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Author Topic: Countering Bretonia  (Read 7798 times)

Offline captPiett

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Countering Bretonia
« on: August 27, 2009, 04:12:53 PM »
Hey all,
Dave and I played a 2k game last night, ('dry') undead vs. Bretonia (the trial list). I don't actually own the models for the latter, so I used proxies. As a general description of the army selections: Dave took 4 skeleton cav and 2 chariots, skull chukkers and bone throwers, one bone giant, and tons (tonnes for you eastern hemisphere types, right?  ;)  ) of skeletons and bowmen. He had a breakpoint of 13 IIRC. I took 4 units of knights, 2 units of grail knights, 2 squires, a trebuchet, 3 peasants (one being grail pilgrims), then a bunch of men-at-arms and bowmen. My breakpoint was 3.
As for a quick batrep: I deployed with my expendable units supporting my trebuchet in a long line, the squires on the left and the knights in two brigades on the right. Dave's deployment opposite was similar, although his cavalry/chariots were concentrated. The first few turns my command was mediocre at best, while the undead moved quite well, forming a very pretty line. As my knights were hidden behind my line, Dave had to go through the underlings first. We traded a few charges along the lines, the bretonians winning their fair share, but coming out slightly worse as I had fewer units. Meanwhile, my general was able to move the knight brigades from the right to the left flank. Once they met up with the squires on Dave's right flank, they were positioned for a final desperate charge. The grail knights did nothing, being first depleted by skull chukker fire, then doomed and despaired. They were in a perfect position to counter-attack the undead that had finished wiping out my center, but just sat there b/c of the spells cast on them. But back to the last desperate charge: Two units of knights and the squires (the only cav not doomed/despaired) charged via initiative and orders to contact a lot of weak units (bowmen, skeletons, bone throwers) in the flank, wiping out 4-5 units; then, my last units of men-at-arms and bowmen charged his center brigade, knocking out two more. Despite wiping out most of my army, the undead reached breakpoint first, and I won. We both agreed that had the undead been facing a 'normal' army, the battle would have been over long ago, in favor of the undead.
Although this was Dave's first battle with the undead, as far as I could tell he did everything right: command rolls went well, keeping the army concentrated, liberal use of doom and despair (grrrr...), getting skull chukker shots on my knights, etc. He even zapped my trebuchet with a deathbolt spell that drove the thing back by >10cm and killing it (double grrrr!), as well as killing a unit of knights with a combination of the same spell, skull chukkers, and bone throwers. My strategy was simply to keep the supporting units between my knights and the enemy, and charge when the time was right. As well as he was moving his army, he still couldn't get around the underlings fast enough to get to the true objective: my knights. Even though it felt like I was losing most of the battle, the final charge worked.

So, my question to the forum is this: how do you beat Bretonia, given that you most likely have to fight through unit after unit of troops  (in this case over 1k's worth) that don't count towards breakpoint? We played on a standard-sized board (about 6'x4' I think), so unless the bretonian player obliges his adversary by exposing his knights, it is probably exceedingly difficult to completely ignore the rest of the army to get at the knights. I have always read online that bretonia is a tricky army to use, but this strategy seems pretty tough to beat, given that the generalship was equal in this battle and that the command and magic edge definitely went to the undead for much of the game. If it works when command was not going well for the Bretonians, how hard are they to beat when their command roles work well? Ironically, the various supporting units in the bretonian army are worth less to their general than the reanimated corpses of the undead army, because they don't count towards breakpoint (everyone knows this, but I just think its funny). I should state for clarity that in general my command rolls were mediocre, but when it counted (e.g. moving the knights the entire length of the board over three turns) it was good. Its a rare battle indeed when an army has bad command rolls the entire game.

Dave, feel free to chime in with important details I might have missed.

Offline Dave

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Re: Countering Bretonia
« Reply #1 on: August 27, 2009, 04:39:05 PM »
Before the game even began I commented to Matt that if he just kept his Knight out of combat completely that I would have a difficult time winning the game. So how does one deal with Knights who don't want to get their armor dirty?

With other objectives to consider, something like this might not come up. But with the only victory condition being break point, it's rather difficult to chase a unit down that doesn't want to be caught.

Things I would have done differently would include committing my cav and chariots earlier in the game. Most of them didn't see combat at all, and neither did my Tomb King on a Zombie Dragon.

Offline Guthwine

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Re: Countering Bretonia
« Reply #2 on: August 27, 2009, 04:44:27 PM »
Bretonnians are a very fragile army, and often it depends on the terrain, how well you can shield your knights from harm. Sooner or later your opponents will end up hunting your knights and will try to avoid contact with the peasants as often as they can. Not only are flying units and missle spells very dangerous for your knights, the biggest problem is the counter charge.
They are the only unit that does damage, so they have to charge at some point and if you position a brigade of chariots and or cavallry in the back the knights become very vunerable after their charge with only the fallback distance to move.   

Another problem is, if you break your opponents army it is much likely that you will end up with a draw because of the sacrifice of the non-noble units.

With undead, I would recommend the maximum of chariots and carrions to force the knights to come out or to hunt them down. 
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Offline captPiett

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Re: Countering Bretonia
« Reply #3 on: August 27, 2009, 04:50:11 PM »
One of the disadvantages Dave faced was the models I have - only two chariots and 4 skel. cav.
You go to points after breakpoint has been reached? I didn't know that; just thought you did that with a draw (ie. no time left to reach breakpoint: count points) or turn limit. can you clarify what you mean?

Before the game even began I commented to Matt that if he just kept his Knight out of combat completely that I would have a difficult time winning the game.
Yeah, so add that to the advantages of the undead: he knew my strategy before the game started; usually that's a huge leg up...
(I was pretty bummed when he mentioned that - I had felt quite clever, thinking I would surprise him  :P   - thunder successfully stolen!)
« Last Edit: August 27, 2009, 04:53:46 PM by captPiett »

Offline Lex

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Re: Countering Bretonia
« Reply #4 on: August 27, 2009, 06:13:23 PM »
Game probably ended a draw, on breaking opponent on BP or killing general you still go to counting VP. Bretonian players have one hell of a time winning if they allow the peasants to be eaten.

Mix your mounted squires with the knight, for a highly mobile missile screen, remember that the squires can move into position to fire on support troops when knights charge in.

Where was your damsels !! at least one, prefereably two which will at least give you one possibly crucial dispell scroll.

I cant remember EVER seeing a Trebuchet ousted that way, that must have hurt, now where was that dispell scroll when you needed it  ::)

Offline jchaos79

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Re: Countering Bretonia
« Reply #5 on: August 27, 2009, 07:23:07 PM »
You go to points after breakpoint has been reached? I didn't know that; just thought you did that with a draw (ie. no time left to reach breakpoint: count points) or turn limit. can you clarify what you mean?
[

Yep, always have to go to points after the battle is finished. Causing Breakpoint is not enough to win a battle.

If you cause the breakpoint AND you have more vicotry points, then you have a victory.

If you cause the breakpoint AND you have less victory points, then you have a draw (you cannot win but you cannot lose either)


Offline captPiett

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Re: Countering Bretonia
« Reply #6 on: August 27, 2009, 07:59:39 PM »
Ok, I guess I've unexpectedly run up against a fairly well-known rule. If that's the way it is, oh well.
however, I must say (or rant):
what's the point in calling it "BREAK" point? Traditionally, when some formation (squad, platoon, battalion, regiment, division, corps, army) breaks, that unit runs away, or at least becomes combat ineffective. It stands to reason (from my point of view, anyway) that if you make the other army run, then you've won. How can an army that is a disorganized rabble, which a broken army is, claim a draw? And yes, I realize if you consider the position of the victorious army after a particularly hard-fought action, it may be in no condition to take advantage of the other army running. However, in most cases WM games are one-off battles, with no strategic ramifications. The objective is the other army. So the capabilities of the armies AFTER the battle should have no bearing on deciding who won (or the victor be considered capable of further action, and the army that has been broken incapable). Otherwise, people will play not to lose instead of trying to win. That is more suited to a campaign game, when what happens in one battle matters for the next. I have won and lost a fair amount of close battles, as my regular opponents and I are pretty evenly matched. Turning a last-second desperate win (whether its mine or not) into an exercise of post-battle arithmetic in order to produce a draw seems the height (depth?) of anti-climactic - ness.
Lame, lame, lame.  >:(
That said, if that's the rule, I'll follow it. I just had to raise the proverbial Bull S*&t flag on that one.
rant over; any other opinions on how to beat the bretonians outright, other than trying for a draw?

Offline Guthwine

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Re: Countering Bretonia
« Reply #7 on: August 27, 2009, 08:34:20 PM »
Just see it as a pyrrhic victory, what use is a victory if you the sacrifice is too big? Who will work for those knights if all the peasant are dead. :D Though it can be sometimes frustrating, if you draw with a 10-50 point difference.

The most important thing if you play against bretonnia, is counter with alot of cavalry as he will have alot. With 2 chariots and 4 skelleton riders you will most likely stand no chance against the knights.
I usually face 6 units of chariots , 2 carrions, the zombie dragon and way to much infantry when I play against our undead player and I have a really hard time breaking his force.
Warmaster:
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Epic:
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Offline captPiett

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Re: Countering Bretonia
« Reply #8 on: August 27, 2009, 09:02:23 PM »
As always, it helps to look at the rule book. As Dave pointed out in an email, my problem with the above VP ending to battles may be semantic, centered on the word 'break'. Well, the rulebook uses "withdraw" and makes no mention of breakpoint. I must've picked that out of the ether somewhere. oops.
I still think an army forced to withdraw has lost, and pulling a 'draw' out is kind of lame, but the semantics of the rulebook don't really support my rant, so disregard  :-[
If I had the power and the mitre hat, Guthwine, yes I'd christen it a "pyrrhic" victory  ;D

Offline jchaos79

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Re: Countering Bretonia
« Reply #9 on: August 27, 2009, 09:25:48 PM »
Pyrrhic victory is the most famouse example. Maybe other great example is the battle of Qadesh between hitties and egyptians. The battle is claim as a egyptian victory, but the result of the geostrategical map was that the egyptians do not advance after the battle. The frontiers did not move and the egyptian empire was force to make a treatise of peace with the hittites. The egyptian campaign goal of conquest  territories result in a defeat. Indeed was a draw between the two ancient empires.

When the warmaster games is focus in the battle, the withdraw or draw (I am not native english and I dont comprehend the semantic difference) could be representative of the campaign success without any map, campaing rules etc... This is in my opinion a merit of the game.

Example: Orcs vs Kislev. When Orcs win they have conquered Kislev territories. When withdraw or draw, they have won the battle but the damage in his armies have been so terrible that the waaaargh army has been disengage returning to his hills and maybe next year will be another raid. When orc army is loose kislev peasent could live a few years peacfully without the menace of an orc invasion. I know this is just narrative, and many people play warmaster just for the battle, but the system is made to get to those detail in a very simple manner and friendly user, without charts, complicated rules, etc...



Offline spiritusXmachina

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Re: Countering Bretonia
« Reply #10 on: August 28, 2009, 10:46:41 AM »
@captPiett: Yes, you indeed are ranting - sorry.  :(
Just a question: What do you think hurts more... to lose 12 units of skeletons - or 3 units of Chaos Knights? What is easier to redeploy...? And I think the Bretonnians in your case will very much cry over the trebuchet - the undead's tears will at least stay a bit dry... ;)

To be honest I find the Breakpoint + Victory Points counting very fair - especially for some armies or combination of opponents. Undead vs Bretonnians definitely are among those.
If the bretonnian player fields a lot of commoners (which was the case), really uses them and keeps the knights back the undead really have a tough one. The trebuchet only adds to that as the brets can relax and wait while the undead have to go forward.
The reason is that the brets commoners are still better than most of the undead's troops and don't risk their armies breakpoint. That is different with other opponents.

Best tactics for Undead besides playing for a draw is to take max flyers and wait for some knightly flank that's easy prey. And a BP of 3 is narrow - that could have been reached in a lucky round.
If the undead player can afford it he should not rush forward too eagerly as then it is also very hard to reach the undead's breakpoint and by victory points the undead could easily get a victory (the trebuchet is a bit a thorn in the side in the upper case though...)

@Breakpoint: This noun was used very commonly among most WM players from the beginning on although the rulebook did not mention it. I guess because it's a clear and handy word.
But very probably it will be mentioned in the coming rules errata and be put into the future rulebook.

Greetings,
Gerald
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Offline captPiett

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Re: Countering Bretonia
« Reply #11 on: August 28, 2009, 01:56:51 PM »
 ??? No need to apologize; I fully realize I was ranting, that's why I wrote it 3 times in two posts... Note even at the height(depth) of the rant I wasn't suggesting changing the rule. Sure chaos knights hurt more to lose, but consider the Napoleonic period: just because the Old Guard (or the various guard units in the other non-French armies) stuck around for the whole battle didn't mean the rest of the army stayed as well. Losing enough of the "lesser" troops still forced a retreat. The withdraw + VP may be fair, but seems pretty gamey to me: "sure I had to retreat because you killed half my army, but the maths tell me its a draw." Yes, getting to the withdraw point one unit ahead of the enemy might be considered gamey too, but why is that the first condition for ending the battle in the rulebook? That implies (to me, anyway) that its the most important consideration. A better way to term it, I think, is if you win by forcing the other army to withdraw, but tie/lose in VP, then you have achieved a "minor victory", the withdrawing army a "minor defeat".
As is clear, however, "breakpoint" is not a clear way of stating the situation, as the convention in wargaming in general is that a unit that breaks does indeed run away. This is different, I'm fairly confident in saying, than 'withdraws' (Which jchaos79, implies an orderly retreat; "draw" means a tie, or close to it).

I think you're overestimating the effectiveness of the trebuchet, spiritusXmachina. There's no way it can hold an entire army back by making an advance too costly, as implied. It can only affect one unit at a time. Sure, if you're lucky it'll kill a base, but its not like a firing line of empire cannon or two skull chukkers. Neither are there any bounce-through attacks from it. Before it died, this particular one killed one stand of bowmen and drove it back - only because there were no supporting units to impede the driveback. Apparently in the trial list you can take two, which would be more effective than one of course. If I had had the available proxies and didn't succumb to the 'cool' factor of a gigantic war engine, I probably would've taken many more units of bowmen and men-at-arms instead, as 100pts for an immovable arty unit seems pricey to me.

Point taken about the quality of Bretonian underlings vs. Undead. I think you are also correct in that if the undead player waited me out, I would've been in trouble. That seems to be a viable tactic. The Brets want to charge decisively, so don't let them. I don't know how viable Dave thought it would be, but he had a lot of shooty units and some good terrain for that.

Offline Lex

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Re: Countering Bretonia
« Reply #12 on: August 28, 2009, 02:49:05 PM »
I think you're overestimating the effectiveness of the trebuchet, spiritusXmachina. There's no way it can hold an entire army back by making an advance too costly, as implied. It can only affect one unit at a time. Sure, if you're lucky it'll kill a base, but its not like a firing line of empire cannon or two skull chukkers. Neither are there any bounce-through attacks from it. Before it died, this particular one killed one stand of bowmen and drove it back - only because there were no supporting units to impede the driveback. Apparently in the trial list you can take two, which would be more effective than one of course. If I had had the available proxies and didn't succumb to the 'cool' factor of a gigantic war engine, I probably would've taken many more units of bowmen and men-at-arms instead, as 100pts for an immovable arty unit seems pricey to me.
IT was implied in the OTHER direction ... hanging back while a Trebuchet is ranging in..............  but, the "value" of the trebuchet scales up with the number of well-armoured units of the opponent .... or the amount of opposing artillery.

Offline jchaos79

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Re: Countering Bretonia
« Reply #13 on: August 28, 2009, 05:25:23 PM »
This is different, I'm fairly confident in saying, than 'withdraws' (Which jchaos79, implies an orderly retreat; "draw" means a tie, or close to it).


Thanks captPiett I appreciate it.

(never play with Trebuchet so... I have no opinion)

Offline Ulric Tom

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Re: Countering Bretonia
« Reply #14 on: August 28, 2009, 08:22:36 PM »
i must say que making the other army withdraw but having heavy losses yourself IS efectively a draw, as you are nothing more than a group of warriors instead teh army you where.

My two cents ;)

anyway, i think there is nothing more to say rather than: get pictures next time  ;D