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Archive - Ogre Kingdoms Vs Bretonnians

original thread ↗

Summary from the old forum:

Some ideas:

Msu armies tend to have better chances against bretonians, as one unit can flee from a charge whilst the others then flank charge the unit in question. Against MSU armies, the only option is to bring goblin fanatics

Questing knights: the most vurnerable to shooting compared to other units. Not only do they come in small units, but they also only have a 3+ armour. Enter the leadbelchers, hit on 4s, wound on 3s, save on 5s
Never let these guys touch your ironguts, or most other units apart from gnoblars.

Knights of the realm: very hard, very fast, and very vurnerable to Gorgers, scraplaunchers and ironguts.
these are the units i would worry most about as they are large, have little weaknesses and have a 2+ armour save.

Knights errant: These are like knights of the realm, but easierst to bait as they have a compulsory charge rule, which will kick in about 30% of the time.

pegasus knights: these guys need to be taken out ASAP. Not only will they march block half your army, but they will be able to hunt down your butchers and destroy your magic phase. once again their 3+ armour save makes them vurnerable to leadbelcher shooting, and their small unit size also makes magic missiles a good choice, as it ignores the skirmishing penalties to hit.

peasants: declare a charge and watch em run.

units that work well against brets

gnoblars, gnoblars, gnoblars!!!
charge a unit of knights in the flank, and youll be able to pin them in place for an entire game, and maybe even kill one of them!. they make great bait, they can shoot and they give you combat resolution.

leadbelchers:
great at killing questing knights, pegasus knights and mounted yeomen. units of three are probabaly the best choice, and their armour piercing clubs really pay off against bretonians, as it makes knights fail their armour save 50% of the time.

butchers:
once again butcher lead the way, with bonecruncher, braingobbler and the bangstick being very effective.

scraplaunchers:
bit of a no brainer really, but some things to consider:
1)dont bother shooting it as units that are immune to psychology, as you want the maximum effect,
2)dont charge in too early, you want to get plenty of shots in before they hit your lines
- coolflame616


1. Correction. Questies have a 2+ save vs. shooting (as they do come with a shield). They'll have a 3+ save in combat if they opt to use their GWs (as opposed to using a hw/shield, which would improve their save accordingly but drop their attacks to "only" S4).

2. From experience of running all sorts of Bret nastiness (and usually winning).

Bret strengths:
- Fast. Very fast. Especially in the hands of a good player, who'll have things smacking into you from multiple directions by Turn 3 at the latest. I won't even mention Flying Circuis builds.

- Some truly hard-hitting units and character setups, particularly on the charge. Especially considering that Ogres don't have much armour (as an example, 6 charging Grails will consistently drop any 2 r-n-f Ogres).

- Resilience. Sure they're mostly T3, but the 2+/3+ armour plus Ward saves means they're not very easy to drop.

- "Free" standards on peasants (i.e. you don't get VPs for them). All of a sudden that fast cav or man-at-arms unit becomes a dangerous weapon.

Bret weaknesses:

- Leadership. Can't stress that enough, especially for Bret MSU builds where much of the army operates outside of the general's Ld radius. Grails are immune, Questies get Psych rerolls and Errants are immune when charging, but generally Fear and (especially) Panic will do nasty things to the army. I won't even mention the non-knight units.

- Most of the units are pretty useless after the charge (S3 or, at best, S4 attacks). That means if you manage to hold and counter, the Brets will probably die from a combination of Panic checks and bad combat res.

- Not enough flank protection. Especially if you're running a non-MSU build (i.e. 9-strong units of knights - that's a 150mm flank!!). MSU Brets counter this by throwing out some KoR or Errants as quasi-fast cav, but still, with enough mobility and some charge traps...

- Can't survive attrition fights. Just not enough numbers (excluding Peasant Horde builds). Even if you're not killing a lot of knights on a given turn, by Turn 6 the Brets can be worn down to the point where they can't hold on to a victory anymore.

- Every unit has a champion. And can't refuse challenges without losing the Lady's Blessing. Need I say more.

- 90% of Bret players won't even consider letting their knights flee from a charge. [The other 10% tend to be very, very good.] Good to know when you've got someone with Longstrider and the Brets make the mistake of hanging out 13"-14" out, thinking themselves outside your charge range.

Useful OK units:

- Leadbelchers. Single most useful unit against Brets, namely because they a) have an effective 18" range and b) force a 4+ armour/6+ Ward, which is better than you'll get against most attacks. On average, 1 Belcher will do 2.5 hits, 1.7 wounds and 0.7 kills on a unit per volley. Multiply that by 6, and that unit of Grails gets reduced to dust.

More importantly, Belchers are shooters, which means that they can be used behind your main force to ward off any Pegasus Knights or flying characters (and believe me, if your opponent is good enough you will grow to utterly despise Pegasus Knights and flying characters). Now, on average even a volley of 2 Belchers will drop one whole PK, which a) will cause a Panic check on a Ld8 unit (28% chance to fail), and b) will serve as a powerful psychological deterrent to any flying shenanigans.

And, at the end of the day, Belcher units are (relatively) cheap, and if they survive can pummel some knights in HTH with more S4 armour-piercing attacks.

- Anything with a Tenderiser. Preferably a Tyrant with Longstrider.

I always hated this part. Every Bret unit (well, the knights anyway) gets a champion, which means any halfwit Orc Bigboss with a Sword of Whoozits has a chance of doing more damage than he'd normally be entitled to. Grails (where every _model_ is a champion) suffer from this especially. Now, it can go both ways - a viable strategy against certain characters/monsters is to keep challenging with one guy, losing just him, and having your knights' ranks/numbers/War Banner/whatever win the combat for you.

Doesn't work against a Tenderiser.

- Butchers. Specifically for the No-Save-Magic-Missile and Regen spells. Though they can be shut down in decent builds...

- "Naked" Bulls. Specifically 'cause they're cheap, but can still hurt the knights. Which means they can't be ignored by them, but can be used by _you_ to draw, trap, bait or just annoy the enemy.

- Units that didn't quite make the list - Scrappas (they're ok, especially for being US5, just not stellar), Yhetis (against bad Bret players they're awesome, but a good player will have a way of dealing with them), Ironguts (good all around, but each Gut's 3 attacks will only cause 0.56 unsaved wounds, in part thanks to the 5+ Ward the Brets will be getting).

Useless Ogre units:

- Maneaters. Yeah yeah, they're Stubborn. They're also Move 6. Enter Grail Knights and/or Questies, who should chew through 2-3 Maneaters in 1, maybe 2 turns.

- Ranked Gnoblars. Unless you drop >100, the knights will either avoid them or Overrun through unit after unit into your main line. Remember, Brets have speed, and so can and _will_ pick their fights. [Contrast with, say, Orcs or Dwarfs, who generally have no choice but to plow through your Greenskin slaves on their way to being flanked and butchered.]

Strategies:

- Against non-MSU. Those 9-12 man lances will hit something, and smash right through it. Might as well make sure that whatever they're hitting  (hint: naked Bulls...) is angled oddly enough for the rest of your army to take advantage.

Belcher flanking units come into their own here. The guns can reduce the most expensive lance (usually 9 or 8+character Grails) to an afterthought, and flank charges can do wonders on big lances.

Even if you don't take Belchers, just remember to have your first line bait the big lances, then to pounce. Chances are his flank protection won't be good enough to stop you (being that all the points are tied up in the juggernauts charging up the middle).

- Against MSU/Flying Circuis builds. For Pete's sake, play defensively. Make sure you do as much damage as possible from a distance, via Shooting/Magic/whatever. In MSU, individual units tend to lose their usefulness pretty quickly, so try to spread the damage around - killing 2-3 knights in a given regiment will suffice (and cause a few Panic tests to boot).

Once you have no choice but to get stuck in, make sure he can't double-team things very much. Sometimes it even pays to march up to within a couple of inches of him, daring him to charge, with a second line about 8" behind. If you deny him the chance to double your guys, your first line may actually hold (and remember, Brets don't deal with attrition well). Throwing out lots of "naked" Bulls in a line comes to mind.

Bottom line - Brets are far from invulnerable. That is not to say that a good Bret player can't dismember an Ogre army in 4 turns or less. He can. But, if you know what you're doing, you can still make his life fairly difficult, especially once the Panic/Fear checks start piling on.
- Taladryel


i still maintain that a well-run MSU OK army can be the hardest for a brett player to face... use bait units to set up traps that your opponent will not see... like into a terrain piece... while he's extricating himself from that, you can flank him with other units...

other than the terrain trap, asnything else i can come up with has been / will be said
- rampagingpenguins


Beware of trebuchets too - they can blow away those big ogre units (D6 wounds).

Bretonnian knights are well protected with armour and ward save.  Some major effort is required when attacking them.  Seemingly powerful troops, even on flanking position, can see their attacks bouncing harmlessly off the knights' blessing.  e.g. 4 charging ironguts will perhaps cause only 2 wounds on average - whereas the knights with the numbers, full command, hero, fightback, can even win the combat and chase you down.  Always look for a flanking position and make a concerted effort when going against knights - e.g with tyrant joining, 2 units charging, etc.
- Wah


As a Bretonian player, I can say that brets are very (and I mean very) hard to beat.

Brets’ strengths are:
1-fast moving heavy cav (M8, 16”charge is just sooo fast);
2-2+ armour save and a 6+/5+ ward save (I have never met a single bret player who doesn’t pray the lady of the lake, so count on it) sure grants a good protection;
3-lances: they are like tanks that run over the enemy, since they are made of ranks composed by 3 knights,  and every knight, in the front rank, and the ones in the sides of the rear ranks.

The brets’ weaknesses are (in random order):
1-magic, both offensive and defensive;
2-flanks (those lances are tough, but, when big units of knights have wide flanks);
3-overall low Ld;
4-most important: long hand to hand battles.

What can a bret player do, to overcome these weaknesses?
1-use magic resistance tools, and get into battle before the enemy can say "doh!", not a hard thing to accomplish, due to fast movement.
Also, I use fast cavalry to take down the lone mages, or heavy cavalry to charge the unit they are in;
2-use MSU (lances with 6 knights still deal 5 or more attacks on the charge -plus horses- , and have a 10cm flank, which is not that wide, after all).
    This remedy has a problem, though, that short lances mean fewer attacks on the charge, and less CR points, so this brings to point 4, of which you can read later.
3-I usually equip one unit of Knight errant with the errantry banner (which makes them immune to panic when they charge), and place a hero in each of the units (brets can have an additional hero, so that makes 5 in a 2k battle), for Ld8 (9 for the general).

What about the 4th problem?, you might ask, well, this is the MAIN problem a bret general has to face, so will try to avoid it in every way.

In 5th ed brets, all knights, placed in the sides of the lance, could attack every round; but in 6th ed, in the 2nd turn of melee, only the first rank of knights will attack, at WS4 (3 for the errants), St3, T3. These are very poor stats, that, more than often, not even a 2+ armour save, and a 6+/5+ ward save can help.

Using MSU, it is probable that the knights see a second round of battle, since a Unit Strength of 12, 1 rank with a banner, they get +2 combat resolution, plus casualties.

Lets look at some stats:
A lance of 6 knights of the realm with full command (168 pts) charges a unit of 3 bulls equipped with ironfists, light armour, stendard and champion (169 pts).
The knights make 6 attacks, at WS4, St5, plus 5 attacks of the horses, at WS3 and St3. Against the bulls, that would result in: 2,7 wounds by the knights, and 0,6 by the horses, for a total of 3,3 wounds, round down to 3: 1 bull slain (note: in this battle the ironfists were used as shields).
The remaining 2 bulls counterattack, and make 7 attacks, WS3, St4, that deal: 1,2 wounds, round down to 1: 1 knight slain.
So, CR would be 6 (rank, stendard, US, 3 wounds) for the knights, 2 (stendard and 1 wound) for the bulls: the bulls loose by 4.

Lets look at the same exact battle, from the second turn (without the knights’ charge, but using the units’ Initiative stat, and with the ironfist used as extra hand weapon).
The knights attack first, since their I is 3, and the bulls’ is 2.
The knights make 4 attacks, at WS4, St3, plus 3 attacks of the horses’ at WS3 and St3. These would result in: 0,7 wounds by the knights, and 0,4 by the horses, for a total of 1,1 wounds, round down to 1.
Now its the bulls’ turn, and they make 13 attacks, at WS3, St4, and dealing 1,8 wounds (with 6+ ward save), round up to 2.
So, this second turn will see the following CR: 3 (1 wound, stendard, rank) for the knights, and 4 (2 wounds, US, Stendard) for the bulls; the bulls win and the knights flee, since bulls cause fear.

See what I mean: the key to winning against bretonian knights is to block the lances for at least one turn. If your units resist and stay, after the knights’ charge, you have great chances to win battles.

What can an ogre general do, against knights’ lances? The best way would be to use unbreakable swarms, but ogres don’t have any, so, we have to think of a way to use other units as swarms.
Meneaters are just great, due to their stubbornness, but their problem is that they cost too much to risk loosing them as tar pit units.
Gorgers would be great, but they’d have to stay at least one turn, and you’d have to have at least 3, which is impossible (in 2k battles).
What I think would work nicely are big units of gnoblars (30+ would do good).

Lets look at some stats:
A unit of 6 “naked” KotR (144 pts) charges the 30 gnoblars (60 pts).
The knights make 6 attacks, at WS4, St5, plus 5 attacks of the horses, at WS3 and St3. Against the gnoblars, that would result in: 3,3 wounds by the knights, and 1,3 by the horses, for a total of  4,6 wounds, round up to 5, so no gnoblar can counterattack.
The CR is 6 for the knights (5 wounds, 1 rank), against 4 (3 ranks, US) for the gnoblars: the gnoblars loose by 2. If you have a tyrant near by, the gnoblar unit will have to test at 7, which is not that impossible after all.

Now you have got yourself a bretonian lance, stuck for a second turn of battle, by a unit of gnoblars that costs less than half. Now the bulls are ready to charge the lance and deal some serious damage.

Gut magic can help out the ogres, for this purpose, and especially three spells: Bonecruncher; Toothcracker and Braingobbler.
    Before explaining why these spell do wonders against Brets, I must tell you that hardly you’ll find a magic offensive bretonian army, so, when you see one or two damsels of the lady, expect them to be scroll caddies.
For what concerns the three above mentioned spells, they hit the bretonian knights, where they suffer more: low Ld, low To, and, above all, the second turn of hand to hand battles.
    The Braingobbler spell forces unengaged enemies, within 18" and in line of sight of the butcher, to take panic test. While this is not that effective against Grails or Questers, it very effective against knights of the realm (Ld and Errants (Ld7) and peasants.
    The Bonecruncher spell causes 2D6 S2 hits, with no armour saves. St2 vs To3 is a 5+ hit, with no armour save (but with a 6+ ward save). Very effective indeed, thinking that 2D6 has a high probability to result in a 7, that makes for 2,33 wounds, that are saved 16,7% of the time, which means 1,94 (round up to 2) wounds every time the spell is cast. In a 6-9 man lance, it is devastating. The key point of this is to throw it against different lances, instead of trying to eliminate one unit at a time, and letting the others complete. The shortened lances will charge your ogres, and these will finish them off, after the charge.
    The Toothcracker spell gives a unit of ogres +1T and stubbornness. Just what an ogre player was waiting for. Throw it to a unit of 3-4 naked bulls (105-140 pts), and there you have it: the swarm I was  talking about before. Just awsome.

Bottom line: while all the brets disadvantages can be overcome, in one way or another, the second turn of battle, for a knight’s lance, means defeat!!!
- ikim


Naked Bulls, naked Bulls, naked Bulls.  Cannot stress that enough.  They are amazing against many armies, not just Bretonnians.

A risky move which can often pay off, however, is simply using a Tyrant (preferably Mawseeker) to stop a Bretonnian lance charge.  If you have a BSB, there's a good chance you'll do it.  The Tyrant often only loses by 1 or 2 depending on if the Bret player accepts or refuses the challenge.  With a BSB it's very easy to have your Tyrant reduce an entire unit to a pulp.  The best part is that due to the frontages if your Tyrant holds you can charge in with another unit from the front if need be.

The Tyrant will slowly start winning combat whether you charge in with a secondary unit or not.

Deny Brets the charge and they lose.  They are a boring, one-trick pony army.  If they charge unhindered they win.  If they don't, they lose.
- NakedFisherman


Naked bulls have S4 -2 save which work reasonably well against Bretonnian knights (6 ward save against S4 only).

Indeed a tyrant can sometimes hold off a lance, especially since Bretonnians will likely accept challenge.  (In one of my previous games, a lone tyrant was flanked charged by 9 QK with lord and still survived.  However, you'll also need good dice luck to achieve that.)
- Wah


I have to STRONGLY disagree with Taladryel's assessment that Gnoblars are useless against Bretonnians.  I always take a couple of units myself, plus Trappers, and employing the "Thin Green Line" tactic works absolute wonders with Brets.

Place the Gnobs in a loooong line, only one rank deep.  I damn near covered my entire deployment zone this way - and cheaply too.  March them forward a bit.  With little to none in the way of shooting, The Bret is going to HAVE to charge with a couple of lances, at least, to eliminate the Gnoblar screen.  After that, those lances are done-for, and the rest of the army can be taken apart a piece at a time.  Cool stuff.  The Gnoblar screen can either flee and cause failed charges on the Bret side (nex turn the Ogres charge themselves), OR they can hold and die horribly - but letting the Lances get sunk into the midst of the Ogre lines during the next turn or two.
- miketheogre


I play against Brets. alot. Ironguts are good as hammers. What I do is have 2 units of six bulls to take the charge and hand the line. Next I have 2 units following each bull unit. They act as the hammer after the bulls take the charge. In total I take four units of four Ironguts. It works because the Brets. charge gets help off by the bulls. After the Brets charge they become alot weaker. Making them easy meals for my Ironguts. I also use two Hunters (with sabertusks) to guard the flanks. Plus their Harpoon crossbow is good for taking out a bret or two before combat. It makes it easier to get the outnumber bonuse. The sabertusks, being fast cavalry, is really good to charge the rear of the Arrowhead. With this setup I will have a unit of six bull, two units of Ironguts, a Hunter with two sabertusks attacking one unit of Cavalry, and I have noticed that in 2000 point armies Brets. take on average two lances, with 12 knights in each. Gnoblars, Trappers, and Leadbelchers are completly worthless when it comes to Bret knights. Mainly because of the 2+ armor save and then the ward save. Plus gnoblars get run over without notice, and with BS 2 they cant hit the broad side of an oger if it was three feet away.
- Hablier the Hunter


well, against Bretts it's a numbers game.

First off you get first turn. So you move all you units 7" up so your 17" away from him. This way you have the edge. Use all your dice on the no AS MM and panic spell. And make sure your butchers are in the same unit so you get the -1 to panic from the skull mantle. On your turn 2 use units of leadblechers to move up and lett lose. I'v got 2 units of 3 shooting at the knights. And again use your magic to cast panic and MM's. use small bull units to bait and flee. Or redirect.

The thing is that when you are 17" way from your brett opponent he has 2 options.
1 moving 4-5" so you cant charge him. however this gives you space to manuver and if you flee with the units he will charge the next turn you will have free acces to his flank with the units that did not get charged.
2 standing still. And this is just really great for you since it gives you more time to magic him.

Bretts biggest strength is there speed. So what do you do? Corner them, puch them back to stop there manouvering. Then flee and counter-charge....

I'm a big belever in MSU style Ogre armys. haveing 3-4 units of bulls with xhw and bellower is probbably the best way to get to any army since it gives you more units to move around and threten with. And this is key to controling enamy movment and game play.
- Joey_Boy


It's all well and good to say which units are good against the Brets, but I think that it's not really too important.  I mean ALL Ogres are good at killing knights.  The problem is surviving the Charge.  Ogres are great at attacking, but suck totally at defending.  And lets face it - with Brets, you will always be defending.

So, with that in mind, how do we do it?  How would you deploy against a smart Bret player?  How would you maneuver your army to surive that Turn 2 charge that's comming?  How would you beat it?
- miketheogre


3 words, Bait and switch.  Walk up with a unit of 3 leadbelchers just inside 12 inches and fire.  Have a hammer like Ironguts behind and to one side on an angle facing the belchers.

When he charges the leadbelchers flee.  This way you do get the charge and the knights crumble.
- Gorthor
I found a very good bret killer is a Tyrant with the Tenderiser in a unit of 4-5 Ironguts with the war-banner, cast troll guts, issue a challenge and you should be set, they can take units in the front as the Tyrant has 5 S7 attacks hitting on 3's wounding on 2's thats about 4 hits 3 wounds on average doing d3 wounds each and the brets have a 6-5 save so you should get 2 penetrations which do an average of 7 wounds, thats 1 wound and 5 overkill easy plus guts get a 4+ ward save effectively from troll-guts so you should have 2-3 fighting back aswell so you will hopefully; Outnumber, 2-3 kills, 5 over kill, standard, war-banner, thats 10-11 overkill!! outnubered by fearcausing enemy, autobreak. Hope this helps.
Gimme A unit, any Unit, and My Tyrant'll deal too 'em!!
@ Mr Gutmaw.

You are looking at the best case scenario and overlook one huge problem.
The Brets will almost certainly get the charge in and will quite legally be able to avoid getting into BTB with the Tyrant, who wouldn't?.  Even a small unit of   Knights will put 2 or 3 wounds on a regular Ogre, even more if they're Grails or Questing ( or Errant with Errantry Banner). So you're left with perhaps one ogre hitting back and with their combined AS/WS not many of them are getting through.  Which ineveitably leads to a lost combat and that prseuming there are  no characters in their unit.

Worst of all is that even if you hold or win  you can't lap or expand frontage as you have no 'rear rank' to take  models from and in certain situations you wont even be able to move your Tyrant into combat.


Sorry to sound so negative but it's happened to me and I hate Brets with a passion.  Oddly I have quite a good record against Brets as I only ever take a MSU army against them.
Look, another Oak tree My Lord!
Personally- I play Brettonians, and have had some ogre-related experiance in the past. A hunter with a harpoon took down my pegasus lord before, and a pack of lead belchers targeted at my Grail Knights were efective- decimating me through shooting, then wolfing me in combat (I did get the charge off too). Also, this guy had a few large units, which kept us in a deadlock for combat-giving the ogres the decisive edge. I know most ogre players would frown apon large units of bulls, but that's really what helped this guy. The problem he faced, however, was a great manuvability deficit. I suggest taking a few large units and a couple of small ones. Gnoblers REALLY helped him out as well...
try taking some unexpected things in a ogre list like scrappalaunchers and some yhettes. Your best bet would be to try cast defensive spells on your ogre units bear the brunt of the charge and next turn rip them apart with guts icon_biggrin wen there down to about 6 str 3 attacks because of no lance formation and dosn't count as charging anymore.
Also try getting through braingobbler. It will work occasionaly and can really pay off.
Especially wen i made 8 kotr and paladin run of the board on 9 leadership.. 25% fail
Finally bonecruncher them heaps!! No save and there t 3. Belchers can work spectacularly as well.
There is a nice tactic you might try:
put 8 trappers in front of a big unit knights (within 8 inch, though within 4 is better )
As long as your trappers are in front of him, He can charge or try to get around you.

The problem here is of course, that you should have a good unit of ironguts or your general in the neighbourhood.
If he doesn't charge your trappers, he is not doing that much with a lot of points, and when he charges, you just flee ( which actually predicts precisely how far the unit is overrunning your trappers.
And now you can charge.

Magic will be downgraded probably for bret's because they need LoS for most spells now.
So probably only defensive spells.

Scrappy's can be devastating in both ways: charge and shooting.

And former call about bigblocks is also very good, especially if you could hold to there charge.
My prizes: and   for being constructive and funny...
The key is allways to absorb the damage caused. Giants should be commonplace against Brets, because they cause Terror, are manouverable, and *can* cause alot of carnage. If your Giant is killed fighting a lance, theres allways the chance he falls straight on it. With their psychological advantage (pun intended), you should take Daemon-Killer Scars for your Tyrant, and have a Butcher with the Skullmantle in the unit with the Tyrant in.

Brets hate Magic. Magic that cause 2D6 hits at S2 that allow no armour saves, they really hate. Magic that causes even more leadership tests than your 3 Terror causers allready do, they hate with a passion. Lets say you get 8 hits. They get no armour save, so that should cause about 2-4 wounds. Lets say 3. They get a ward save of 6+, not likely to even save one wound. Thats three knights right down the ace for you, right there. Oh, and you can cast these kinds of spells alot per turn.

Bullgorger on naked units of Bulls numbering 4 in number is an excellent way of dealing with Knights. More effective than Ironguts for three reasons:

- The brets get 6+ and not a 5+ Ward Save.

- Theyre much, much cheaper.

- If Bullgorger is cast on them, they wound on 2+ and negate 3 Armour Points. Thats just as good as Ironguts if they get the Bullgorger spell on them. They key is to have alot of Gut Magic.

Gnoblars own because (I personally hate them... but I guess ill have to use them sometimes):

- Theyre cheap, really cheap.

- You can cover the board in a long, 1 rank deep line of Gnoblars with Ogres waiting out of Pursuit range to demolish Brets that get behind it. If they throw a Men-At-Arms unit at them, just reform into normal mode and charge them when you can. If they use Knights as flank-breakers or just as vanguards for the MAA, just deploy a unit of Ogres to the flank of the Gnoblars. If they respond by sending in a second lance, or charge your Ogres, you should:

A) Have positioned your troops as such that the Gnoblars can flank charge the Knights.

B) Flee from the charge and flank charge with a Giant, and rear/flank charge them next turn with your Ogres.

Try to ignore the Knights Errant. They arent that dangerous, and should be first priority for any Braingobblers you have in your menagerie. Terror tests work wonders against them, too. And if theyve positioned themselves in a tight line as to keep your Terror tests from having full effect due to the General's presence, theyre still very far from safe with LD8 if theyre within the General's range, or you  could allways pack up a few scraplaunchers. Those large blast template, automatic wound, killing blows love tight spaces that perfectly match their templates.

Yheetes are fun because:

- They can flank charge Knights from the side out of Terrain. That alone guarantees their use.
Munchmaster
Look, a pet gnoblar! Ill name him... Munche
You can't more or less. Bretonnians are like shooting a cannonballs. When it has momentum it will rip trough pretty much anything besides. When you can stop the momentum Bretonnians are often the weakest without the Strenght of their lances they can do little against Ogres.

Or... I have succesfully baited Charged and fled with Bulls to Counter charge them with Ironguts, you usually slaughter them. But then again risky tactic, may cause panic or allows the Bretonnians to run down you unit and run in the next one.
Long live the Fighters!
Bretonnian Duke (2500 points), Ogre Bruiser (500 points).
Getting them off the charge is key. Gorgers to pin the lances in place, and leadbelchers to soften them up and bait them. Counter-charging ironguts will crush them almost every time.
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Quote from: Sterling on Sep 21, 2007, 02:01:04 PM
I once accidentally declared a 20" charge because I though it looked like 12
Some people swear by the scrappie for going through high armor save troops, maybe it works here!

Thanks,
JC
Why?
Some people swear by the scrappie for going through high armor save troops, maybe it works here!

Thanks,
JC


A scrappy can indeed do some damage, with killingblow, but under the 6" pizza, placed right in the middle of a 9 knight lance, you hit 3 right away, and 6 on a 4+.
Stats wise, you hit 6, wounding on 4s, meaning you will wound 3 times (0,5 is a killing blow).
3 wounds, and your opponent will have 2+ AS and 6+ WS, meaning you will wound 0,5 men before the ward save.. and this is in the best case the pizza template is place right in the middle of a lance (which might be scattered).

So, bottom line, scrappa is no good.

Brets don't go down because they get killed... brets go down because they get run down after CR.
Usually bret lances have a static CR of 4 (2 ranks, numbers and banner); sometimes a lot more with BSB, virtue,  warbanner and such, and my bret lances have static CR of 6 or 7.

The only thing that can be done is to flank charge them, and reduce the static CR by 3 (no ranks and flank charge), and deal some damage.
IGs are the only way to actually do some damage, but remember that against St5+ hits, the Bret WardSave is upped to 5+...

cheers
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Some people swear by the scrappie for going through high armor save troops, maybe it works here!

Thanks,
JC


A scrappy can indeed do some damage, with killingblow, but under the 6" pizza, placed right in the middle of a 9 knight lance, you hit 3 right away, and 6 on a 4+.
Stats wise, you hit 6, wounding on 4s, meaning you will wound 3 times (0,5 is a killing blow).
3 wounds, and your opponent will have 2+ AS and 6+ WS, meaning you will wound 0,5 men before the ward save.. and this is in the best case the pizza template is place right in the middle of a lance (which might be scattered).

So, bottom line, scrappa is no good.

Brets don't go down because they get killed... brets go down because they get run down after CR.
Usually bret lances have a static CR of 4 (2 ranks, numbers and banner); sometimes a lot more with BSB, virtue,  warbanner and such, and my bret lances have static CR of 6 or 7.

The only thing that can be done is to flank charge them, and reduce the static CR by 3 (no ranks and flank charge), and deal some damage.
IGs are the only way to actually do some damage, but remember that against St5+ hits, the Bret WardSave is upped to 5+...

cheers

I agree with the above analysis I would rather have CR against them, but I was also trying to throw out some novel solutions.  However ikim's thoughts are the best that I can think of here.  Get the CR against the Brets.

Thanks,
JC
Why?
i am going to collect bertonnians and i was wondering if u could give me some advie on betting ogres because my friend invested more money in his collection then me so if u will give me advice please pm me

lt.mori
Thanks for all your help guys.

Record:
Bretonnia
Played:0 wins:0 draws:0 loses:0
dude just look on the gamers worshop website under ogres, it gives you tips on playing against them
It sorta helps but it dosen't suggest what I should use. To me I think alot of horsemen would do it and arcers a lot of them.
Thanks for all your help guys.

Record:
Bretonnia
Played:0 wins:0 draws:0 loses:0
If you want Bretonnian specific advice against the ogres, I suggest going to http://www.roundtable-bretonnia.org/.
Quote from: Ganymede on Mar 26, 2009, 11:17:45 AM
If by RAW, you mean "Reg06's Audacious Whims", then you'd be right.
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Ok thanxs I did what you said. It didn't tell me anything so I will just use then Smart over bronze. But I might loses still because ogres are quite strong.
Thanks for all your help guys.

Record:
Bretonnia
Played:0 wins:0 draws:0 loses:0
Meh I can't picture a much nightmarish opponent then the bretts. They're a  very strong army overall plus they exploit our biggest weakness - they're faster and so we don't get to charge. With tens of lance attacks our ogres will be chopped to peaces in a turn.
You gonna eat that?

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Meh I can't picture a much nightmarish opponent then the bretts. They're a  very strong army overall plus they exploit our biggest weakness - they're faster and so we don't get to charge. With tens of lance attacks our ogres will be chopped to peaces in a turn.

correction - some ogres will get charged and get hacked to pieces if they hold in the first place   the brets tehn get charged in teh rather large and tempting flank and, without their charge bonus, get mashed by the ironguts or yhetees that were hanging around to do just that.

The only Bret list that really gives my trouble is the RAF build (lots and lots of pegasus knights) - the rest isn't too bad once you know what you're doing.
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i play against one of my friends brets all the time and really it really isnt that had to defeat him, just because he hides his knights all game because hes afraid my leadbelchers will blast them away
Maby he should use them. It might turn the tide in the game for him. Or just rush them in to battle then return to ranks.
Thanks for all your help guys.

Record:
Bretonnia
Played:0 wins:0 draws:0 loses:0
i play against one of my friends brets all the time and really it really isnt that had to defeat him, just because he hides his knights all game because hes afraid my leadbelchers will blast them away

Why is he scared of the LB's?  Granted they can inflict some serious damage (a lot of which could be on themselves), but I would use a unit of knights to charge them everytime, or I would use the mounted yeoman (I think that is the unit at least) to draw the LB's out and then charge with the knights.

Thanks,
JC
Why?
Everybody is scared of leadbelchers at first. Then after a few games they realize how little damage the leadies deal.
Quote from: Ganymede on Mar 26, 2009, 11:17:45 AM
If by RAW, you mean "Reg06's Audacious Whims", then you'd be right.
Forum primer
http://www.ogrestronghold.com/forum/index.php?topic=7241.0
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Seriously he should just move onwards, those leadbelchers CAN hurt but just some lucky dice and a quick prayer to the Lady should work. Few Ogre units can take a direct charge from a full Knight unit in Lance formation, add a BSB unless they are stubborn they won't hold.
That's: 2 ranks, 1 Banner, Outnumbering, BSB, Virtue of Duty and very often the Warbanner.
Thats before the train hits you.

Moral of the story, just flee with a unit and try to countercharge and SMASH his BSB(no challenge just target him out, every knight unit comes standard with a Champion).
Long live the Fighters!
Bretonnian Duke (2500 points), Ogre Bruiser (500 points).
Its funny because I bet if he trys out the knights he could win. He should use about 3 units then if he is scared. To use the knights just for support.
Thanks for all your help guys.

Record:
Bretonnia
Played:0 wins:0 draws:0 loses:0
i play against one of my friends brets all the time and really it really isnt that had to defeat him, just because he hides his knights all game because hes afraid my leadbelchers will blast them away

Why is he scared of the LB's?  Granted they can inflict some serious damage (a lot of which could be on themselves), but I would use a unit of knights to charge them everytime, or I would use the mounted yeoman (I think that is the unit at least) to draw the LB's out and then charge with the knights.

Thanks,
JC

i dont know he would be afraid of the LB's but he is and it is always his downfall because in the end, there is none of his allies or the rest of his army left and i kill them anyways.
He shouldn't even hide the knights. If he is getting beat all the time by it. Give him a hint how to be better at the game.
Thanks for all your help guys.

Record:
Bretonnia
Played:0 wins:0 draws:0 loses:0
Note! You can play Bretonnians without going purely knights. If he prefers this don't disencourage him with it, there are enough boring all mounted Bretonnian lists.
Long live the Fighters!
Bretonnian Duke (2500 points), Ogre Bruiser (500 points).
He should get a couple of units. So if one unit dies he has backup. That would work? right?
Thanks for all your help guys.

Record:
Bretonnia
Played:0 wins:0 draws:0 loses:0
not all the time mori, it all depends on points and allies, like if you have allies that kno nothing then your not going to do so well, but dont let that discourage you from having new people on your team after you teach them a bit, you can really work as a team and win more as you get more experienced.
Id advice new players to play small point games in 1v1, the game if hard enough as it is. Having to worry about your ally can be both and advantage and disadvantage. At our club we set up a small "introduction" program were experienced players take the new players and introduce them step by step to the rules. But yeah, he should off course use knights and use peasants as support.
Long live the Fighters!
Bretonnian Duke (2500 points), Ogre Bruiser (500 points).
So mic your saying that I should find allies. That have experince in warhammer. I only know of one person. At my school that plays it and it's you.
Thanks for all your help guys.

Record:
Bretonnia
Played:0 wins:0 draws:0 loses:0
What I mean is play 1v1 against people, doing massive multiplayer games with unexperienced people will lead to a VERY long battle.
Long live the Fighters!
Bretonnian Duke (2500 points), Ogre Bruiser (500 points).
Ok thanks man. How about with experince players to learn from? Would that help me out more.
Thanks for all your help guys.

Record:
Bretonnia
Played:0 wins:0 draws:0 loses:0
Could work off course(its even a rule around my club), but your best off doing 1v1 where you are in control of your army and know what you got. An ally is great but can be distracting.
Long live the Fighters!
Bretonnian Duke (2500 points), Ogre Bruiser (500 points).
Ok thanks. I need help with something. Can you help? What should I field? Some say KOR's and some say arcers. What do you think?
Thanks for all your help guys.

Record:
Bretonnia
Played:0 wins:0 draws:0 loses:0
I think you should field a little of both but start out with the KOR's.
The guy at the local GW said " 2 units of KOR's and couple units of arcers. What do you think about that?
Thanks for all your help guys.

Record:
Bretonnia
Played:0 wins:0 draws:0 loses:0
lt.mori, I don't want to sound like a jerk, but you have two pages in this how to kill Bretonnians tactics thread, and the conversation is essentially the same as the one in the 3-4 other threads you've started about the same thing.
Quote from: Ganymede on Mar 26, 2009, 11:17:45 AM
If by RAW, you mean "Reg06's Audacious Whims", then you'd be right.
Forum primer
http://www.ogrestronghold.com/forum/index.php?topic=7241.0
Going Last Podcast; http://goinglast.net/
lt.mori, I don't want to sound like a jerk, but you have two pages in this how to kill Bretonnians tactics thread, and the conversation is essentially the same as the one in the 3-4 other threads you've started about the same thing.

No you got it all wrong I'm asking advice for my army. I'm sorry and it wont happin again.
Thanks for all your help guys.

Record:
Bretonnia
Played:0 wins:0 draws:0 loses:0
lt.mori: don't buy armour for your troops, bretonnian lance charge will negate it...
There are 3 kinds of people: who can count, and who can not.
When fighting Bretonnians.

Make sure you get stubborn spells onto your Iron Guts as you will be receiving most of the charges.

Avoid casting your spells on units with Damsels in them.

Use the Magic Missiles to thin out the knights ranks a bit (S2 no armour save), target the most expensive grail knights if you are going for kills.

Brain gobbler on flankers & knights errant.Try the panic spell on Knights that are away from their Lord.

Use Lead Belchers on the Peasants and as baiter's.

Challenge the Bretonnian Lord the Tyrant should be up to the job.

Questing knights:
These guys do have the option of using HW & Sh therefore giving them the 2+ AS, which is what I would use vs our Bulls (as they are usually un armored).
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I've played another battle in the summer league with my Ogres, this time agaist bretonnians. A very hard fought draw (on the verge of defeat). Here are some lessons I've learned from the match:

- To stop the knights we need to set countercharges after baiting and fleing with bulls or leadbelchers. Even with ironguts it is difficult to defeat a KotR unit with their static CR, but it is much better than being charged.

- Refused flank is a good strategy: I used gnoblars and some belchers to distract three units of knights with the general while in the other flank my ogres were trying to open up the tins.

- The tyrant wiht a great weapon or a magic boost can tackle the grail knights: I spent four turns challenging and killing the grailes one by one, although I had to do some LD tests, but it was a fine way of holding and maiming a potentially devastating enemy unit.

- The gorger ate a poor lonely damsel. Unfortunately she keep fleeing and regrouping and managed to fire a magic bolt to it which caused two wounds, and at the end he was exposed to a charge of knights who killed it, but the damsel was worth more points and diverted even more to its killing. I'd recommend gorgers against bretonnia.

- A lonely maneater held in place one unit, receiving one wound per round but holding thanks to his stubborn rule until the ironguts were ready to countercharge.

- Belchers have a priority one target: the pegasi. They no longer have the penality -1 for being skirmishers (mounted cavarly), and S4 piercing hits are one of the best combinations to avoid the saves (ward save is only 6+). Against other knights their shots are less useful.

- I think magic is very important when dealing with brets, but I could not test it in this battle: one my first spell my butcher exploded and caused two wounds to the other two (coupled with a bad bloodgruel later).

- Yehtis are too fragile against shooting: 15 peasant archers up in an impassable hill destroyed them, so by turn 3  there was only one left with one wound, and it was killed after eating one archer: a unit worth around 100 points destroyed 200 points and kept shooting thereafter.


Fighting for the greater good, ... I mean for the greater meal.
It would seem that our 3 Butcher lists will go well vs Bretonnians (which tend to be magic Defense).

Bangstick can be useful vs Pegasus Knights, bows (not so good vs knights with 2+ AS).

Magic Missiles are our friend here with the ignoring AS (try to get 2 of these off on knights per turn after casting all the buffs etc.

If you are tailoring your list to fight Bretonnians

Don't use
Scraplaunchers
Giants
Too many Bulls

Use
IG's
Gorgers
Tyrant
3 Butchers

Another problem I find with Bretonnians is that they can match us in terms of numbers of units. This makes our MSU Bait and flee tactics that much harder to employ.

I would be focusing on the Bretonnian knights and ignoring their foot troops as much as possible. Gorgers can be good if you can get them into the flank or rear of knights units.
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with brettonians its kinda fun because if they use the full formation of 9 then u can out maneuver them pretty easily, get flanks it makes it useful and get the rears on the bigger units with gorgers thats great fun
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If you are fielding MSU or really anything except a deathstar and you are charged your thoughts should not be "hey there are only 3" "mm I can live to strike back" they should be more along the lines of "shit I need to get out of here!" Almost no unit can stand up to a bret charge of 9 or more knights, everything is in their favor. Flee out of there and fight on better terms with gnobs in the front bulls in flank and yhetees in rear or something delicious like that. I have tried and nothing short of a star can with stand a legitimate knight charge. Also don't count on them failing a fear test as errants are immune to psych on charge and since they have to have a general and bsb they will most likely have a re-roll at 8 or 9. My advice is to think like a wood elf and fight on your terms.

Also watch out for the green knight he's a piece of work.
Proud owner of 2250 ogres, 2000 dwarfs, and 1500 empire, as well as 750 romans (different game)

"ITS A TRAP" says my pet gnoblar Ackbar

n00b
I've had very poor luck against Bretonnians myself, but I just had a new idea for a little tactic:

Have a character join a unit of Maneaters (doesn't matter how many or their equipment really) and either line them up as a column or feint a wide frontage and reduce to a column in the first turn.  Then, when the knights charge in, issue a challenge.  They will have a champion in the unit, because it comes in the knight unit for free.  This should have multiple benefits:

1.  If they accept, then you will effectively nerf their charge, allowing only the character or champion to attack.
2.  If they decline, you can take a character/champ out of the fight and that unit will lose the blessing.
3.  Depending on what character you've stuck into the Maneaters, you should win the challenge, either winning the combat or focing a stubborn test for yourself to pass, effectively sticking the knight unit in place for a countercharge.
4.  Even if the character is killed, the unit will not be wiped out (since the knights cannot follow through past the character), and again you have a stubborn test to hold.  Not awesome odds, but better than the average result when a Bretonnian unit gets the charge.

I would definitely say to use an idea like this tactfully, but our characters should hold up to a challenge from even a charging paladin or lord.

I respect the idea that we should try to bait an flee as much as possible, but this could also be an acceptable manuever to stick in your pocket.  I'll try to post on its success/failure the next time I play against Bretonnians.
Is anybody have good idea for army list vs. bretonnians on 3000 pts with Gresus? :|

Thanks for advice !
From my experience with playing with Brets Ogre's is a fair match. From a Ogres point the main things (IMO) are:
-Brets have little to no Magic. They tend to have one scroll caddy and thats all. Sometimes none, so either go magic heavy and use this for your advantage (I fin this very succesful against Bret's) or use none at all and focus on units
-Bait and flee. I know this has been mentioned before but it is soooo cruicial to beating Brets. If Bret's get charged with Ogres they will most likely flee. If Bret's get the charge, nothing will stand in there way
- Watch out for a unit of Archers. Brets almost always take 1 unit of skirmish. Have something to take them out. Once in combat the archers generally drop like flies.

Also I find MSU is not very good against Brets. Use larger blocks, with some baiting and you should be good.

Remember Bret's arn't immune to Fear, and this actually - for a change - makes a big difference
I agree with Gilgre about his comments on Bretonia, but I'm not sure MSU does not work: there are two types of units: the small ones and the huge ones (8+ knights), which also have CR. However, I don't think we have any unit that can withstand a charge from a lance (even the small 5-member units without static CR), so I think it is always better to flee and get countercharges in our turn (on the flank if possible), and to achieve this we need to have more units than our opponent, which means MSU. A typical brettonian list for 2000 pts usualy has at least one big lance and arround 5 o 6 smaller ones, so we need more units to effectively bait and redirect most of them. Even more, I'd happily sacrifice a unit of bulls o belchers to get a flank charge on their big units of knights (with magic standarts they can have arround +5 static CR, so even if we charged them in the front we would probably loose), so this is another reason for going MSU. I found really usefull the small units of belchers, since they must deal with the pegasi, which can break havoc on our fleeing units.

The problem of having a deathstar (or a large block) is that the brets are so mobile that they will find a way to surround them (avoiding most of the characters in the first line and trashing the support of the main block) and bring their high static CR units. I still think MSU is a better approach, but more oppinions are welcome.

I'm still not sure about how to deal with their archers, I've lost yehtis and ironguts to them in the charge reaction (maybe they were lucky shots), but they might be a priority one target for braingobbler (stonecruncher works too well in knights to waste it on archers), specially if they are far from any knight.
Fighting for the greater good, ... I mean for the greater meal.
from my experience scrap is best way dealing with archers and gorger, both have killing blow and can easy get them in flee
large bret units in lance formation can find maneuvering difficult

a 3 wide by 4 deep has a Huge flank that is begging to get charged.

Sharp stuff can also be useful because they are all still thinlings with T3(even grail knights)
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any one know any good army list for fighting bretonnians(1500pts :D)
Just a short question concerning the Green Knight:
Does he use a lord's 'slot' in the army list?

I ask because yesterday I fought the knights with my tribe and my opponent had a damsel and the green knight in play, but we had agreed to play 2000 points.
So if he was a lord- choice, his list would have been illegal.

Greetings, TobiOgre
Kobby, the Writer
Yes, the Green knight is a lord choice, but a Damsel is a hero choice, so his list would have been perfectly legal. Do you mean Prophetess, the lord-level version of a Damsel?
I don't suffer from mental instability. In fact, I enjoy it immensely.

Gutlord Inquisitor: FORUM FIGHT! Me, I'm betting on the stronghold. Sure, they're outnumbered with thick skulls, stubborn bull-headedness and an inflated sense of self-worth, but hey, they're Ogres.
Oh yes, I mean the Prophetess.
Since I am German, I always look up the English names of units and heroes on the UK GW homepage.
And there are just models for "Damsels", and yesterday I didn't look at the bottom of the page where there's even the profile of the Prophetess.  :D Next time I know where I have to look.

So he did actually use the Prophetess, I know that for sure because he always tested on the leadership of his general which was 8.
Well, I'm not much upset because he is a good friend, I also make mistakes with my armies and he has been playing WH40k a lot in the past two years where you may use two HQ, I guess he must have mixt that up.

Whatever, thank you for your help, Eg Giant-tripper!
Kobby, the Writer
It is worth mentionning that everything S4 piercing is particularly vicious against them. It won't trigger their 5+ wardsave (that they get against anything S5 or above), but you will still put them at a 4+ armour save at best. Also, they have a chalice or something that will prevent them being wounded on anything better than 3+, so the GW really won't help that much against them.

So everything S4 piercing is at its utmost potential against Bretonnia. So :
- Bulls do shine. They are way cheaper than Guts and almost as effective.
- Leadbelchers aren't that bad for once. They can for example help you against Pegasus Riders, and with a bit of luck they can really tear apart entire units of knights.
- Even Maneaters with Brace of Handguns are a pain for some units, Grails for example. They are very costly, but 3 Maneaters with BoH will kill one every shooting phase at 24" distance, while making a great counter-charge unit.


For the rest, the basic tactics against Bretonnia, imo, is to present them one Stubborn unit that will absorb some charges, while preparing the counter-charges in the flank. 8 IG with Standard of Discipline and a BSB with Crown of Command will get the job done. During that time, you'll have to handle the other units separately. Use some gnoblars to hold them for a moment, some Rhinox Riders will kill a lance by their own, etc.

Some reports illustrating that. They are in French but with tons of pictures and schemas, so you should be able to get the point :
http://www.emrys.be/wfb/B08062011/
http://www.emrys.be/wfb/B12062011/
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