Genghis Con 2009 - Bretonnians
Character | Type | Atks | Hits | Save | Cmd | Size | Pts | |
General | Gen | 2 | 0 | 0 | 9 | 1 | 125 | |
Hero | Her | 1 | 0 | 0 | 8 | 1 | 80 | |
Hero | Her | 1 | 0 | 0 | 8 | 1 | 80 | |
Enchantress | Wiz | 0 | 0 | 0 | 7 | 1 | 45 | 1 |
Unit | Type | Atks | Hits | Save | Cmd | Size | Pts | |
Men-At-Arms | Inf | 3 | 3 | 6 | 0 | 3 | 45 | |
Men-At-Arms | Inf | 3 | 3 | 6 | 0 | 3 | 45 | |
Men-At-Arms | Inf | 3 | 3 | 6 | 0 | 3 | 45 | |
Men-At-Arms | Inf | 3 | 3 | 6 | 0 | 3 | 45 | |
Men-At-Arms | Inf | 3 | 3 | 6 | 0 | 3 | 45 | |
Men-At-Arms | Inf | 3 | 3 | 6 | 0 | 3 | 45 | |
Bowmen | Inf | 3/1 | 3 | 0 | 0 | 3 | 55 | |
Bowmen | Inf | 3/1 | 3 | 0 | 0 | 3 | 55 | |
Bowmen | Inf | 3/1 | 3 | 0 | 0 | 3 | 55 | |
Bowmen | Inf | 3/1 | 3 | 0 | 0 | 3 | 55 | |
Bowmen | Inf | 3/1 | 3 | 0 | 0 | 3 | 55 | |
Bowmen | Inf | 3/1 | 3 | 0 | 0 | 3 | 55 | |
Knights | Cav | 3 | 3 | 4 | 0 | 3 | 110 | 2 |
Knights | Cav | 3 | 3 | 4 | 0 | 3 | 110 | 2 |
Knights | Cav | 3 | 3 | 4 | 0 | 3 | 110 | 2 |
Knights | Cav | 3 | 3 | 4 | 0 | 3 | 110 | 2 |
Knights | Cav | 3 | 3 | 4 | 0 | 3 | 110 | 2 |
Knights | Cav | 3 | 3 | 4 | 0 | 3 | 110 | 2 |
Knights | Cav | 3 | 3 | 4 | 0 | 3 | 110 | 2 |
Squires : less than minimum number of units.
V2.2 The Bretonnain army calculates when it must withdraw from the battle in a different way to other armies. Instead of counting all of its units at the start of the game, count only the number of units of Knights and Grail Knights. Once the army has lost half or more of its units of Knights/Grail Knights, it must withdraw. Casualties amongst other troops are ignored, grubby commoners that they are.
1 -
1. Aerial Shield, 4+, 15cm. Lasts until the end of the opposing player's following turn. Units within 15cm may re-roll any failed Armour rolls from Shooting, Dragon breath, magical attacks, or any other kind of shooting incl. Stand and-shoot.
2. Shield of combat. 4+, joined unit. Lasts until the end of the opposing player's following turn. The unit joined may re-roll any failed Armour roll for hits suffered in combat during the Combat phase, but not stand and shoot.
3. Eerie Mist, 4+, 30cm. Lasts until the end of the opposing player's next turn. The enemy unit cannot use its initiative and orders given to the unit or brigade of which it is a part will suffer a further -1 command penalty.
4. Lady's favour, 5+, 30cm. A single unit can be moved just as if it had received an order in the Command phase. Characters who might have joined the unit do not move with it.
2 -
Must charge on initiative if possible. Ignore terror.