 16:23:45]]> GMT</pubDate>
				<author><![CDATA[ Ragnar4]]></author>
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				<title>New to Fantasy and Bretonnians</title>
				<description><![CDATA[ What?  Trollslayers are the same as skeletons?  Don't they have twice as many attacks?  Or optionally, can't they elect to go great weapon themselves?<br /> <br /> I've heard a decent use for questing is to go in, do your damage in lance formation, and then, if you win the combat, but they hold, expand frontage to keep getting high strength attacks in.  Seems pretty decent to me.  Not amazing, but not terrible either.<br /> <br /> <span class="glossaryitem" onmouseover='gp(314);'>RZ</span><br /> <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 26 May 2010 23:39:27]]> GMT</pubDate>
				<author><![CDATA[ Red_Zeke]]></author>
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				<title>New to Fantasy and Bretonnians</title>
				<description><![CDATA[ I may not be remembering correctly.  But the Trollslayers are still hitting the Knights on 4's and if they are <span class="glossaryitem" onmouseover='gp(123);'>str</span> 3, then they are wounding the knights of 4's also.  The exact same as a unit of 20 skeleton spearmen.<br /> <br /> If they have great weapons, then the game changes.]]></description>
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				<pubDate><![CDATA[Thu, 27 May 2010 02:47:01]]> GMT</pubDate>
				<author><![CDATA[ Ragnar4]]></author>
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				<title>New to Fantasy and Bretonnians</title>
				<description><![CDATA[ They have the option to go with two hand weapons or great weapons, declared at the start of each combat.  So they either have the same number of attacks as skeleton spearmen, hitting on 4s (3s on errants) or great weapons.<br /> <br /> <span class="glossaryitem" onmouseover='gp(314);'>RZ</span>]]></description>
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				<pubDate><![CDATA[Thu, 27 May 2010 16:41:07]]> GMT</pubDate>
				<author><![CDATA[ Red_Zeke]]></author>
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				<title>New to Fantasy and Bretonnians</title>
				<description><![CDATA[ *sigh* I've been out of the tournament loop far too long. <br /> <br /> Normally I have complete mastery of all of the opposing armies.  Now I can't even remember how Trollslayers are armed.  I still think that QKn would be the best option a Brettonian player had if he needed to deal with slayers, it's just not as good as it once seemed.]]></description>
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				<pubDate><![CDATA[Thu, 27 May 2010 16:52:36]]> GMT</pubDate>
				<author><![CDATA[ Ragnar4]]></author>
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				<title>Re:New to Fantasy and Bretonnians</title>
				<description><![CDATA[ The best option for Brets to deal with Trollslayers is yon Trebuchet. <br /> <br /> &lt;SPLAT&gt;  <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">]]></description>
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				<pubDate><![CDATA[Fri, 28 May 2010 01:16:56]]> GMT</pubDate>
				<author><![CDATA[ Vulcan]]></author>
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				<title>New to Fantasy and Bretonnians</title>
				<description><![CDATA[ I agree with vulcan <span class="glossaryitem" onmouseover='gp(84);'>lol</span>. You dont wanna waste a high points costing unit of knights just to fight unbreakable units, the whole point of unbreakbale units are to stall and hold you up so throwing your elite knights at them is stupid. Brets are a fast army so avoid the unbreakable units until you have dealt with the majority of there army. I would much rather field 9 <span class="glossaryitem" onmouseover='gp(507);'>kotr</span> or errant.]]></description>
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				<pubDate><![CDATA[Fri, 28 May 2010 13:55:15]]> GMT</pubDate>
				<author><![CDATA[ bennyboy6189]]></author>
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				<title>New to Fantasy and Bretonnians</title>
				<description><![CDATA[ Another option for knights is the obvious Grail Knight. Whilst expensive, at almost 40 a pop, 2 S6 Attacks per Knight on the charge is hard for any opponent to mitigate. <br /> <br /> As to countering Magic, Dispel Scrolls and the Chalice of Malfluer(?) are great. +1 Dispel Dice and Scrolls are great, a Level 1 Damsel on Horse would be great for this. ]]></description>
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				<pubDate><![CDATA[Fri, 28 May 2010 15:26:32]]> GMT</pubDate>
				<author><![CDATA[ Cryonicleech]]></author>
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				<title>Re:New to Fantasy and Bretonnians</title>
				<description><![CDATA[ Oh, yes, the Grail Knights are a must if you can afford them. They are the true Bretonnian Deathstar... and the best news is, <i>they don't need character support to do the job...</i><br /> <br /> Bennyboy points out a very important detail about the Brets. Knights should ONLY charge units they will break THAT TURN. Knights should never wind up in a prolonged combat (barring a total fluff of the die roll); they loose way too much power on the second turn and tend to get mauled.]]></description>
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				<pubDate><![CDATA[Fri, 28 May 2010 17:57:56]]> GMT</pubDate>
				<author><![CDATA[ Vulcan]]></author>
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				<title>New to Fantasy and Bretonnians</title>
				<description><![CDATA[ Normally would agree with BennyBoy's assessment.  I also mostly practiced what he preached in my 100 or so games with my Brettonians before I sold them off.<br /> <br /> When I first started playing I wanted a questing contingent so I had like 40 questing knights lying around after I realized I didn't really like the direction they went!<br /> <br /> So I always FORCED myself to take one unit, and determine a role for them.  <br /> <br /> We were discussing whether they are useful, and in a lot of cases they are.<br /> <br /> But what if:  you're in a situation where you NEED to attack that crazy stubborn unit, or unbreakable unit?  It doesn't happen often... but you never want to be throwing a unit of knights errant after them...<br /> <br /> I think that QKn should be one of those compulsory buys that you always have, and that their uses should include dealing with units that will take a long time to finish off.]]></description>
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				<pubDate><![CDATA[Fri, 28 May 2010 20:50:53]]> GMT</pubDate>
				<author><![CDATA[ Ragnar4]]></author>
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				<title>New to Fantasy and Bretonnians</title>
				<description><![CDATA[ I agree with you there ragnar4 but i wouldnt take a unit of 9 questing knights on the off chance you have to face an unbreakable unit, thats just me peronally though. When i played against dwarfs i just shot the slayers with bowman/trebutchet and then finished off on the charge.]]></description>
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				<pubDate><![CDATA[Fri, 28 May 2010 21:35:14]]> GMT</pubDate>
				<author><![CDATA[ bennyboy6189]]></author>
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				<title>Re:New to Fantasy and Bretonnians</title>
				<description><![CDATA[ so for ranged support how do most people go about it.  is the trebuchet a worthy try or just try and go with a decent amount of archers.<br /> <br /> and again on the magic side.  which lore tends to work the best with bretonnia.]]></description>
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				<pubDate><![CDATA[Sun, 30 May 2010 07:32:29]]> GMT</pubDate>
				<author><![CDATA[ 88elite]]></author>
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				<title>New to Fantasy and Bretonnians</title>
				<description><![CDATA[ I would imagine the allure of the trebuchet rests mainly on it's ability to scare some of the large multi-wound targets that are out and about.  Steam tank, thirsters, hydras, skaven nasties aren't going to be excited about taking a direct hit, and some of those can be tough to deal with using your other tools.<br /> <br /> <span class="glossaryitem" onmouseover='gp(314);'>RZ</span>]]></description>
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				<pubDate><![CDATA[Sun, 30 May 2010 07:35:13]]> GMT</pubDate>
				<author><![CDATA[ Red_Zeke]]></author>
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				<title>New to Fantasy and Bretonnians</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(314);'>RZ</span> is right other than sword of Heroes, Trebutchet is best for big nasties, skirmishing peasant bowman are my favourite ranged choice for brets. Watch your opponents face when your cheap bowman beat there expensive high elf archers at shooting. <br /> <br /> As for lore Life its ok as most has no range just <span class="glossaryitem" onmouseover='gp(85);'>los</span> but nothing really worth it,if you choose lore of life make sure who ever sets terrain up puts a river/hills and lots of forests on the field. <br /> <br /> Lore of beasts is nothing special but i would take this if your playing any1 with mounts, beast cowers is amazing. As most your damsels will be <span class="glossaryitem" onmouseover='gp(347);'>lvl</span> 1 and be scroll cadies they probably wont get much magic off anyways. ]]></description>
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				<pubDate><![CDATA[Sun, 30 May 2010 09:26:46]]> GMT</pubDate>
				<author><![CDATA[ bennyboy6189]]></author>
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				<title>New to Fantasy and Bretonnians</title>
				<description><![CDATA[ Been playing a few games vs. Brets with my Dark Elves and those skirmishing bowmen are indeed pretty good for their cost. Especially when they get into a building.<br /> <br /> - Blackbone]]></description>
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				<pubDate><![CDATA[Fri, 4 Jun 2010 17:58:36]]> GMT</pubDate>
				<author><![CDATA[ Blackbone]]></author>
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				<title>New to Fantasy and Bretonnians</title>
				<description><![CDATA[ Things have horribly changed in a good way with us frenchys with the new edition. Ill give you a run down on the good things to take now <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0"><br /> <br /> Men at arms are now usefull if you take them in huge mobs. 3 ranks each with 10 modles will let you attack in all three ranks. Mass of little cheep men now?<br /> <br /> Great weapons are no longer +1 <span class="glossaryitem" onmouseover='gp(123);'>str</span> on horse back there always 2+ so they are worth taking now.<br /> <br /> The lore of life is great at keeping your guys around. <span class="glossaryitem" onmouseover='gp(269);'>Id</span> honestly recomend two wizards now as they can become quiet the little magic users now.  IM begining to think that beast is actually one of the better lores this time around. <br /> <br /> Flying calvary are even better now seeing as they can charge farther and hit harder then the rest of us mounted men. <br /> <br /> ALso all archers can fire in two ranks even if not on a hill. the bowmen gun line is finally worth taking. <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 17 Jun 2010 03:54:10]]> GMT</pubDate>
				<author><![CDATA[ Golga]]></author>
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				<title>New to Fantasy and Bretonnians</title>
				<description><![CDATA[ Problem: Stubborn unit. Brets are, in many cases, weak after the charge being a simple human with armor.<br /> <br /> Answer, shooting. Take peasants and trebuchets. Anything that isn't stubborn will fall to the lance. Stubborn units, especially slow dwarves, will fall to shooting. I would go 1-2 units of simple archers, and 1-2 Trebuchets. Luckily, they kill stubborn and non-stubborn, so they will be useful regardless. <br /> <br /> In case of Miners, plop a character on a pegasus in the back for some peasant D.]]></description>
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				<pubDate><![CDATA[Thu, 17 Jun 2010 19:10:12]]> GMT</pubDate>
				<author><![CDATA[ boomkapow!]]></author>
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