The Old World is back, and with it, the thundering hooves and fluttering banners of the Kingdom of Bretonnia. For veteran players, it’s a welcome return to chivalry, honour, and devastating cavalry charges. For newcomers, Bretonnia offers a unique playstyle heavily focused on armoured knights, supported by masses of less-than-enthusiastic peasants. If you’re thinking about pledging your allegiance to the Lady of the Lake and fielding a Bretonnian host in Warhammer: The Old World (TOW), this article is for you. We’ll break down how the army plays, its core strengths and weaknesses, key units, and some tactical thoughts.
The Core Identity: Chivalry on the Tabletop
Bretonnia isn’t just an army; it’s an ideal, albeit a somewhat stratified one. The core theme is the stark contrast between the noble, chivalrous knights and the downtrodden, expendable peasantry. This isn’t just flavour text; it’s deeply embedded in their rules and army composition.
The most defining feature, carried over and refined in TOW, is their reliance on Knights and the Charge. Bretonnian knights are designed to hit hard on the turn they charge, embodying the classic image of a medieval cavalry assault breaking enemy lines.
Central to this is the Lance Formation. This isn’t just about looking cool (though it does); it’s a specific formation that allows multiple ranks of cavalry models to fight in combat. For most armies, only the front rank gets their full attacks. For Bretonnian Knights in Lance Formation, typically the front two ranks (and potentially characters in the third) can bring their pointy lances and armoured warhorses to bear on the turn they charge. This dramatically increases their hitting power on the initial impact, making a well-executed Bretonnian charge truly terrifying.
The other cornerstone of Bretonnian identity is the Blessing of the Lady. Representing the divine protection granted to those deemed worthy, this provides a Ward Save (a special save taken after failing an armour save) against wounds suffered. In TOW, this is often a 6+ Ward Save, potentially improving to 5+ against high-Strength attacks. Critically, this Blessing can be lost if the Knights act in an unchivalrous manner – typically represented by fleeing from combat or choosing to pursue a broken enemy off the board when restraint might be wiser (though specific rules interactions should always be checked in the current rulebook/errata). This adds a layer of risk vs. reward to playing them. Do you risk losing your divine protection for a tactical advantage?
Finally, the Vows system adds flavour and specific benefits (or sometimes restrictions) to your Knights and Characters. Knights Errant are Impetuous, eager to charge but sometimes uncontrollably. Knights of the Realm embody standard chivalry. Questing Knights have sworn oaths that often see them fighting on foot or taking on monstrous foes, reflected in their equipment (often Great Weapons) and roles. Grail Knights, having supped from the Grail itself, are the pinnacle of Bretonnian knighthood, boasting superior stats and unwavering faith. Characters can take different vows affecting their abilities, leadership, and sometimes even how the peasant units react around them.
The Hammer: The Knights of Bretonnia
Let’s be clear: the Knights are the heart, soul, and primary striking force of any Bretonnian army.
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Lords and Paladins: Your leaders. Bretonnian Dukes and Barons (Lords) and Paladins (Heroes) are formidable fighters, especially when mounted. They can join units of knights, adding combat prowess, leadership, and access to Vows and magic items. Putting a well-equipped Paladin Battle Standard Bearer in a large lance of Knights of the Realm is a classic and effective strategy, boosting their resilience in combat. Mounting options are key – warhorses are standard, but Pegasi offer mobility, and the mighty Hippogriff turns your Lord into a monstrous cavalry centerpiece.
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Knights of the Realm: The backbone of your cavalry arm. These are your reliable, workhorse heavy cavalry. Armed with lance, shield, and heavy armour, mounted on barded warhorses, they form the core of your charging formations. Their job is to get into combat on the charge, break the enemy unit, and repeat. They benefit massively from the Lance formation and are usually where you’ll invest a significant portion of your points.
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Knights Errant: Younger, brasher knights eager to prove themselves. They often have the Impetuous rule, meaning they must declare a charge if a viable enemy target is in range, which can sometimes be a disadvantage if it pulls them out of position or into a fight they can’t win. They are slightly cheaper than Knights of the Realm but fulfill a similar role, albeit with less control. Their eagerness can be a double-edged sword.
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Questing Knights: These veterans have forsaken the lance in pursuit of a higher calling, typically wielding Great Weapons. This makes them S6 on the charge (and S5 thereafter), excellent for cracking open heavily armoured infantry or monsters where the lance’s higher strength bonus only applies on the charge turn. They often have a different Vow, reflecting their dedication. They trade some initial impact for more sustained combat power against tough targets.
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Grail Knights: The elite. Having achieved the ultimate quest, these knights are blessed warriors. They boast better stats (Weapon Skill, Attacks, Leadership), often have magical attacks, and possess the Grail Vow, making them Immune to Psychology and often granting other benefits like improved Blessing saves. They are expensive but represent the pinnacle of Bretonnian martial and spiritual prowess. A unit of Grail Knights is a significant investment but can be a game-winning asset if used correctly.
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Pegasus Knights: Offering speed and flight, Pegasus Knights are your rapid response unit. They aren’t typically used in Lance formation but excel at flanking, hunting war machines, picking off vulnerable support characters, and grabbing objectives. Their mobility is a crucial asset in an army that can sometimes feel ponderous setting up its main charges.
The Anvil (and Arrow Fodder): The Peasantry
While the knights get the glory, the peasants provide essential support, numbers, and a degree of board control. They are generally cheap, poorly equipped, and have shaky leadership, often relying on nearby knights to keep them in line (represented by specific rules).
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Men-at-Arms: Your main infantry block. Typically armed with spears (for fighting in ranks) or halberds (for a bit more hitting power), and maybe shields. Their job isn’t usually to win fights head-on but to hold objectives, screen your valuable knights from unwanted charges, absorb enemy shooting, and tie up enemy units long enough for the knights to deliver the decisive blow. Deploying them in deep ranks makes them stubborn but vulnerable to flanking. Their low Leadership is a constant concern.
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Peasant Bowmen: Your primary ranged support. Armed with longbows, they provide a volume of (mostly inaccurate) fire. Don’t expect them to snipe characters or punch through heavy armour reliably. Their strength lies in numbers. A large unit can put out enough shots to potentially cause panic tests on lightly armoured units or whittle down chaff. They often have the option for defensive stakes, which provide protection against cavalry charges to their front – a useful deterrent. Keeping them cheap is key; don’t waste points on upgrades unless you have a specific plan.
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Mounted Yeomen: A light cavalry option often overlooked. They provide fast-moving screening, can harass enemy flanks, and potentially hunt war machines. They lack the punch of knights and the numbers of peasant blocks but offer tactical flexibility.
Other Support Elements
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Prophetess of the Lady: Your primary magic user. Accessing the unique Lore of the Lady (focused on blessings, protection, and maybe some direct damage spells tailored to the Bretonnian theme) as well as potentially other lores available in TOW (like Elementalism or High Magic, depending on the edition specifics), she provides crucial magical support and defence. Keeping her safe is vital, often meaning placing her within a unit of knights or peasants.
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Battle Pilgrims & Grail Reliquae: A unit themed around religious fervour, often centered around a Grail Reliquae carried by devoted peasants. They tend to be more resilient or stubborn than standard Men-at-Arms due to their fanaticism, acting as a tough anvil unit. Their rules often interact with nearby Grail Knights or characters with the Grail Vow.
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Field Trebuchet: The iconic Bretonnian war machine. This stone thrower provides much-needed long-range artillery support. It’s inaccurate but devastating when it hits, capable of disrupting enemy formations, damaging monsters, or taking out enemy artillery. Its effectiveness is random, but the threat it poses can influence your opponent’s deployment and movement. Protecting it from fast movers or flyers is important.
Strengths of the Bretonnian Army
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The Charge: This can’t be overstated. A multi-rank charge from Knights in Lance formation is one of the most potent offensive tools in the game. High Strength, multiple attacks, and impact hits from the horses can shatter enemy units on contact.
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Heavy Cavalry Dominance: Bretonnia fields arguably the best range and quality of heavy cavalry in The Old World. They have options for different roles, from line-breaking Knights of the Realm to elite Grail Knights and monster-hunting Questing Knights.
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The Blessing of the Lady: A default Ward Save across much of your expensive cavalry provides a layer of resilience that other armies have to pay points for (or rely on magic for). The potential upgrade to 5+ vs high Strength makes them surprisingly durable against things that should wound them easily.
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Psychological Edge: Facing down multiple lances of determined knights can be intimidating for an opponent. The threat of the charge is powerful in itself.
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Thematic Cohesion: The army feels ‘right’. The rules strongly support the lore, making for an immersive play experience.
Weaknesses of the Bretonnian Army
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Reliance on the Charge: If your knights fail their charge, get charged themselves, or get bogged down in protracted combats after the initial impact, their effectiveness drops significantly. Lances lose their S+2 bonus after the charge turn, and fighting multiple rounds can wear them down.
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Vulnerability When Stationary or Flanked: Knights are much less effective if caught stationary or hit in the flank or rear. Breaking their formation is key for opponents.
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Peasant Unreliability: Low Leadership and average stats mean peasant units can break easily if left unsupported or hit hard. They require careful positioning and often need a nearby Knight character to bolster their resolve.
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Limited Elite Infantry: While Questing Knights can fight well on foot, Bretonnia lacks dedicated, heavily armoured elite infantry units comparable to those in other armies (like Chaos Warriors or Swordmasters).
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Predictability: While powerful, the core Bretonnian strategy (charge with knights) is well-known. Experienced opponents will have plans to counter it – using terrain, chaff units, magic, or shooting to disrupt your charges.
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Cost of Knights: Fielding multiple units of well-equipped knights, especially Grail Knights or characters on monstrous mounts, gets very expensive very quickly, potentially leaving you outnumbered overall.
Building Your Bretonnian Host
When starting a Bretonnian army for TOW, focus on the core elements:
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Core Choices: You’ll need your minimum Core units. This usually means at least one large unit of Knights of the Realm (perhaps 8-12 strong to make a good lance) and some peasant support (either a block of Men-at-Arms or a unit or two of Bowmen). Don’t skimp too much on the peasants; you need bodies.
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Characters: A mounted Paladin Battle Standard Bearer is almost mandatory. A Lord or Prophetess provides leadership and combat/magic ability. Choose Vows and equipment carefully to support your strategy.
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Special Choices: This is where you add flavour and tactical options. More Knights of the Realm? A unit of Questing Knights for anti-armour? Pegasus Knights for mobility? Grail Knights for an elite hammer? Choose based on how you want the army to play.
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Rare Choices: The Field Trebuchet is the classic pick here, providing valuable ranged support.
Balance is important. Too few knights and you lack punch. Too few peasants and you lack board presence and screening. Find a mix that suits your playstyle and the points level you’re playing at.
Conclusion
Playing Bretonnia in Warhammer: The Old World is a unique and rewarding experience. It’s an army that demands careful planning and precise execution, particularly in the Movement and Charge phases. When your lances connect perfectly, it’s one of the most satisfying moments the game has to offer. They have clear strengths centered around their powerful cavalry and divine protection, but also distinct weaknesses that skilled opponents can exploit.
If you enjoy the theme of chivalry, the thrill of the decisive cavalry charge, and managing the dynamic between elite knights and expendable infantry, then Bretonnia might be the perfect army for you. Gather your knights, rally your peasants, raise your banners high, and prepare to charge forth for the honour of the Lady and the Kingdom of Bretonnia!