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 Bretonnia Warband Revisions

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davinewrath
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PostSubject: Bretonnia Warband Revisions   Bretonnia Warband Revisions Icon_minitimeMon 17 Nov 2014 - 23:59

I've had a go at updating the Town Cryer Bretonnian warband.  Please take a look here and give comments/feedback.
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Pervavita
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PostSubject: Re: Bretonnia Warband Revisions   Bretonnia Warband Revisions Icon_minitimeTue 18 Nov 2014 - 0:36

to make it easier to see what changes you have made can you give a quick run down of changes, adding a "why" would help too I think?

also if you haven't seen it yet this is an awesome Bretonnian warband here.
https://boringmordheimforum.forumieren.com/t5327-bretonnian-chapel-guard?highlight=chapel+guard
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Shadowphx
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PostSubject: Re: Bretonnia Warband Revisions   Bretonnia Warband Revisions Icon_minitimeWed 19 Nov 2014 - 18:59

May I ask, what's wrong with the Knights as they are?  


I find them an strong Warband, in my opinion. I personally do very well with them.
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Pervavita
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PostSubject: Re: Bretonnia Warband Revisions   Bretonnia Warband Revisions Icon_minitimeWed 19 Nov 2014 - 21:09

One of the biggest weakness is there heroes. They start with 6 heroes (good) with 3 being young bloods (not that bad) but the 3 non young bloods are more expensive then corresponding hero counterparts (Mercs) with equal stats, more gold, same exp.
There other hero problem is that there Questing Knight must be guarded more then it should be as if he dies he can't be replaced (like other warbands) but also means you must dismiss one other hero that can only be replaced by a LGT. Depending on interpretation of the rules this applies to your other two knights as well. This makes Knights have to act out of character (brave into cowards).

They also have a vary much elite warband weakness of 12 member max but non of those warbands strengths, they don't shoot well (no shooting skills), limited academic (no extra treasure finds), are human (weak stat maxes), no magic, and no hired swords (or not many).

The worse part of them though is that the way any good Bretonnian player would want to play them is far from a good strategy in the game... heavy armored knights charging courageously into battle (on horse back or not) slaying there enemies. The Blessing of the Lady helps this but far from enough.

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mweaver
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PostSubject: Re: Bretonnia Warband Revisions   Bretonnia Warband Revisions Icon_minitimeThu 20 Nov 2014 - 3:48

What Pervavita said, plus their rules give the knights no incentive to equip themselves with heavy armor or horses, so they lose a lot of their flavor. If nothing else, they should receive a starting cost reduction on armor and war horses (as, for example, dwarves do with gromril armor).
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Von Kurst
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PostSubject: Re: Bretonnia Warband Revisions   Bretonnia Warband Revisions Icon_minitimeThu 20 Nov 2014 - 5:54

@Shadowphx--
https://boringmordheimforum.forumieren.com/t2982-bretonnian-warband-how-to-proceed-now

Perhaps you could expand your old post into one of those guides on how to play, although I assume that many players would want to field a warband that feels more Bretonnian.
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davinewrath
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PostSubject: Re: Bretonnia Warband Revisions   Bretonnia Warband Revisions Icon_minitimeThu 20 Nov 2014 - 14:36

I decided to look at the warband following a Bretonnian player joining our group and commenting on how the warband from Town Cryer didn't feel very Bretonnian. This is my attempt to buff the existing list, rather than write an entirely new one. The Knightly heroes seemed overpriced to me, so I've tweaked them so they're more in line with Mercenary warbands in terms of cost and stats, and added Ride skills to the heroes, since Bretonnian heroes should be on horseback. I've dropped the rule about squires leaving if a knight dies, though you still can't have more squires than knights at warband creation. Not in the PDF currently, but I've also let them buy horses at half price at creation, and changed lances to 15g as they seemed wildly expensive for what they provide. The other things I introduced was squires being able to promote to knights if there's a slot free and they have 25xp, similar to the Young 'Un's in the Black Orc list but in this case actually changing unit type from Squire to Knight Errant, and Feudal hierarchy rules so you can't end up with a Peasant as the warband leader. This has let our Bretonnia player field a new warband of 6 mounted heroes, which he's far happier with as it feels more distinctive. We've yet to play test it, and I have no experience of mounted warbands, so I figured I'd post it here to hear some thoughts from you more knowledgeable folks. Sorry if this is difficult to read - I'm typing on my tablet at work and I'm not great with touchscreens!
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mweaver
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PostSubject: Re: Bretonnia Warband Revisions   Bretonnia Warband Revisions Icon_minitimeThu 20 Nov 2014 - 23:54

The tweaks sound reasonable; please let us know how it turns out. Years ago I did a cost-to-stats analysis of all the captains of warbands GW had released, and as I recall the Bret capt. was the worst. He was certainly toward the bottom of the heap if not rock bottom.

I am particularly curious about how the rule about knighting a squire goes. A couple of years back I did a major overhaul of the Bretonnians, and had the same idea but a different approach. I had a skill on the Bretonnian Special Skills list:

Knighted (Squire only): The squire can be Knighted any only if at some point in the campaign he took out of action a large opponent, a multi-wound opponent, or an enemy warband’s leader. When knighted, the squire becomes a Bretonnian knight and gains +1 weapon skill and + 1 leadership; when the new knight is mounted, an additional +1 is added to his leadership. Any henchman with the Bretonnian special rule within 6” of the new knight may now use his leadership value for leadership tests.

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