I'll admit it. From time to time, we all take on too much.
I think I may have burned myself out a bit with my massive painting challenge, then coupled with a summer semester at school and a complete lack of fundage, I've completely fell off the hobby horse. Sure, I still have done some hobby stuff... I've so far painted 1 Night Goblin Spider Rider. 1. Oh, and I played one game of 40K against SeerK's Eldar. Which I might add, he totally spanked me from one of the field to the other. Moral victory though, no phase out!
Falling out of the hobby isn't the hard part, it's getting back in. I've pretty much determined that I need to set aside some time each week to devote to hobbying, even if it is only a 1/2 hour. That's still some progress. Especially with a few of the 40K gamers moving away soon, it is even more important to dust off the cobwebs and make an effort to get back into the swing of things.
Thoughts about some recent releases:
Storm of Magic? Maybe it's because I haven't sat down to read the rulebook (or because I don't have a spare $70 bucks to drop on another book...) but it seems to be fairly pointless. Sure, let's add big monsters to the game. All these new models are dropping, Vampire Counts, Chaos, Dark Elves... but not Bretonnia love. From my understanding, some of the monsters can be added to any army. For that I say cool, but I'd still like to see some Bretonnia specific new models, likewhat the Vampire Counts are getting.
New Vampire Counts models look sweet. I look forward to getting my hands on the Zombie Dragon and the Garden of Morr. If Games Workshop screws the pooch on the Garden like they did with Witchfate Tor, I'm totally done buying any of their scenery. We will see how this one goes.
From Forge World:
This is a thing of beauty.
The Praetor Armored Assault Launcher. This is SO screaming to become part of the Krieg army.
Now that my brain is back into the game, I think it is time to rededicate myself and push forth to finish some of these projects I have yet to finish. I've been working of a scenery piece for my Bretonnian army, a "Lady in the Lake" piece with a sword being raised from the water, so look for a tutorial on working with water soon. Hound me. Keep on me. I need the motivation. I also NEED to start assembling the Krieg army, as the Necrons are just getting spanked too hard recently. They will be competitive soon with the new Codex, I know, but until that drops, I still can't hold objective missions... and that needs to be fixed.
All right, that's it for now. Let's do this.
Showing posts with label warhammer. Show all posts
Showing posts with label warhammer. Show all posts
Friday, August 19, 2011
Saturday, April 30, 2011
... in which I inventory my workload.
I am resolved now to hit that 50%, and to do it quickly. The first step in this challenge is to take inventory of what I have, and come up with a plan.
I'm just waiting for the glue to dry on the frame for the army board, then it will be 100%. I'll post on that probably later tonight or tomorrow.
Here's where I stand, all models included, even those partially done:
1 Witchfate Tor - top floor
1 Bretonnian Damsel on Horse
1 Hook Mountain Ogre
1 LotR Ent
52 Greatcoat Troopers
10 Vampire Counts Skeletons
1 Necron Destroyer
1 Araknarok Spider
3 Leman Russ Tanks
4 Discworld minis (nobby, Death w/guitar, Carrot, and Moist)
4 "Fighter" Knights
1 Pegasus Knight
31 Knights of the Realm
11 Archers
6 Battle Pilgrims
6 Grail Knights
2 Questing Knights
14 Men at Arms
21 Mouselings
1 Chaos Death Knight
4 Bretonnian Lords
1 Battle Standard Bearer
1 Succubus
3 Orcs
1 Warlord Crom
1 Storm Lord
1 Prince Altharin
1 Warlord Spinetail
1 Chupacabra
1 Zomie Hitler
1 Xanthos Mech
5 "Old" Knights of the Realm
1 Wolflord Marraig
3 Horsemen of the Apocalypse (War, Pestilence, and Famine)
2 Phoenix Hawks
1 Construction Mech
8 Scout Cars
2 Tanks
9 DnD Heroes
1 Wyvern
1 Rotpatch
1 Space Captain
1 Action Jackson
4 Trebuchet Crew
1 Mantis Assassin
1 High Elf Prince on Griffin
1 Elf Mage
10 Sea Guard
10 sword masters of Hoeth
5 Reavers
1 Skaven Warlord
1 Warlock Engineer
40 Clanrats
1 Master Moulder
2 Rat Ogres
1 Warfire Thrower
1 Poison Wind Mortar
12 Dwarf Warriors
10 THunderers
8 Miners
1 Thane
1 Dragonslayer
1 Cannon
3 Crew
40 Night Goblins
20 Archers Goblins
10 SPider riders
1 Big Boss
1 Shaman
1 Troll
*AND* 1 Custom Bretonnian Lord Mod
For a sickening total of:
wait for it.........
412!!!!
Sheesh. I see her point. That's a bit more than I expected. Let's see.... 1/2 of that would be 206.... and if I do that over 30 days, that's an average of 6.86666~ a day... Just to get to my mods.
Let the challenge begin! Painting will start at 5 pm, April 30th. I'll post regularly my progress.
I'm just waiting for the glue to dry on the frame for the army board, then it will be 100%. I'll post on that probably later tonight or tomorrow.
Here's where I stand, all models included, even those partially done:
1 Witchfate Tor - top floor
1 Bretonnian Damsel on Horse
1 Hook Mountain Ogre
1 LotR Ent
52 Greatcoat Troopers
10 Vampire Counts Skeletons
1 Necron Destroyer
1 Araknarok Spider
3 Leman Russ Tanks
4 Discworld minis (nobby, Death w/guitar, Carrot, and Moist)
4 "Fighter" Knights
1 Pegasus Knight
31 Knights of the Realm
11 Archers
6 Battle Pilgrims
6 Grail Knights
2 Questing Knights
14 Men at Arms
21 Mouselings
1 Chaos Death Knight
4 Bretonnian Lords
1 Battle Standard Bearer
1 Succubus
3 Orcs
1 Warlord Crom
1 Storm Lord
1 Prince Altharin
1 Warlord Spinetail
1 Chupacabra
1 Zomie Hitler
1 Xanthos Mech
5 "Old" Knights of the Realm
1 Wolflord Marraig
3 Horsemen of the Apocalypse (War, Pestilence, and Famine)
2 Phoenix Hawks
1 Construction Mech
8 Scout Cars
2 Tanks
9 DnD Heroes
1 Wyvern
1 Rotpatch
1 Space Captain
1 Action Jackson
4 Trebuchet Crew
1 Mantis Assassin
1 High Elf Prince on Griffin
1 Elf Mage
10 Sea Guard
10 sword masters of Hoeth
5 Reavers
1 Skaven Warlord
1 Warlock Engineer
40 Clanrats
1 Master Moulder
2 Rat Ogres
1 Warfire Thrower
1 Poison Wind Mortar
12 Dwarf Warriors
10 THunderers
8 Miners
1 Thane
1 Dragonslayer
1 Cannon
3 Crew
40 Night Goblins
20 Archers Goblins
10 SPider riders
1 Big Boss
1 Shaman
1 Troll
*AND* 1 Custom Bretonnian Lord Mod
For a sickening total of:
wait for it.........
412!!!!
Sheesh. I see her point. That's a bit more than I expected. Let's see.... 1/2 of that would be 206.... and if I do that over 30 days, that's an average of 6.86666~ a day... Just to get to my mods.
Let the challenge begin! Painting will start at 5 pm, April 30th. I'll post regularly my progress.
Friday, April 22, 2011
... in which I continue Witchfate Tor, and ruminate more on army boards.
Thank god the end is in sight!! A few more details and then the third floor will be complete. That's on the slate for tomorrow morning before work. Here's some WIP photos, mostly to show off what I've done so far, and to complain a little bit more about the model.
It's definitely coming together, but it is taking a lot more effort than I expected.
So, I spent my "painting" time tonight cleaning up my hobby area rather than actually painting. I put away all the minis SeerK snagged for me from Adepticon and all the miscellany I've picked up. While I was doing this, I really got to thinking about doing an army board for OST's tourney in June.
I'm kicking around the idea of magnetizing the board. I like the thought of the pieces being that much more stable. However, I think I decided against cutting out impressions in the board. This would mean that I could not modify the board easily if I changed or expanded that army.
I started experimenting with rare earth magnets for this. I have some sitting around that I use for making parts of minis interchangeable. They have a really strong pull, and stick to metal really well. The magnets I have are only 1/8", so not ideal for basing purposes, but enough for me to get a feel for how this is gonna work. I put the foam board up against the duct work in the basement to see if the magnet would be strong enough to pull all the way thru the board. Unfortunately, it wasn't. I'm not sure if it was because to the tiny size of the magnet, or because it wasn't close enough to the metal. I'm gonna take a trip to the hardware store to see if I can find a piece of sheet metal. I'll also have to see about getting some larger magnets, and if they can pull thru the foam board. If they can't perhaps I can just paint and flock the metal. I can get some plaster cloth from the art supply store, and then I can craft a full piece of terrain.
I started considering what to do for a good Necron board. I think I'm gonna go look to see if I can find some green crystals, and cut up some left over rod sprues to make rock outcroppings. I'll cut some foam up for some larger crystals... maybe run some lights underneath the clear crystal parts so that they flicker and glow. I'm also contemplating about making holes in a hill for the Flayed ones to be clawing their way up out of.. Just thoughts right now, I don't want to start another project until I finish at least 3 of all the WIP pieces I have going.
| The pieces so far... |
| Top of the tower, only base coated |
| The first two floors that are totally finished. Notice the gap between the pillar on the right and the tower. If I take it closer to the tower, then I can't get the second floor off and on. |
| Another angle |
| Opposite side |
| Last angle |
| Tower base |
| Another angle of the base. I included this so you could see the detail in the eye in the wall. |
| 2nd Floor |
| 3rd Floor - WIP |
| Tower, mostly assembled. |
| Men-at-Arms next to tower for size comparison |
| M-a-A on top of tower |
| If you look closely, you can see by the staircase where the wall just doesn't line up right. This is the piece I had to reshape. |
So, I spent my "painting" time tonight cleaning up my hobby area rather than actually painting. I put away all the minis SeerK snagged for me from Adepticon and all the miscellany I've picked up. While I was doing this, I really got to thinking about doing an army board for OST's tourney in June.
I'm kicking around the idea of magnetizing the board. I like the thought of the pieces being that much more stable. However, I think I decided against cutting out impressions in the board. This would mean that I could not modify the board easily if I changed or expanded that army.
I started experimenting with rare earth magnets for this. I have some sitting around that I use for making parts of minis interchangeable. They have a really strong pull, and stick to metal really well. The magnets I have are only 1/8", so not ideal for basing purposes, but enough for me to get a feel for how this is gonna work. I put the foam board up against the duct work in the basement to see if the magnet would be strong enough to pull all the way thru the board. Unfortunately, it wasn't. I'm not sure if it was because to the tiny size of the magnet, or because it wasn't close enough to the metal. I'm gonna take a trip to the hardware store to see if I can find a piece of sheet metal. I'll also have to see about getting some larger magnets, and if they can pull thru the foam board. If they can't perhaps I can just paint and flock the metal. I can get some plaster cloth from the art supply store, and then I can craft a full piece of terrain.
I started considering what to do for a good Necron board. I think I'm gonna go look to see if I can find some green crystals, and cut up some left over rod sprues to make rock outcroppings. I'll cut some foam up for some larger crystals... maybe run some lights underneath the clear crystal parts so that they flicker and glow. I'm also contemplating about making holes in a hill for the Flayed ones to be clawing their way up out of.. Just thoughts right now, I don't want to start another project until I finish at least 3 of all the WIP pieces I have going.
Thursday, April 7, 2011
... in which I discuss my frustrations at Witchfate Tor.
I'll go into way more detail when I do a product review on GWs Witchfate Tor, but I found this piece so frustrating that I had to vent before hand. I finished the first floor of it last night, after a good 3 hour marathon of painting, which is more time than I've been able to devote in the past month... Thanks Michigan State University, you do wonders for my free time. :p Anyhow, Witchfate Tor should come with a huge warning on the box:
"Citadel Miniatures is an incompetent company, who has no quality control. Our directions for building this piece of terrain were written by a drunk monkey, and should not be followed. Build at your own risk to experience anger, frustration, hair loss, and sudden fits of rage. Caution: Use of this product in the specified way my cause you to punch small children."
Now that I've got the insults out, lets get to the meat of what I'm bitching about.
1) Do NOT build the tower before painting it. It is impossible to get your brush in there to get to the fine details.
2) Test fit all your pieces. I did this, but one of my walls was warped, so it went together extremely bad. I had to heat the piece up, and bend it to the correct shape. Something I should not have to do when I pay that much for a model. Now, because the wall was misshaped, the bottom floor of the tower is not circular, but you can't tell by the naked eye. You can tell, however, when you go to put on the second floor, and the piece will not fit. I had to do some HEAVY cutting with the Dremmel to pare down the floor so that it would fit on top. Now, it only fits on one way, but at least it fits.
3) The wall panels are a lie. The directions tell you to put a rubber band around them to hold them together while gluing. .............. Ok, except for even the loosest rubber band collapsed the tower every time, because you have to trim so much off the walls to be able to FORCE them together. Half of the time I was swearing at the thing because I was hurting my hands forcing the pieces together, then getting glue on my hands, then while trying to force the last part into the circle, having the forst two parts collapse.... all in all, a horrible design. There could have been a better way to support the walls.
4) Even with the walls "fitted" together properly, there are visible gaps between the pieces, be prepared to break out the green stuff.
Sorry folks, I just had to get that all out of my system. This is seriously the worst model I've put together. I think I still made the 1st floor look amazing, but the amount of effort I had to put into it was WAAAAAAYYYYYYYYY too much for what it was. It would have been easier sculpting and casting a tower myself.
I'll post pictures soon, when I finish the tower. The 1st floor is by far the hardest and largest. The other floors went together ok, since there there was such a learning curve on the first. Hopefully I'll get this done this weekend, so I can finish some of the other projects on the bench, and get to all those minis from Adepticon.
"Citadel Miniatures is an incompetent company, who has no quality control. Our directions for building this piece of terrain were written by a drunk monkey, and should not be followed. Build at your own risk to experience anger, frustration, hair loss, and sudden fits of rage. Caution: Use of this product in the specified way my cause you to punch small children."
Now that I've got the insults out, lets get to the meat of what I'm bitching about.
1) Do NOT build the tower before painting it. It is impossible to get your brush in there to get to the fine details.
2) Test fit all your pieces. I did this, but one of my walls was warped, so it went together extremely bad. I had to heat the piece up, and bend it to the correct shape. Something I should not have to do when I pay that much for a model. Now, because the wall was misshaped, the bottom floor of the tower is not circular, but you can't tell by the naked eye. You can tell, however, when you go to put on the second floor, and the piece will not fit. I had to do some HEAVY cutting with the Dremmel to pare down the floor so that it would fit on top. Now, it only fits on one way, but at least it fits.
3) The wall panels are a lie. The directions tell you to put a rubber band around them to hold them together while gluing. .............. Ok, except for even the loosest rubber band collapsed the tower every time, because you have to trim so much off the walls to be able to FORCE them together. Half of the time I was swearing at the thing because I was hurting my hands forcing the pieces together, then getting glue on my hands, then while trying to force the last part into the circle, having the forst two parts collapse.... all in all, a horrible design. There could have been a better way to support the walls.
4) Even with the walls "fitted" together properly, there are visible gaps between the pieces, be prepared to break out the green stuff.
Sorry folks, I just had to get that all out of my system. This is seriously the worst model I've put together. I think I still made the 1st floor look amazing, but the amount of effort I had to put into it was WAAAAAAYYYYYYYYY too much for what it was. It would have been easier sculpting and casting a tower myself.
I'll post pictures soon, when I finish the tower. The 1st floor is by far the hardest and largest. The other floors went together ok, since there there was such a learning curve on the first. Hopefully I'll get this done this weekend, so I can finish some of the other projects on the bench, and get to all those minis from Adepticon.
Wednesday, April 6, 2011
Sweet Jeebus, make the hurting stop!!!
Damnyoos GW! Damnyoos to HEEEELLLLL!!!!
I am far behind enough in my modeling. I have an Araknarok taunting me to build, a whole Death Korps of Krieg army, and a slew of Bretonnians. Now you have to go and taunt me with pictures from the new Tomb Kings releases!?!?!?
I say, gone are the days of the Tomb Kings being the red-headed step-child of WFB. The pictures speak for themselves. Take a peek. I'll post more when I'm outta class.
I am far behind enough in my modeling. I have an Araknarok taunting me to build, a whole Death Korps of Krieg army, and a slew of Bretonnians. Now you have to go and taunt me with pictures from the new Tomb Kings releases!?!?!?
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| Khemrian War Sphinx |
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| Necrosphinx |
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| Necropolis Knights |
Monday, March 14, 2011
This does not help my Bretonnians....
Oh, Forgeworld, why do you taunt me? Straight outta the Warhammer Forge, the second release for the Empire Army. This massive Landship looks so cool!
If it wasn't for the massive price tag, I'd entertain the idea of modding one out, even though it really doesn't fit the Bretonnian scheme.
The construction of Witchfate Tor continues, and I will be posting an in depth review of the kit when I'm done. I also primed one of the "old" Fighter knights, and started painting that.
That's the quick updates for now, more to come.....
If it wasn't for the massive price tag, I'd entertain the idea of modding one out, even though it really doesn't fit the Bretonnian scheme.
The construction of Witchfate Tor continues, and I will be posting an in depth review of the kit when I'm done. I also primed one of the "old" Fighter knights, and started painting that.
That's the quick updates for now, more to come.....
Friday, March 11, 2011
... in which it has been too long since my last post, and current projects.
It's been too long since my last post, but "Spring Break" will do that to you. I saw "Spring" because we had a snowstorm yesterday, nothing major, just enough to be obnoxious.
The other day I couldn't help myself. I bought an Araknarok. I'm still in awe of the sheer size of the thing. I'm very anxious to get at it, but I am using it as motivation to knock out some of the other projects I've been working slowly on.
I blame Old School from Dark Future Games for making the Araknarok so appealing. He did quite an awesome conversion of one into a Tervigon for his 'nid army.
Other than that, I've been knocking out scenery like a champ. I used some variation to do a fall and winter piece. I don't want to go into much detail about them here, as I want to write a full article on building custom terrain. Still, here are the finished products:
I have also began work on Witchfate Tor, pics to come as it is completed.
On the painting side, I finished off the Necrons I picked up before Xmas, and now have that 100% ready to go.
What I put the most energy into lately has been my Bretonnian Trebuchet. I put a alot of detail into it, including rust on the riveting and bronze statues. There are so many tiny pieces to this, my camera can't do it justice.
I'm going to do a custom base for it as well. While it can stand just fine without one, I think I'd like it there to protect the bottom of the model from wear and tear.
Well, back to work on Witchfate Tor! My glue has dried and I am ready to prime. See you all soon for an article on doing custom scenery and effects!
The other day I couldn't help myself. I bought an Araknarok. I'm still in awe of the sheer size of the thing. I'm very anxious to get at it, but I am using it as motivation to knock out some of the other projects I've been working slowly on.
| The Araknarok's base, in comparison to a Questing Knight |
Other than that, I've been knocking out scenery like a champ. I used some variation to do a fall and winter piece. I don't want to go into much detail about them here, as I want to write a full article on building custom terrain. Still, here are the finished products:
I have also began work on Witchfate Tor, pics to come as it is completed.
On the painting side, I finished off the Necrons I picked up before Xmas, and now have that 100% ready to go.
I'm going to do a custom base for it as well. While it can stand just fine without one, I think I'd like it there to protect the bottom of the model from wear and tear.
Well, back to work on Witchfate Tor! My glue has dried and I am ready to prime. See you all soon for an article on doing custom scenery and effects!
Sunday, February 27, 2011
... in which I dicuss a rare eBay treasure.
Ok, so I may be exaggerating. I only spent $15 on it, so it may not exactly be a "treasure" but I am thrilled with it. I found a listing on eBay for "Old Bretonnian Questing Knights x4" and it was going for $6 at the time. I figured, why not? I can always use more nights.
The package arrived after about 4 days, and enclosed was a strange box. It was a hard plastic shell, the type you would see on collectible cases.
At first I was concerned I got ripped off with some bootleg mini's, since the horses looked like they were made out of white plastic resin. Upon closer inspection of the package, sure enough, this was made by Citadel Miniatures, and the GW logo was at the bottom of the card.
About this time was when just how "old" these knights were. The foam padding inside the box had long since deteriorated, leaving some stuff behind on the minis. Upon inspection, it was no big deal, scraped right off. Inside was 2 different knights, with 2 different weapons, so a combination of 4 knights could be made. When I removed the spears (They didn't actually come with lances), the metal immediately felt different. I can't be sure, but I am pretty confident these guys are actually lead. The metal is extremely pliable, and the horses are a sturdy plastic.
The horses aren't the barded warhorses either. They look like regular horses, similar to the ones the damsels ride.
The coolest part about this set, in my opinion, is the shields. They have 4 sheilds, each with a different shape. The shields have a hole in the center, so that they can fit over a peg on the knights arm. I'll have to use some green stuff to even out the shield, so I can have a smooth surface to paint the heraldry on.

The torsos look really good. Two have crests like knights of the realm, and the other two have the flat tops like the knights errant. I figure I'll put one with a sword, and one with a spear, so all four knights are as different as possible.
The crest on top of the helmet is the lady holding a sword. Very unique look to them.
Overall, I'm really excited about these minis. They may be old, but unlike the other "old" Bretonnians I've seen, these look like they would fit into the modern army, and the crests aren't too flamboyant. I'll post pics as I paint them up.
The package arrived after about 4 days, and enclosed was a strange box. It was a hard plastic shell, the type you would see on collectible cases.
At first I was concerned I got ripped off with some bootleg mini's, since the horses looked like they were made out of white plastic resin. Upon closer inspection of the package, sure enough, this was made by Citadel Miniatures, and the GW logo was at the bottom of the card.
About this time was when just how "old" these knights were. The foam padding inside the box had long since deteriorated, leaving some stuff behind on the minis. Upon inspection, it was no big deal, scraped right off. Inside was 2 different knights, with 2 different weapons, so a combination of 4 knights could be made. When I removed the spears (They didn't actually come with lances), the metal immediately felt different. I can't be sure, but I am pretty confident these guys are actually lead. The metal is extremely pliable, and the horses are a sturdy plastic.
The horses aren't the barded warhorses either. They look like regular horses, similar to the ones the damsels ride.
The coolest part about this set, in my opinion, is the shields. They have 4 sheilds, each with a different shape. The shields have a hole in the center, so that they can fit over a peg on the knights arm. I'll have to use some green stuff to even out the shield, so I can have a smooth surface to paint the heraldry on.
The torsos look really good. Two have crests like knights of the realm, and the other two have the flat tops like the knights errant. I figure I'll put one with a sword, and one with a spear, so all four knights are as different as possible.
The crest on top of the helmet is the lady holding a sword. Very unique look to them.
Friday, February 18, 2011
.... in which I have an idea for a new Bretonnian unit.
So I've been browsing all of the WFB army lists since the announcement of the new Tomb Kings units. I've also been oogling the new Orcs and Goblins Arachnarok.
Not only does thing look incredibly evil/awesome, it comes on a 100mm x 150mm base. That's freakin' huge!!! I wants one, and I don't even play Orcs & Gobbos!
Anyway, while I was oogling all these huge and monsterous units, all these Dragons, Spiders, Daemons, War Machines, and Giants; I realized that Bretonnia was the only army without something truly huge.
I know what you're thinking, but they have Hippogryphs! Yes, that is true, but a Hippogryph (and even my monsterous sized mod Hippogryph) still fits on a 40mm base. I'm talking something BIG. Hippogryphs can't match a dragon. They can't take on a Stegodon, and I'm sure they won't be able to go toe to toe with the Arachnarok.
Maybe I just have giant envy. The actual Giant and Skeleton Giant aren't on that large of a base, but their height is what makes them impressive. This got me to thinking.... what could you put in a Bretonnian Army to "beef" up its models?
It came to me real quick. Just look at the army theme already. Sure, you have the noble knights riding into battle, backed up by their peasant foot soldiers, trebuchets, and even a King on a Hippogryph. None of this really lends itself to "BIG", but the Arthurian legend roots (heh) that run through the army does. The Green Knight is a living embodiment of the Forest spirits. The Fey Enchantress is herself a spirit of nature. The Prophetesses of the Lady are similar to druidic priestesses. They use the Lore of Life and the Lore of Beasts.
In my opinion, Treants (or Ents, whatever you wish to call them) would fit the bill perfectly.
Being another extension of the living forests and their spirits wanting to protect the balance of nature, these behemoths of wood and lichen would add some much needed brawn to the forces of Bretonnia.
To be clear, I am not talking about importing the Wood Elves' Treeman. While the Treeman is a cool model and it fits right into the Wood Elf army, I want something more the size of a Giant, like the Ents from GW's LOtR line. The Treeman is slightly taller than Beaquis, King Louen's Hippogryph.
Army's don't have a monopoly on creatures either. Dragons are present in many armies, as are Giants. A lot of the "greenskin" armies share the giants for heavy support.
I haven't yet given much thought to what the stats would be like for these Treants, but I shall ponder this idea over the next bit, and see what I come up with.
In the mean time, I did pick up the generic Ent from the LOtR line, and depending on how well he goes together, I may just pick up a few more and see what I can do to further my tree-huggin' hippy of a cause.
Maybe even Treebeard will make an appearance on the field of battle with the Lords of Bretonnia... We shall see.
Not only does thing look incredibly evil/awesome, it comes on a 100mm x 150mm base. That's freakin' huge!!! I wants one, and I don't even play Orcs & Gobbos!
Anyway, while I was oogling all these huge and monsterous units, all these Dragons, Spiders, Daemons, War Machines, and Giants; I realized that Bretonnia was the only army without something truly huge.
I know what you're thinking, but they have Hippogryphs! Yes, that is true, but a Hippogryph (and even my monsterous sized mod Hippogryph) still fits on a 40mm base. I'm talking something BIG. Hippogryphs can't match a dragon. They can't take on a Stegodon, and I'm sure they won't be able to go toe to toe with the Arachnarok.
Maybe I just have giant envy. The actual Giant and Skeleton Giant aren't on that large of a base, but their height is what makes them impressive. This got me to thinking.... what could you put in a Bretonnian Army to "beef" up its models?
It came to me real quick. Just look at the army theme already. Sure, you have the noble knights riding into battle, backed up by their peasant foot soldiers, trebuchets, and even a King on a Hippogryph. None of this really lends itself to "BIG", but the Arthurian legend roots (heh) that run through the army does. The Green Knight is a living embodiment of the Forest spirits. The Fey Enchantress is herself a spirit of nature. The Prophetesses of the Lady are similar to druidic priestesses. They use the Lore of Life and the Lore of Beasts.
In my opinion, Treants (or Ents, whatever you wish to call them) would fit the bill perfectly.
Being another extension of the living forests and their spirits wanting to protect the balance of nature, these behemoths of wood and lichen would add some much needed brawn to the forces of Bretonnia.
To be clear, I am not talking about importing the Wood Elves' Treeman. While the Treeman is a cool model and it fits right into the Wood Elf army, I want something more the size of a Giant, like the Ents from GW's LOtR line. The Treeman is slightly taller than Beaquis, King Louen's Hippogryph.
Army's don't have a monopoly on creatures either. Dragons are present in many armies, as are Giants. A lot of the "greenskin" armies share the giants for heavy support.
I haven't yet given much thought to what the stats would be like for these Treants, but I shall ponder this idea over the next bit, and see what I come up with.
In the mean time, I did pick up the generic Ent from the LOtR line, and depending on how well he goes together, I may just pick up a few more and see what I can do to further my tree-huggin' hippy of a cause.
Maybe even Treebeard will make an appearance on the field of battle with the Lords of Bretonnia... We shall see.
Monday, February 14, 2011
... in which I discuss an Incoming! e-mail...
When I awoke this morning and checked my e-mail, I got a very unexpected surprise. A little note from GW talking about new releases for the Tomb Kings.
According to the Newsletter, coming this May, the Tomb Kings will be receiving new models and a new Army Book.
A new Army Book for them is desperately needed. Now, it is no secret that I will grab cool looking mini's just to paint, and I have long considered picking up some Ushbati or a Tomb Scorpion. After looking at their current Army Book, I actually decided to pass. To call them the "red headed step-child" of the WFB universe would be a step up. Not single area of their book could be used to make a viable and cohesive army. Sad.
I really did dig the undead Egyptian theme too. So, I put aside my Tomb Kings aspirations, and started working on Orcs and Goblins for a secondary army.

Great. Now GW has to tell me this, and make me want to expand back out into the sands.
I really do dig the Ushbati (a few pictured here), and they do have a really cool skeleton giant. I do want to put together a giant for an army, and since the Bretonnians don't have anything of the equivalent, I'm kind stuck.
We shall see what the new Army Book holds, and perhaps the Bretonnians and the Tomb Kings may form a wicked alliance.....
According to the Newsletter, coming this May, the Tomb Kings will be receiving new models and a new Army Book.
A new Army Book for them is desperately needed. Now, it is no secret that I will grab cool looking mini's just to paint, and I have long considered picking up some Ushbati or a Tomb Scorpion. After looking at their current Army Book, I actually decided to pass. To call them the "red headed step-child" of the WFB universe would be a step up. Not single area of their book could be used to make a viable and cohesive army. Sad.
I really did dig the undead Egyptian theme too. So, I put aside my Tomb Kings aspirations, and started working on Orcs and Goblins for a secondary army.

Great. Now GW has to tell me this, and make me want to expand back out into the sands.I really do dig the Ushbati (a few pictured here), and they do have a really cool skeleton giant. I do want to put together a giant for an army, and since the Bretonnians don't have anything of the equivalent, I'm kind stuck.
We shall see what the new Army Book holds, and perhaps the Bretonnians and the Tomb Kings may form a wicked alliance.....
Saturday, February 12, 2011
... in which I discuss Bretonnian Tactica: The Trebuchet
Knights can't do all the fighting, right? I mean, that's why they take peasants into battle with them. Well, mostly they take them as mobile meat shields, but sometimes the low-born can get lucky and kill and enemy or two.
Now, the noble knights of Bretonnia would never stoop to using something as dishonorable as missile weapons, but that doesn't mean that the peasants can't!
The knights of Bretonnia are a really up in your face army, closing the gap and putting the hurt on someone up close and personal. Not all battles can be won this way though. Sometimes you need ballistic support. So, what can we do?
We can throw massive rocks at them.
Trebuchets aren't just for throwing pumpkins. Load up a good size rock in one of these bad boys, and let it loose to cause some havoc on the ranks of enemy troops.
The Bretonnian Field Trebuchet can not move once it is deployed, however, it's massive range makes up for this. The range on a trebuchet is 12"-60". At close range the trebuchet is really vulnerable, so make sure to have adequate defense hanging around. The trebuchet can pivot on the spot, so firing arc is never a problem.
Unlike other stone throwers, the Brettonian Trebuchet is S 5(10). Meaning, once you roll the scatter and artillery dice, wherever that 3" template lands is going to be in a world of hurt. All models under the template suffer a S5 hit, and the unfortunate one under the hole in the template suffers D6 S10 hits (special rule of stone throwers + S from Brettonian Army book). This makes the trebuchet devastatingly effective against both rank and file troops as well as monsters.
Personally, my Brettonian army has been very light on range support. I recently picked up a trebuchet, and I am working diligently on an army list to support it. More on that when I develop the list and get ready to play test it.
Until then,
Watch out for flying rocks!
Or pumpkins.... either or.
Now, the noble knights of Bretonnia would never stoop to using something as dishonorable as missile weapons, but that doesn't mean that the peasants can't!
The knights of Bretonnia are a really up in your face army, closing the gap and putting the hurt on someone up close and personal. Not all battles can be won this way though. Sometimes you need ballistic support. So, what can we do?
We can throw massive rocks at them.
Trebuchets aren't just for throwing pumpkins. Load up a good size rock in one of these bad boys, and let it loose to cause some havoc on the ranks of enemy troops.
The Bretonnian Field Trebuchet can not move once it is deployed, however, it's massive range makes up for this. The range on a trebuchet is 12"-60". At close range the trebuchet is really vulnerable, so make sure to have adequate defense hanging around. The trebuchet can pivot on the spot, so firing arc is never a problem.
Unlike other stone throwers, the Brettonian Trebuchet is S 5(10). Meaning, once you roll the scatter and artillery dice, wherever that 3" template lands is going to be in a world of hurt. All models under the template suffer a S5 hit, and the unfortunate one under the hole in the template suffers D6 S10 hits (special rule of stone throwers + S from Brettonian Army book). This makes the trebuchet devastatingly effective against both rank and file troops as well as monsters.
Personally, my Brettonian army has been very light on range support. I recently picked up a trebuchet, and I am working diligently on an army list to support it. More on that when I develop the list and get ready to play test it.
Until then,
Watch out for flying rocks!
Or pumpkins.... either or.
Wednesday, January 12, 2011
... in which I discuss Bretonnian Tactica - Overcoming the Hordes of Skaven
The swarming Hordes of Skaven I find to be a rather challenging army to face. The strength of the Bretonnian Army is their speed and power. A few elite troops that can close the distnce and cause some real damage to an oppenent. Skaven, on the other hand, operate at the exact polar opposite of that tactic. They too, have exceptional speed, but their strength lies more in their numbers. Trust me, no matter how good your company of Knights my be, and even if they kill a clan rat every turn, overcoming the mass amounts of their numbers is extremely daunting.
I have had the most experience in WFB playing against Skaven armies, and typically, the battle goes to whoever can pull off the first sucessful charge. Their are more ways than charging to assure your success in overcoming a Skaven swarm.
First of all, Skaven's leadership is decptive. Yes, it is low, BUT they get a bonus for every rank they have in their unit. This makes it very hard to cause the unit to break, until mass casualties are inflicted on it. Your best choice here is to hold your knights back. Yep, you heard me. Hold them back. Don't get too eager like a young Knigh Errant to charge into battle. Use your knights wisely, and circle them around to the flanks of the rats, and make sure to stay out of their charge range. A pack of battle frenzied clan rats will give you a really bad day.
Skaven armies typically also come with artillery of some sort, whether it is warp fire throwers, warp lighting cannons, poison wind globadiers, doom wheels... you get the picture. They are gonna toss a lot of ranged weapons at you, so don't feel too bad about doing it back. I find it very usefull to have my peasant bowman target one weapon, and keep firing on it until it is destroyed. Especially warp fire throwers. Template weapons are not very friendly to knights.
On your key charging units, make sure to take the Banner of Chalons, so that opposing units may not use the "stand and shoot" reaction. This will help stave off some of the casualties from charging these type of units.
The Trebuchet is also your best friend here. Against skaven, I definately recommend taking one, but take two if you can afford it! Lobbing very large rocks into the scores of clan rats is extremely effective. If you can cause enough casualties from your trebuchet, the knights will have no problem mopping up the remainder.
Packs of Rat Ogres may look intimidating, but handled right, they go out way more quickly than the skaven player would like. Bretonnian Lords on a successful charge can wipe out an entire unit. Hit them in the flank, and land a lot of hits. I suggest taking a Hippogryph as a mount for this, the extra attacks from the mount can really make a difference. If you can swing it, Grail Knights are also really effective against Rat Ogres.
Speaking of Grail Knights, the living saints rule is your best friend. Challenge any and all characters you can. Get them locked in combat and out of their unit. Keep challenging. Make them refuse and break, then ride them down with extreme predjudice.
The Grail Reliquae is the best "sandbox" in the game in my opinion. Sure, it's WS is low, and Battle Pilgrims are just about useless, but their fervor for battle (and the fact that because of the Reliquae they are nigh on impossible to kill), they are the absolute best at tying up an oppsing unit, and keeping it out of battle. I will charge my reliquae right up to the biggest thing on the board, like the Hellpit Abomination, and just let it weather the attacks. It keeps that monstrosity off my main force, nd it usually take 3-4 turns to get rid of the reliquae. My goal, however, is not to sacrifice the reliquae, but to tie up that unit until my knights can circle around and charge it in the rear. No matter how big and nasty something is, if you isolate it, and pinch it between the Reliquae and a rear charging unit of Grail Knights, it is going down.
Magic can also aid here. The lore of Life is usually what I opt for, and the Shield of thorns spell is really effective when cast on either the reliquae or a unit that is locked in close combat.
To sum it all up: Skaven are fast, perhaps faster than the Bretonnians. Charging them is still the best way of dealing with them, however, you can not get charged by them. Kiss the battle goodbye if that happens. Challenge their characters, and isolate them from their packs. Use Archers, and lots of them. Trebuchets as well. Men at Arms are just about useless, they will be horribly outnumbered.
The Skaven will outnumber you. You will have to break their ledership, and inflict mass casualties. Your ranged weapons are your first line for this, and try to hit them in the flanks, or the rear if possible.
Let's hear how you deal with those pesky rats! Leave a comment and describe your experience.
FOR BRETONNIA!!!
I have had the most experience in WFB playing against Skaven armies, and typically, the battle goes to whoever can pull off the first sucessful charge. Their are more ways than charging to assure your success in overcoming a Skaven swarm.
First of all, Skaven's leadership is decptive. Yes, it is low, BUT they get a bonus for every rank they have in their unit. This makes it very hard to cause the unit to break, until mass casualties are inflicted on it. Your best choice here is to hold your knights back. Yep, you heard me. Hold them back. Don't get too eager like a young Knigh Errant to charge into battle. Use your knights wisely, and circle them around to the flanks of the rats, and make sure to stay out of their charge range. A pack of battle frenzied clan rats will give you a really bad day.
Skaven armies typically also come with artillery of some sort, whether it is warp fire throwers, warp lighting cannons, poison wind globadiers, doom wheels... you get the picture. They are gonna toss a lot of ranged weapons at you, so don't feel too bad about doing it back. I find it very usefull to have my peasant bowman target one weapon, and keep firing on it until it is destroyed. Especially warp fire throwers. Template weapons are not very friendly to knights.
On your key charging units, make sure to take the Banner of Chalons, so that opposing units may not use the "stand and shoot" reaction. This will help stave off some of the casualties from charging these type of units.
The Trebuchet is also your best friend here. Against skaven, I definately recommend taking one, but take two if you can afford it! Lobbing very large rocks into the scores of clan rats is extremely effective. If you can cause enough casualties from your trebuchet, the knights will have no problem mopping up the remainder.
Packs of Rat Ogres may look intimidating, but handled right, they go out way more quickly than the skaven player would like. Bretonnian Lords on a successful charge can wipe out an entire unit. Hit them in the flank, and land a lot of hits. I suggest taking a Hippogryph as a mount for this, the extra attacks from the mount can really make a difference. If you can swing it, Grail Knights are also really effective against Rat Ogres.
Speaking of Grail Knights, the living saints rule is your best friend. Challenge any and all characters you can. Get them locked in combat and out of their unit. Keep challenging. Make them refuse and break, then ride them down with extreme predjudice.
The Grail Reliquae is the best "sandbox" in the game in my opinion. Sure, it's WS is low, and Battle Pilgrims are just about useless, but their fervor for battle (and the fact that because of the Reliquae they are nigh on impossible to kill), they are the absolute best at tying up an oppsing unit, and keeping it out of battle. I will charge my reliquae right up to the biggest thing on the board, like the Hellpit Abomination, and just let it weather the attacks. It keeps that monstrosity off my main force, nd it usually take 3-4 turns to get rid of the reliquae. My goal, however, is not to sacrifice the reliquae, but to tie up that unit until my knights can circle around and charge it in the rear. No matter how big and nasty something is, if you isolate it, and pinch it between the Reliquae and a rear charging unit of Grail Knights, it is going down.
Magic can also aid here. The lore of Life is usually what I opt for, and the Shield of thorns spell is really effective when cast on either the reliquae or a unit that is locked in close combat.
To sum it all up: Skaven are fast, perhaps faster than the Bretonnians. Charging them is still the best way of dealing with them, however, you can not get charged by them. Kiss the battle goodbye if that happens. Challenge their characters, and isolate them from their packs. Use Archers, and lots of them. Trebuchets as well. Men at Arms are just about useless, they will be horribly outnumbered.
The Skaven will outnumber you. You will have to break their ledership, and inflict mass casualties. Your ranged weapons are your first line for this, and try to hit them in the flanks, or the rear if possible.
Let's hear how you deal with those pesky rats! Leave a comment and describe your experience.
FOR BRETONNIA!!!
Sunday, January 9, 2011
... in which I discuss Bretonnian Tactica - The Knights
The noble Knights of the Realm of Bretonnia are truly the heart and soul of the Bretonnian Army. As a core unit and being calvary, they are a bit more expensive point wise, but used correctly, they can be ten times as devastating as any unit on the board.
In this article, we will look at the 5 types of Knights, their strengths and weaknesses, and the best way to utilize them.
Lets start with a breakdown of a typical knight of the realm. He is on a barded warhorse, which suffers no penalty for being barded, as it is a pure bred warhorse. This gives the knights the swiftstride special rule. Swiftstride: If all units in the group have the swiftstride special rule, when charging, fleeing or pursuing, roll 3d6 and discard the lowest result. This is one of the lynchpins of the knights, in any form. A charge from the knights is devastating, and swiftstride makes it so you can accomplish this with great success.
The knight is equipped with hand weapon, lance, heavy armor and shield. This makes the knights armor save 2+, as he gets the 4+ from the heavy armor and shield, an additional +1 from being calvary, and another +1 from the horse being barded. And yes, all of these stack to give the knights an impressive 2+ armor save. (Pg. 83 WFB, 8th ed.)
The hand weapon is nothing special. The Lance, which 4 out of the 5 types of Knights is equipped with (Questing Knights are not, more on them later) is where it's at. The Lance grants +2 Strength on the charge attack. I will go into more about this in each Knight type description.
Speaking of the Lance, all Bretonnian Knights but Pegasus Knights can use The Lance Formation. This is a powerhouse for the Bretonnian Army. Any unit of Knights may begin the game in the Lance formation, or may reform into it. What the Lance formtion does: instead of having to be 4 units wide for a rank bonus, the knights only need to be 3 wide. In addition to this, the charge attack gets really nasty. All knights in the first rank fight as normal, and all knights in the second rank may give their supporting attacks. AND, all knights on the flanks may attack as well, no matter how deep. For example, you have a unit of 15 knights, arranged 3 wide and 5 deep. All 3 in the front rank get to attack, all 3 three in the second rank, and the 3 from EACH flank get to attack as well, for a total of 12 attacks on the charge! Dont forget: that the charge only does this work, that you are striking at +2 strength, and that your mounts get to attack as well! That's another 12 attacks from your horses. This is why it is imperitive to charge with the knights, and to eliminate your opponent. If they survive the charge and stay locked in combat, Only the front rank of knights can fight as normal, with the second rank giving their supporting attacks, and they lose the +2 strength of the lance.
A couple other notes about the lance formation: Characters must always go in the front rank, displacing chmpions, standard bearers, and musicians to the second or third rank, as needed. This is OK though, as they still operate as normal even though they are not in the front rank. A Damsel or Prophetess of the Lady may ride in the second rank of the knights, and still be able to cast their magic. And lastly, and this is kind of a biggy, casualties. Casualties inflicted on the lance formation are taken from the rear middle rank, leaving the flanks, then the flanks are removed. Going back to our example of 15 Knights, if you lose 4 to casualties, you would remove the back rank entirely, and then the one in the MIDDLE of the 4th rank, so that you still get the flnk attack bonuses on the next charge.
Calculating the combat result is a monster for a Knight unit on a charge. For example, our 15 Knights charge 30 Orcs and kill 6. The orcs retaliate and kill 2 knights. The Orcs get 3 points for ranks and one for a standard bearer, and 1 for kills, for a total of 5. The knights get 1 for charging, 6 for kills, one for a standard bearer, and 3 for ranks, for a total of 11. (I also suggest any unit of knights taking the Magic Banner War Banner, +1 to combat resolution) Also, get into the ememies flanks or rear since you have the movement to do so!!! The orcs fail by 6, and take a Ld test at -6. Now, you want them to fail, obviously, as they will break and flee, and remember, as being calvary, you get to roll 3d6 and discard the lowest to persue and cut them down! This is particularly effective, as they are taking a -6 penalty on their 7 Ld, meaning that they must roll a 2 or break. Sounds like some Orcs are going to get trampled.
Now, let us look at the Knight units individually.
Knight Errant - 20 pts.
The brash young new Knights. Their stat line is identical to the Knight of the Realm, with the exception of their weapon skill is 3, compared to the 4 of the Knight of the Realm's 4, and their Ld is 7, compared to an 8. They also have the special rules Impetuous and the Knights Vow. The Knights Vow lets them ignore Panic, and any unit with the Peasant's Duty. Impetuous states that if they could charge, and they did not, they must make a Ld test or charge anyway. This is the trade off for the points really. Unit size of 5-15
Knight of the Realm, the core troop. - 24 pts.
They have the Knight's Vow special rule.
M WS BS S T W I A Ld
8 4 3 3 3 1 3 1 8
Unit size of 5-15
Questing Knight - 28 pts.
Questing Knights have the Questing Vow. This states that they can NOT use a magical or mundane lance. Instead they get a Great Weapon. Still +2 Strength, but not as effective because great weapons always strike last. They also get to ignore Panic and re-roll failed psycology tests. They may not be joined by a unit that has the Knights vow. Their S and I are 1 better than a Knight of the Realm. Unit size 5-12
Grail Knight - My favorite unit - 38 pts
Grail Knights have the 0-1 restriction, and a unit size of 3-12.
They have the Grail Vow and the Living Saint Special rule. Living Saint lets any Grail Knight issue and accept challenges like a Champion. The Grail Vow makes these Knights Immune to psycology, they get to ingore Panic, Fear, and Terror.
Their stat line is impressive.
M WS BS S T W I A Ld
8 5 3 4 3 1 5 2 8
There are ways to get more of these units on the table. They Fey Emchantress my come with a retinue of "Grail Guardians" of 2-8. These Guardians are identical to the Grail Knights. King Louen also only rides with the best, and the 0-1 restriction is lifted if he is your General.
Pegasus Knight - 55 pts.
Pegsus Knights have one more Toughness and Wound compared to a Knight of the Realm. They are also flying calvary.This gives them all the rules as fast calvary with the fly specil rule. Fly lets them ignore terrain and move 10'. The fast calvary part lets them use the vanguard for deployment (12' move after deployment). They still get their swiftstride on charge, flee and persue, but they do not get to use the lance formation. They also get to reform for free. They can also use feigned flight. This lets them flee from a charge, and automatically regroup next turn, no roll needed. They can still get chased down, but this is unlikely with the swiftstride. Unit size is 3-10, with a 0-1 restriction. This restriction can be lifted but having a Lord mounted on a Pegausus in command of your army.
In my next article, I will go into more depth with how these units fit into the scheme of an army.
For the Lady! For the King! FOR BRETONNIA!!!
In this article, we will look at the 5 types of Knights, their strengths and weaknesses, and the best way to utilize them.
Lets start with a breakdown of a typical knight of the realm. He is on a barded warhorse, which suffers no penalty for being barded, as it is a pure bred warhorse. This gives the knights the swiftstride special rule. Swiftstride: If all units in the group have the swiftstride special rule, when charging, fleeing or pursuing, roll 3d6 and discard the lowest result. This is one of the lynchpins of the knights, in any form. A charge from the knights is devastating, and swiftstride makes it so you can accomplish this with great success.
The knight is equipped with hand weapon, lance, heavy armor and shield. This makes the knights armor save 2+, as he gets the 4+ from the heavy armor and shield, an additional +1 from being calvary, and another +1 from the horse being barded. And yes, all of these stack to give the knights an impressive 2+ armor save. (Pg. 83 WFB, 8th ed.)
The hand weapon is nothing special. The Lance, which 4 out of the 5 types of Knights is equipped with (Questing Knights are not, more on them later) is where it's at. The Lance grants +2 Strength on the charge attack. I will go into more about this in each Knight type description.
Speaking of the Lance, all Bretonnian Knights but Pegasus Knights can use The Lance Formation. This is a powerhouse for the Bretonnian Army. Any unit of Knights may begin the game in the Lance formation, or may reform into it. What the Lance formtion does: instead of having to be 4 units wide for a rank bonus, the knights only need to be 3 wide. In addition to this, the charge attack gets really nasty. All knights in the first rank fight as normal, and all knights in the second rank may give their supporting attacks. AND, all knights on the flanks may attack as well, no matter how deep. For example, you have a unit of 15 knights, arranged 3 wide and 5 deep. All 3 in the front rank get to attack, all 3 three in the second rank, and the 3 from EACH flank get to attack as well, for a total of 12 attacks on the charge! Dont forget: that the charge only does this work, that you are striking at +2 strength, and that your mounts get to attack as well! That's another 12 attacks from your horses. This is why it is imperitive to charge with the knights, and to eliminate your opponent. If they survive the charge and stay locked in combat, Only the front rank of knights can fight as normal, with the second rank giving their supporting attacks, and they lose the +2 strength of the lance.
A couple other notes about the lance formation: Characters must always go in the front rank, displacing chmpions, standard bearers, and musicians to the second or third rank, as needed. This is OK though, as they still operate as normal even though they are not in the front rank. A Damsel or Prophetess of the Lady may ride in the second rank of the knights, and still be able to cast their magic. And lastly, and this is kind of a biggy, casualties. Casualties inflicted on the lance formation are taken from the rear middle rank, leaving the flanks, then the flanks are removed. Going back to our example of 15 Knights, if you lose 4 to casualties, you would remove the back rank entirely, and then the one in the MIDDLE of the 4th rank, so that you still get the flnk attack bonuses on the next charge.
Calculating the combat result is a monster for a Knight unit on a charge. For example, our 15 Knights charge 30 Orcs and kill 6. The orcs retaliate and kill 2 knights. The Orcs get 3 points for ranks and one for a standard bearer, and 1 for kills, for a total of 5. The knights get 1 for charging, 6 for kills, one for a standard bearer, and 3 for ranks, for a total of 11. (I also suggest any unit of knights taking the Magic Banner War Banner, +1 to combat resolution) Also, get into the ememies flanks or rear since you have the movement to do so!!! The orcs fail by 6, and take a Ld test at -6. Now, you want them to fail, obviously, as they will break and flee, and remember, as being calvary, you get to roll 3d6 and discard the lowest to persue and cut them down! This is particularly effective, as they are taking a -6 penalty on their 7 Ld, meaning that they must roll a 2 or break. Sounds like some Orcs are going to get trampled.
Now, let us look at the Knight units individually.
Knight Errant - 20 pts.
The brash young new Knights. Their stat line is identical to the Knight of the Realm, with the exception of their weapon skill is 3, compared to the 4 of the Knight of the Realm's 4, and their Ld is 7, compared to an 8. They also have the special rules Impetuous and the Knights Vow. The Knights Vow lets them ignore Panic, and any unit with the Peasant's Duty. Impetuous states that if they could charge, and they did not, they must make a Ld test or charge anyway. This is the trade off for the points really. Unit size of 5-15
Knight of the Realm, the core troop. - 24 pts.
They have the Knight's Vow special rule.
M WS BS S T W I A Ld
8 4 3 3 3 1 3 1 8
Unit size of 5-15
Questing Knight - 28 pts.
Questing Knights have the Questing Vow. This states that they can NOT use a magical or mundane lance. Instead they get a Great Weapon. Still +2 Strength, but not as effective because great weapons always strike last. They also get to ignore Panic and re-roll failed psycology tests. They may not be joined by a unit that has the Knights vow. Their S and I are 1 better than a Knight of the Realm. Unit size 5-12
Grail Knight - My favorite unit - 38 pts
Grail Knights have the 0-1 restriction, and a unit size of 3-12.
They have the Grail Vow and the Living Saint Special rule. Living Saint lets any Grail Knight issue and accept challenges like a Champion. The Grail Vow makes these Knights Immune to psycology, they get to ingore Panic, Fear, and Terror.
Their stat line is impressive.
M WS BS S T W I A Ld
8 5 3 4 3 1 5 2 8
There are ways to get more of these units on the table. They Fey Emchantress my come with a retinue of "Grail Guardians" of 2-8. These Guardians are identical to the Grail Knights. King Louen also only rides with the best, and the 0-1 restriction is lifted if he is your General.
Pegasus Knight - 55 pts.
Pegsus Knights have one more Toughness and Wound compared to a Knight of the Realm. They are also flying calvary.This gives them all the rules as fast calvary with the fly specil rule. Fly lets them ignore terrain and move 10'. The fast calvary part lets them use the vanguard for deployment (12' move after deployment). They still get their swiftstride on charge, flee and persue, but they do not get to use the lance formation. They also get to reform for free. They can also use feigned flight. This lets them flee from a charge, and automatically regroup next turn, no roll needed. They can still get chased down, but this is unlikely with the swiftstride. Unit size is 3-10, with a 0-1 restriction. This restriction can be lifted but having a Lord mounted on a Pegausus in command of your army.
In my next article, I will go into more depth with how these units fit into the scheme of an army.
For the Lady! For the King! FOR BRETONNIA!!!
Thursday, January 6, 2011
...in which I discuss painting Bretonnian Heraldry
Now that I have fended off the Lesser Daemons of Nurgle, it is time to delve back into the world of painting.
I will confess, when I chose to play Bretonnians in WFB, I let my professional world collide with my hobby. You see, I am finishing my degree in history, and to keep it short and to the point, my specialty is Medieval Europe. I also do a lot of research into geneaology, and with that comes heraldry. So, not only do I now all the symbology, I know how to research particular family crests.
My own families coat of arms:

The easiest way would be to put it thru photoshop, and print it on water slide decal paper. Testors makes 2 kinds, clear & white, and they are readily available at your local Hobby Lobby, Michael's or craft store. BE CAREFUL. You must also pick up a can on decal bond spray, to lock the image in place! Otherwise, the ink will disintegrate when you put the decal in water.
I will confess, when I chose to play Bretonnians in WFB, I let my professional world collide with my hobby. You see, I am finishing my degree in history, and to keep it short and to the point, my specialty is Medieval Europe. I also do a lot of research into geneaology, and with that comes heraldry. So, not only do I now all the symbology, I know how to research particular family crests.
My own families coat of arms:
This lends itself well to such an army, as a way to personalize my army, and to have some real pride and sense of connection to the army.
All heraldry will have 2 primary colors, with a thrid color to use in a minor capacity. My family's heraldy is relatively simple, being only 2 colors and 2 gold bars on a blue field with a gold bend(diagonal). I'll go into more detail below about how to do custom graphics for the heraldry in a bit, lets stick with the design first.
Just like painting anything, you should work from light to dark. I have a heck of a time working with white and yellow, they just seem to disagree with me. I started by priming the sheild gray, then completely pinting the shield Vomit Brown. Then I built up painting the entire shield yellow, to ensure that would be a bright and vibrant color. Next, I masked off the bars and bend. Tamiya does make some model masking tape, but I just used regular blue masking tape I picked up from Home Depot's painting section. I just cut the tape into small strips of the desired size with my hobby knife. Once that was masked off, I could paint the blue part of the shield, and it was done. Rinse, repeat 4 times on the horses coat.
Now not all coat of arms are as easy.
This is the coat of arms of the royal family of England. Queen Elizabeth & Prince Charles family. Even in miniature, this coat of arms would be possible to do.

The easiest way would be to put it thru photoshop, and print it on water slide decal paper. Testors makes 2 kinds, clear & white, and they are readily available at your local Hobby Lobby, Michael's or craft store. BE CAREFUL. You must also pick up a can on decal bond spray, to lock the image in place! Otherwise, the ink will disintegrate when you put the decal in water.I prefer to use the clear paper, then I can overly they symbols on whatever color field without having to cut too close to the image. For something as complex as the Windsor coat of arms, I would actually go with white, and print the whole image.
I hope this makes heraldry a little less intimidating to paint, regardless of whatever army you play. If you are interested in looking into your own family heraldry, you can visit House of Names. Their search engine is pretty good, but of course individual familes crests and arms will vary depending on about a billion factors, so it is not 100%, but it's a step in the right direction.
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