Pinned For The Young Dukes: Tips for New KoE Generals

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  • For The Young Dukes: Tips for New KoE Generals

    The Lance and How to Wield It (2017)

    Now that we have a stable book and ruleset for the next 6 months, and knowing that it will be AT LEAST a year at the earliest before a new book, the experienced Dukes and Paladins (and damsels) among us can have a chance to train the next generation of Generals to wield the lance. This Thread is designed not as a wishlist, or where other books can do better, but is a place to discuss how to use the tools we have at our disposal now.

    @tulmir and I will fill out the first few posts with some Intro to our Characters, Models, Kit and basic tactics, but would love to see the wisdom of our combined generalship to make the transition for any new KoE general that much easier.

    Jurid and Tulmir

    Post Index
    1. This Post, Alerts for any Updates
    2. Characters and Core
    3. Specials and Airborne
    4. Oaths, Virtues, Armory, and the Blessing
    5. Overall Strategies and Deployment
    6. Synergies


    As you may have the feeling, the first 5 posts here may be a wall of text. To make this easier to digest I will go with the semi-standard color coding of...

    • Gold is the highest rating in this guide. In my opinion unless you are building a skewed list this should be an auto-include.
    • Blue is an above-average or exceptional choice. These options frequently increase army synergy and overall list strength.
    • Green is the average. Not necessarily a great choice, but it's rarely one you'll end up regretting.
    • Purple is conditional. It may shine in certain matchup or when used in certain ways, but in general it's a subpar choice.
    • Red is dead. This is a choice that's so bad, it actively detracts from your army synergy and makes your list a worse one overall.
    Now obviously this is all subjective, if you disagree with anything, or if the Meta Moves, or if you can see some synergies or weaknesses that we've missed - bring it to the table - This is meant to be a living guide for any new general.

    KoE Community Support


    "Since it is so likely that children will meet cruel enemies, let them at least have heard of brave knights and heroic courage"... CS Lewis

    The post was edited 2 times, last by Jurid ().

  • Characters and Units

    Characters
    Question: What do Equatine characters call a 2+/5++ save?
    Answer: Lightly Armored!

    Nobility
    The Equatine Nobility are the cornerstone of any Equatine army, serving multiple roles even before kitting them up, and then can be crafted into specific roles with equipment, virtues and oaths. One critical item to note for the nobility - because you effectively MUST pay for a mount, you are effectively starting on 255/175 points for 1 model - this needs to be protected. Dukes and Paladins are not designed to scrimp and save. Pay for the armor, pay for the shield, pay for something else to protect. For all that nobility contributes your opponent will want to remove them them quickly - make sure this is impossible.

    Leadership: Without a doubt, the move from Brettonia to Equatine has seen a massive shift toward grinding as opposed to blowing thru enemy units. For better or worse this means more time in combat, meaning more leadership tests (in the form of fear, break tests, and maneuvering for marching around big combats to line up for later turns.) Considering the low leadership of the peasants, that Aspirants are on 7 and all others are on 8, a leadership 9 Duke can give a big kick to your leadership bubble. If you field your Duke on a Hippogriff, 18" will give you a lot of room to project this, if your general is on Horse or Foot, your General WILL be on the front of any unit and be right in the middle - He WILL get into Combat so make sure he is tanky. Especially consider a Questing BSB as one of the most tanky and well rounded BSBs in the game and can anchor any unit or combination there of.

    Offense: Unlike the Ld9 Casters of Elves, or the Scurrying Vermin Generals hiding on top of Christmas Ornaments, our nobility are built for combat and will lead from the front. A lot of the value in your combat characters is in how versatile they can be and the threat they pose to others. As good as a super tanky general can be, the threat projection of a well equipped offensive general is something to behold. Best Defense to keeping a Steam- tank away? Having a Renown Duke running looking in his direction. Best Defense to a horde charging you - A Might duke with extra attacks (and a champion to protect). Best defense to lone characters - A Paladin flying around with Valour. The question always needs to be asked, "What is my opponent to fear ?" and the answer should always be your nobility first and foremost. If you can play a game where your opponent is afraid to engage your nobles, you can dominate the movement phase and pick them apart.

    Defense: This cannot be stressed enough - Build your Nobles TANKY and get them into combat. Cannons can hurt you, War Machines can hurt you, S7+ enemy characters can sometimes hurt you. R&F should be laughed off and thanked for providing CR. For KoE this is all about stacking save upon save. Always think of your maths when building your list. T4/2+/6++ against an average S4 enemy is (3/6).(2/6).(5/6) or 30/218 S4 attacks will do a wound (1 wound in 7 hits). T4/1+/1+/5++ is (3/6).(1/6).(1/6).(4/6) or 12/1296 (1 wound in 108 hits!). Perhaps that is extreme, but somewhere before 1 in 108 most opponents will just not even bother attacking you any more - the best protection of all.

    Nobility : Duke
    Always an Auto In for Me. The Extra 100 Points of Kit allows you to build Very Tanky AND Good Offense, and make the most of any Virtues. Ld 9 will make him your General. If you want to go hunting enemy characters, Grail Oath can tick up the WS to match pretty much anybody and give you ItP, but don't feel you need to spend on Oaths - the Duke is good enough without. If you are paying for a Duke, Renown, Audacity, Might, and Valour all benefit the most from the higher WS and extra attack - so best to save these for your Duke. Best Defensive Armour would be Crusader's Helm for the 1+/1+

    Nobility : Paladin
    Also always an auto in, if for no other reason than as they are the only model that can take a BSB (under normal circumstances). Again build them Them Tanky ( Hardened Shield + Lucky Charm is personal favorite; Hardened Shield + Dawnstone is slightly inefficient but even more defensive). Due to the Lower WS, Grail Vow is somewhat wasted, but Questing Vow and a Great Weapon can make someone not many others want to go after. 3xS6 is not bad at all, and can keep enemy towering presence models away very effectively. Other common Build is Heroe's Sword for 4xS5 Attacks (A personal favorite combined with Valour).

    Outside of just the BSB Duties, Paladins can also be built for single purpose roles, or as Virtue Caddies. Babysitting Peasants with Humility, Speed boost for your troops with Daring, hunting enemy characters with Valour, or buffing unit with Piety.

    Damsel
    This may be the most contentious call, many would think green or purple, but Damsels bring quite a synergy to KoE. Whilst not as pronounced as the their forbears, these bring a lot of small bonuses which all add up.

    First - don't discount the MR1 that she bring. Stacking with a potential 5++, you can be on a 4++ for any magic targeting the unit. If you take the Unicorn or Obsidian Rock, this drops to a 3++ for an entire unit for 250 Points.

    There is also some complicated rulings behind it, but don't forget that because of Beloved, with Druidism raising models back, the newly raised command models will literally force her OUT of combat if she gets caught in the front rank.

    A Second item to remember is that with Beloved, Damsels form the perfect characters to hold unit buffing items without risk of losing them. Talisman of Roland, Storm Clarion, Gem of Fortune, Charm of Cursed Iron can all be taken in addition to Arcane Items. With Wafers now Enchanted Items, it is possible to dispel at +4 (Master, Book of Arcane Power, Wafers) which should help you win any magic phase, although Dispel Scroll is always good.

    Another useful trick to keep up your sleeve - If you lose your champion, and the damsel is on her Unicorn, nothing stops her accepting challenges from enemy champions if you need to free up your Duke or Paladin to mow into enemy models and not get trapped in combat. On the charge, The Unicorn is WS5, S5, T4, 3W, I5 with 2 Attacks. Should get rid of any champion without a Ward save before they can strike, and especially if you are a Druid you will heal up faster than they can tear down. Not something to do lightly, but don't' think our damsels need to be wrapped in cotton wool.

    Regarding Magic, this will be discussed in greater detail in another post, but a quick overview
    - Druidism can further assist magic defense, sucking out enemy magic or dispel dice with the Oaken Throne. Also gets better the more expensive your average model is. Bringing back a 84 point model with the Attribute is painful for enemies who had to swing over 36 times to do one wound is painful. To bring 4 back can just be soul destroying. (Also good for a laugh when your enemy's 10 rank deep steadfast unit of rats suddenly finds itself in the forest...)
    - Divination good for blasting away enemy chaff (2 Missiles) and then rest of spells are to do with tipping combat in your favour. Higher Risk as is hard to use to recover from a bad situation, but can tip combats from difficult to easy wins with one spell.
    - Shamanism. Turns you into a Beast. Or Summons one, Or moves like One... Found this to be less reliable due to the very ecclectic mix of spells.

    Overall our Damsels are Not Mandatory, but do add more synergies than others for their same price.

    Castellan
    Castellans are very situational - adding nothing to knights but becoming increasingly more powerful the more peasants you bring to the table. Weapon Master allows peasants to parry and Devastating Charge can make your Yeomen into something dangerous, but this is for a very skewed list that has a LOT of peasants.

    If running an entirely insignificant list, it is possible to use these as your general and BSB, but don't forget there is nothing stopping you bringing humility nobility. The Castellans can then be used as BSBs as some Humility Peg Paladins (or even a Humble Duke riding a Hippo) leads and deals damage. One interesting interaction is that the Rousing Orator benefits everyone in the unit, meaning you can give a bunch of humility paladins Devastating Charge and Weapon Master.

    Castellans can be chaff, however a lance, shield, horse Paladin costs 191; a Horse, light lance, shield Castellan costs 158. For ~30 points the Paladin will bring Ld, extra combat prowess, 2+ armor and a lot more access to magic and Virtues.

    Mounts
    Barded Warhorse
    Barded Warhorses are our lifeblood - simultaneously giving us +2 Armour, +4 Movement, Pushes us up to Large hight so we can see over other units. As if this wasn't enough, S4 on the charge, can certainly give extra punch. We all know how horses work so not too much to add here, but I will remind that magic affects mounts as well. Awaken the beast puts horses on S5 (and Riders on S7) for the charge, and stars can also align for the Horses too.

    Unicorn
    All the benefits of a Horse, with extra toughness, and faster in all senses of the word. As with the damsel, the Unicorn is so much more thanks to a lot of things that all add up. The Unicorn adds +2 to your unit 's MR, the Unicorn gives its rider +2 Movement over a normal horse. The Unicorn gives you an extra point of toughness against Witches Fire. The Unicorn lets you ignore DTs in forests...

    All up, the Unicorn costs 10 points more than just giving the damsel a Horse and a Obsidian Rock, but for the extra toughness, extra movement for late game, and Strider - if you can afford the rock, you can afford 10 points more to ride this majestic beast.

    If you are planning on taking questing knights with a Damsel, make sure you take her for the entire unit to ignore DTs and run around with AT LEAST a 4++ against magic. (OR 3++ for Questing Knights)

    Pegasus
    When you absolutely positively have to get your Paladin to where he is needed (and you are on a budget), the Pegasus will get him there. Unfortunately with 1.2 and 1.3 we lost the ability to customize by dropping barding, so it does slow your Paladin down, but the flying and combat prowess, especially against infantry are truly impressive.

    2xS4 Attacks, 1xS4 Stomp, Flying on a mount which effectively takes you to 2+ can tear thru infantry. Add to this the Paladin himself, and on the charge you are looking at 3xS6, 2xS4, Stomp. Don't forget that the Pegasus is WS4 so will hit most core infantry on 3+.

    Because you can't take off the barding, if you join a Peg mounted Paladin to Peg Knights you will slow them down, and there is no way to give the Peg Paladin Devastating Charge or Vanguard, so no benefits there either. You can use Peg Knights as a bodyguard of sorts to spread out incoming damage, but it is very easy to have a Peg Paladin on T4/1+/5++ and they should only be out of combat for 1 or 2 turns anyways.

    Although Very situational, there is one benefit to 50mm base of the Royal Peg that can be overlooked. 2 enemy units standing side by side exactly 1" apart, with a 50mm model standing exactly 1" in front halfway between will actually stop BOTH units from wheeling past.

    Hippogriff
    All the Benefits above for when you AREN'T on a budget with points. Due to how barding reacts, not only is the Hippo Stronger, Tougher, and have more wounds than the Pegs, but he is also faster! This is a Fly (8), T5 Fear causing monster that gives you an 18" (actually 20.8" once you consider his base size) Leadership Bubble.

    Whilst not matching up to the Dragon level models, the Hippo starts with 4 Attacks at S5AP1, which against anything without 3+ armor will just ignore it. Add Devastating Charge for an extra attack, and then whatever the Duke is putting out (All at WS4 or Better), and the Hippo is capable of of stripping ranks of infantry at a time and racking up CR to their hearts content.

    T5/2+/2+/B++ is as tanky as you can make these, but that is generally overkill, and if you do so you will lose the HippoDuke to a Cannon. Armour of Percival or Talisman of Roland can give you a 4++, or Blessed Scripture to halve Multi-wounds. If you want to go character hunting, your T5 will make you almost immune to anyone (other than other KoE's) that don't have magic weapons, so Mace of Tristan with a Speed Potion is not a bad way to kit one of these.

    Overall, think that the Hippo is good for chewing enemy infantry and protecting its rider. It is the rider's job to get rid of the enemy characters.

    Core
    Knights Aspirant
    WE CANNOT GRIND. If you remember nothing else about Aspirants, is that whilst they can do many things, and quite a few things in a (semi-)cost efficient way, Grinding is not one of them. When not charging, Aspirants (including their mounts) are effectively WS3, S3, T3, 1W, 2A models that you are paying 48 points a wound for. These knights are not going to grind thru ANYTHING in a cost effective way. There are however 4 things that they can do very well.

    The first is they are the cheapest way of bringing mounted ranks into a fight. If you need to bring 2 ranks into the flank, or 3 or 4 into the front, especially with the RR charge distance, Aspirants can make some long bomb charges in from quite exceptional range. With the Reroll, your chance of a 10" charge is 59%, 9" is 77%, and anything shorter than 7" is 99.7+%.

    Second benefit is they are the cheapest and fastest way of scoring, and bringing banners into a fight. A small unit of 5 will be able to bring their scoring potential exactly where needed for only 240 points.

    Third is that whilst they can't grind, on the charge they will do more damage than their more highly trained KotR counterparts. Run them in units of 10, 5 Wide with a champ, and you suddenly have 16xS6+5xS4 striking the enemy. You could lose half of that unit before you strike and it would still be 11xS6+5xS4.

    Finally, although it is true they cannot grind, they can still tank for a while. 2+/6++ will still take time to grind thru, and if you start with 4 ranks (12 models), you will be steadfast long enough to hold an enemy in place until help arrives.

    Aspirants do need to consider which of the above is more useful and arrange accordingly, but they are very useful due to their cost and versatility.

    Regarding the charge, be careful as if you do blow thru a unit on the charge, you do have frenzy so you will need to overrun. Good news is this also makes you immune to Psych, so Frenzy and Terror Tests on turn 1 can be ignored. Just remember these are Ld7 - they will break if they start losing combat away from your general.

    DON'T put characters in with these units, it will cost you impetuous.

    Knights of the Realm
    These are your multi-purpose knights. WS4, S4, FiER means you can grind reasonably well. You won't win a point for point battle with infantry, but you can stick for a few turns. Because Impetuous is cancelled if you put characters in aspirants, and Pure of Heart stops you placing more than one noble in Grails, if you are making a bunker it will be KotR or Questing. Always take full command with KotR, however with the recent change to musician in 1.2, where the musician doesn't count towards combat in any way, if you need to drop 20 points, and you have multiple cavalry units, you can get away with dropping musician and put that unit in the middle. Standard for CR is always useful (even more so now), and Champion for extra attack AND to help free up our characters (and limit opponent's) is always a good investment. Finally, 2x11 KotR with Full Command will fill out your entire Core, so if you are wanting to go full Cav, then this is certainly one way to do it with some (ok -ish) grinding capability.

    Remember that Monstrous Ranks from Lance formation gives you ranks at 3 or more, you can run 4 or 5 or more wide if you want, and you won't lose your FiER so if you find yourself against a horde of S3 and you have more than 12 models, feel free to pull some forward to 4 or 5 wide to bring extra attacks (as long as the enemy isn't S5 or up). Unlike the WS3 Aspirants, at WS4 they will be taking a lot fewer hits against most things cheap enough to horde, so don't be too afraid to step up if you don't need the ranks.

    Downside to KotR are a few. One issue is they are only I3, so against anyone with AHW or I4+, you are going to be going last. Nothing we can do other than one spell: Know thy Enemy. Secondly, they can only take Veteran Standard Bearer, so the more expensive banners are out of play. Finally (as with all our lances), the insanely long flank is problematic. Make sure you have pegs, archers, or (most likely) Yeomen around to keep your flanks clear or at least chaff up the enemy for a turn.

    One item to take note of for overall list building - Unlike Questing, you do strike at I, and not at 0. So if you have that spell, (IE - If you are taking Divination) KotR are certainly the better choice than (Vanilla) Questing Knights. I don't generally like building a list around one spell, but something to keep in mind. WS6, I5 S6 is nothing to sneeze at.

    Will Explain Later in 'Armory' but Don't Take the Weapon Options

    Peasant Levy
    Enemy models will normally have better WS, better I, better armor, better everything really. What they won't have is a body count in the same league as the vermin swarm, advancing at them with halberds. If you are in Horde, this is 30xS4 attacks. If elite enemy infantry comes in and kills 20 of you, you still get to swing back with 30x S4 Attacks. When you need an Anvil so your cavalry can get into the flank, just the sheer body-count of Peasants will fill this role.

    Equipping should come down to what your meta is and game-plan. If you just need to hold someone up, 60 models with hand weapon and shield to endlessly parry will frustrate the higher WS infantry. If you are up against a lot of Cav or other horde type armies, spears will give you 41 attacks with AP1 going forward for no extra cost. If you really want to turn these into a blender, halberds will push the price up considerably, but at S4 most infantry (except for the 3++ variety) will really not want to engage.

    There is a reason that people argue KoE is a better infantry army than cav, and in big part it is because of these. When you add in a Reliquary within 6", you are paying less than 8 points a model for 60 Spear wielding 5+/B++ that can put out 51 attacks (Front Rank, Support, Horde, FiER (Spear), FiER (Reliquary)). ANY Magic buff on these, be it +S, +2I+2WS, RR, or Frenzy turns these into blenders. Any form of +T will just bog down enemy models for the rest of the game.

    Always take a Musician and Champ - Muso for Reforms, Champ to lock in enemy charges. Look to combine with Druidism. Bringing back 8 Models at a time who can then dish out the damage again (or giving them a 4++ OR +3T) means many armies physically wont have the number of attacks to get thru 60 of these. Trying to grind thru 120 or 180...

    Peasant Bowmen
    The unsung heroes of any KoE Army, these can serve multiple purposes.

    First and foremost, our second cheapest scoring option, especially if you have a knight around you should never underestimate how fast these guys can march on turns 5 and 6 to grab that objective. If opponents are too busy engaging your front rank and haven't gotten to these, in 2 turns you can march 20" and these guys can move a -3 to a +3 without firing a shot.

    Secondly, that they can bring their own cover, which causes DTs for most things which are charging your back line is never to be overlooked. Elves, who cost twice as much, have a shorter range(!), and a higher BS will be shooting at you thru soft cover, so you can not only out range them, you can trade 1 for 1 - and they are much more expensive than you are.

    Third, a lot of the enemy chaff on turn 1 will be within 18" of you, so hitting on 4s, wounding on 4s, against 5+ armour (most chaff is mounted/LA or mounted/ Shield ) means you are wounding on (3/6).(3/6).(4/6) = 1 in 6 shots. 18 Shots (or 20-22 to smooth out averages) should put three wounds on a lot of chaff. 2 rounds of shooting will easily remove 5 model chaff units. Some of the heavier troops that want to get into your back lines (5x 2+ T3 Cav) will still take 1 wound per 18 models (assuming you get 1 round of shooting and then stand and shoot). When they lose another to the DT spikes, and that the enemy will have -1 to hit in first round, 20 bowmen will actually win that fight.

    Fourth, that you can take these as skirmish means you can have a mobile bunker for your mage, OR a mobile force that can march 10" (Serf) to protect your flanks and force the enemy into awkward angles.

    Fifth, if you are after cheap drops to stop the enemy form learning your deployment strategy, 140 Points for 10 wounds that will shoot back and help clear out trash is not a bad investment. This is not quite as cheap as Yeomen who serve the same purpose, but they are in Core (And 2x10 Aspirants + 10 Bowmen will get you over the 25% for 4500 games).

    Sixth, the optional Braziers, remember these have changed since early on - you can now turn these on or off at the beginning of your turn. IF you are taking shots at someone with 2+= against fire, you don't NEED to use these, but if someone has regen, certainly open up with the flaming arrows.

    Finally, if you are looking at a peasant list, switching to crossbows, and then adding the Sacred Reliquary, means you can wound on 3s Rerolling 1s with 30 shots at S4, this will put a dent in anything that is not in 3+ or better.


    ... Have Moved Special and Airborne to NExt Post due to 30,000 Character Limit

    KoE Community Support


    "Since it is so likely that children will meet cruel enemies, let them at least have heard of brave knights and heroic courage"... CS Lewis

    The post was edited 6 times, last by Jurid ().

  • Apologies for the Reshuffle. Apparently there is a 30,000 Character Limit per Post

    Units: Special and Airborne

    Special
    ...And Welcome to perhaps the MOST overcrowded Special section in the game. All of our good toys except for the Peg Knights (who have their own category) reside here. Upside is there is no individual max % for any of these toys. The downside is that after going 30%+ (normally closer to 40%) on characters, 25% on core, you are left with not much to spend here. If you max out 40% characters (not hard to do), take 25% core, and then reserve 360 for Minimum Peg Knights and at least 270 for 2 Scorpions, this leaves you with precisely 945 points to spend here. To put that in perspective, you could actually burn thru all of that and not even bring a full unit of Knights Forlorn.

    Needless to say then you need to pick and choose most carefully out of the Specials, as they all can do one or two jobs really well (perhaps not the job they were designed for, but a job...). What you choose will come down to your game plan and personal style.

    Knights of the Quest
    Designed to be monster killers, costed identically to KotR, these have instead become a great Anti-Elite Infantry, and anti Monstrous Cav/Inf unit: This is all the result of the I0/S6 Combo.

    Against cheap infantry (Vermin Swarm, Peasants, Skinks), where WS4/S6 is just overkill, you are not going to grind effectively. Against S3 with no AP, you will probably grind forever (Hitting on 4s, Wounding on 4s, 2+/6++ means you will lose 1 model every 29 attacks), but never cost effectively and you will be stuck grinding thru 60 slaves for the rest of the game. Against T3 minimal armor troops you are just wasting stats. Having said that, this is a very good way if you need to inject some CR into a fight - 6 Questing into a flank of infantry will be Charge+Flank+Rank+Banner+~3 Wounds = 6-7CR and disrupting. Although I find the upgrade expensive, if you are planning on this as as strategy, this is a perfect use of Hedge Knights

    Against Medium or heavy Infantry, this is where they will excel. Most in this range will have I3 or I4 so your KotR would have been swinging simultaneous or after anyways, so no harm from I0. What they do bring to that is WS4 and S6, so Wounding T4 on 2s, and hitting on 3s or 4s, whilst ignoring anything less than 3+ armor. For Infantry based armies, you will often find the enemy bunker is made of this, so if you want to go anti-deathstar, 12+ Questing, Questing BSB, and the Oriflamme or Banner of Last Charge can really mess with that. (Banner of Last Charge on your Warhorse with 4 Full ranks behind in a challenge will start with a S7 Auto Hit at I10)

    The other advantage we have is against Monstrous Infantry and to a lesser extent Cavalry. These models are very expensive, the Ogres and Rat Ogre style infantry are faster but 2+/B++ will hold up enough for you to swing back negating all their armor. You will take more damage, but point for point win those grinds.

    Regarding Hedge Knight Strategy, Scout will let you within 12" of an enemy if you are in a Forest, and you can do this before vanguarding - to block your opponent's vanguard. Alternatively, you can scout normally to within 18" and then close to within 12" of normal enemy models OR 6" of enemy Scouts and Vanguards. Considering you are movement 8 with a champion, if you can get within 12", you have an auto-charge if going second (and lets face it, that will be most of the time). If you can't vanguard as you were blocked, but are only starting 18" away, with the banner of speed you can almost get this to a 50% charge. (17" is actually better than 50% in that situation)

    Another interesting tactic to keep in your back pocket - If you end up fighting a battle with a massive forest in the middle (or are up against Silvan Elves), nothing stopping you scouting into the forest to stop Vanguard, and then Vanguarding back towards your own lines if you don't like the enemy concentration of force.

    Regarding what they were INTENDED for, monster hunting - the high S and higher (than 0) initiative of monsters and their riders, often negates the very numbers you need. If you want to tackle enemy monsters, I suggest 12 models with Banner of Last Charge, and NO characters. Ignore any challenge and Bring 3xS7 Impact Hits, and then after absorbing all the attacks, you will have at least 6xS6(MW2) to try take off remaining wounds. You should still have 2-3 Ranks, charge, standard so should win CR easily.

    The Best Use I have found for these is taking out War Platforms. Vermin Bells and anything EoS make very nice targets...

    Knights Forlorn
    All the benefits of Questing Knights, without the Speed, or the 2+. As glib as I am about this, unfortunately those are the two things we really needed to make the I0 work. Questing knights will work because they can pick their fights and because 2+ armor is resilient. 4+ armor in today's meta of S4 and Spears melts quite a lot faster, but we are still paying 50% more for one of these than we do for our Yeoman Outriders.

    The other problem is without a mount and without the Serf Rule, if you are running cavalry, these guys just will not keep up. Whilst it is true they can grind fairly well against enemy infantry, the rate they slow your entire army up means you are sacrificing your speed (which you are paying for) for grinding power and keeping your battle line together. It is for this reason I struggle to find a place for these. Even with the Questing Vow / MW2, if an enemy puts a Towering Presence model into these, when you are playing combined arms, that will be poor play by the opponent, not good play by yourself, so not a good idea to plan on.

    The one space I have seen these do well is in an infantry list. Put a Humility Duke in here for LD9 RR to all peasants nearby, park the Reliquary in to make them stubborn, and these can anchor a LOT of shooting and Halberd units whilst protecting your backline. (As the Reliquary is 60mm deep, the 6" will easily go to 2 Units of Bowmen 2 Deep stacked behind (all of whom has volley fire).

    One Very Interesting Interaction with this setup is with Relique and Bowmen. Bowmen MAY take Bowmens Spikes, not MUST take Bowmens Spikes. If you forgo at least one of the Spikes, it is possible to double stack 2 sets of Bowmen 2 deep behind a unit of Forlron Knights, Volley Firing over the top.

    Knights of the Grail
    When you absolutely, positively, have to delete anything you touch, this is your unit. Unfortunately you pay thru the teeth for them so you need to make sure they can get into Combat in enough numbers to do so. At WS5 most enemies will be hitting on 4, and some hero level characters will still be on 4s also. Monstrous Ranks AND Monstrous Support means you can have upto 3 attacks per rank, so if you are running a Shamanism with Savage Fury, 3 Attacks from all the guys in the back tends to make a mess of things.

    A Full Unit of 8 will always have everyone striking, and put out 17xS6+3S4 attacks hitting almost all R&F on 3s at Initiative 5 - as you can imagine with them being even more resilient than Question Knights (thanks to a permanent 2+/5++), you will win combat, quite frequently into the range of ~10-12. On more than one occasion the champion has disposed of enemy characters with 3xWS5xS6 attacks on the charge (For those following along, that is the same stats as a Paladin, but with only 1 wound)

    The trick then is to not get these guys shot to shreds before getting into combat. Most effective method I have found has been a caster on a Unicorn padding out the 9th slot to get three ranks, bringing the Talisman of Roland. This provides the unit with a 2+/4++ against normal ranged, 2+/3++ against magic, and 2+/5++ in combat. Important to remember is that DT tests are Ranged attacks, so you have a 4++ against those too.

    These will also grind very well thanks to Monstrous Support, a frontage of only 3 wide whilst you are still putting out 17 attacks. If you bring Druidism to make up for the occasional wound they do actually take, these can finish the game on 8 models. The one thing you need to be aware of is that opponents will put every piece of ranged and magic offense they can, so make sure you can position very well, be willing to sacrifice some Yeomen or even Peg Knights if it means getting these guys into Combat favorably.

    Also, because of the number of attacks and wounds these put out, if you are going to be fighting T3 with less than 5+, just take it as given you will end up winning that fight handsomely. You don't need the extra 2 ranks. If it means avoiding getting flank charged, there is nothing stopping you fielding these 9 (or 5) wide, especially if you got drawn out of position or you are fighting a lot of cannons and bolt throwers.

    About the only weakness these have (which is common to most of us) is high AP attacks. At 84 points a model, keep these back from Toxic, and anything else with AP(6) or AP(+x) should be avoided.

    Green Knight
    Two way to use the green knight, however unfortunately for the first of these we already have many other tools for the same job, the other you are paying for skills you don't use.

    If using the Green Knight as an Ambusher, he can't make the table by AT LEAST Turn 2, and then even assuming something in range, you won't be charging until turn 3. If you play an aggressive stance, you should be in combat by turn 2, and I have had games that were over by turn 4, Green Knight would not have even made combat. If you want to be in your opponent's backfield turn 2, For comparable Points you can have 3 Peg Knights with Vanguard who will be in the backfield turn 1, 6x Hedge Questing Knights who will be ready to charge turn 2 (or possibly turn 1).

    It is true that the Ambush rule forces your opponent to deploy more defensively and keep some things back to protect war machines and fragile back line units, but given the number of magic missiles and other ways of working around Ethereal, I have always found the 6 wounds on the Pegs or Hedge are comparable to the 3 Wounds on the Green Knight.

    The more effective way I have found to use the Green Knight is to ignore the Ambush special rule, and deploy him as a traditional drop. This lets you have a Terror causing model that can run alongside your troops ready to charge in, cause fear, and dump a lot of CR into a fight - Standard, Charge, 5xS4 or 4xS6 Attacks. (And Standards always add CR now). Additionally, in today's world of LD9/10 RR Stubborn, getting Fear into a fight can be a game changer.

    One interesting element of the Green Knight, is that with Weapon Master, nothing says you MUST use the Great Weapon or Paired Weapon. If you have clogged up the enemy board by locking in a non damaging unit (such as skinks or other light weights that wont force you to lose CR), and you want to keep that combat going, switch to your hand weapon to MINIMISE damage going out. Dropping to 4xS4 attacks may lower the output enough to extend a fight for a few turns, chaffing up your opponent with their own troops.

    The other +/- on the Green Knight, is that he is NOT a character. Whilst this means we can't challenge with him (as strange as that sounds), it also means if you go into the flank or rear and catch an opposing character out of position, DON'T allow them to challenge (Or more precisely, they can issue one, and then you calmly state nobody in that fight can accept). They can stay in the front rank looking back at you as you slash the R&F down from behind.

    Overall much better in 1.3 than 1.2, but still over-costed and we have many other tools in our kit to do the same job.

    Yeomen Outriders
    Absolute Gold. Best way to measure the effectiveness of these is to count how many times your opponent makes comments along the lines of "Get out of the [...] Way". 2x5 of these with Throwing Weapons is my go to in any list after characters. Anyone who wants to learn how to control the movement phase, which for us is critical, shouldn't go past these for the sheer versatility. Lets just look at some of the techniques and tricks...

    Don't ever underestimate how quick these guys are. MV8 Swiftstride moves 16" charges into the 'Probable' category. Add to this Serf, and you are marching 20" to get wherever your opponent DOESN'T want you. That you can put out 10 quick shots at that time to help whittle down smaller units or stop lone wizards running around is just gravy.

    5 Long (5x50mm = 250mm) parked side-wise in front of a horde at height 2 can completely block LoS to other small targets. Even with Volley Fire a unit of 40-50 Archers can't fire at what it can't see. If they have to move to see it, it will still be Hard Cover for most archers firing across, and with an additional -1 AND lose Volley Fire. This is a great way to screen your knights or (especially) Peg Knights whilst they close. If the enemy chooses to shoot them - you've just wasted 40 of their shots into 110 points worth of chaff. If they charge, you can flee and draw them way out of position OR hold (and be wiped out), but force them to do nothing but move somewhere between 1" and 13" forward. Remember that most War Machines are standard height, Yeomen are Large. Unless the war machine is on a hill, if you are parked 1" infront, it will NOT be able to see any of your infantry in order to target. IF you don't think you can make the charge, or if there are too many corners, use your MV10 (with the Serf Rule) to park 1" away.

    If you leave these on the corner of enemy hordes 1" forward, it is actually possible to turn the opponent thru MORE than 90 Degrees. If you then Flee Center to Center, opponents can end up VERY much out of position and you can bait a lot of units (especially Frenzy units) into terrible positions. MAKE SURE TO READ UP ON FLEEING RULES (p31 Main Book) - Center to Center is Key to understanding positioning.

    Also key to remember here - they are Insignificant. Setting them up to bounce thru your own knights, the knights don't care. With Fleeing vs Holding, remember the different rules for both. If you Hold, enemy just needs to touch you, then can make you close to them if they can't. If you flee however, they have to do ALL the rotating and chasing. If they can't redirect and can't catch you, it is a failed charge. I know it may feel cheesy, but fleeing on an obscure angle and making them rotate 90 Degrees onto to find a tiny rock in the way prevents their turn - that is winning positioning, and can be done with a 110 point unit.

    All of the above would already make the unit Gold - but misses their most prominent purpose: Keeping your flanks clear. When you have 5 of these (or lets face it, the two guys left who managed to rally), them just getting in the way to buy one more turn is critical. put in such a place that opponent's cant wheel into your flanks, and making sure overruns take them away, and the relief force your enemy needs may never arrive into your flanks.

    If you have 10 points spare at the end, shields makes these guys twice as resilient, but certainly not mandatory. You will often find them sacrificed turn 1 to set up a turn 2 charge, so don't waste points. With the new March Block Rules, a Muso to force a -1 on March block tests might be useful, but I'd rather grab another yeomen to make my congos even longer.

    As far as vanguarding, think what you are trying to achieve. You can use these as fake drops to pull your opponent to one side, then vanguard 12" across to your main army. You can Vanguard to stop enemy Vanguard, you can run out in front of your Peg Knights to shield them for a turn, or you can Vanguard 12" straight up. If you bring a knight forward to within 6" before you move them in Turn 1, they can then go 18" - you can be within 6" of the enemy side of the board - that is more mobility than the Green Knight, and you don't need to wait until turn 2.

    Brigands
    The, "We Have Them, We Don't, We Do again" of the Equatine Army. I haven't had enough experience with these for a full strength analysis, but these appear to be quite strong, but somewhat situational. We pay 12 points per model for BS3 Longbows. Here we are paying 20 points for an extra tick of BS, Scouting, WITH Quick to Fire and skirmish. If you take a max unit of these, they will start within 20", which by the time you then walk another 4 will be close range. Now you are hitting on 3s with 15 shots. Against T4 War Machines this is 15.(4/6).(2/6)=120/36=3.33 Wounds. Certainly not guaranteed one shot kills, but think about a naked caster running around the backfield with only 3 wounds... In a Peasant list, perhaps take 2 of these maxed out, drop your whole army first, and be in the back field dealing ~7 wounds to enemy war machines before they can even get shots off. Don't forget the Longbows will still have volley fire - so if they try to provide hard cover to their war machines or casters, if you don't move you can lob shots in over the top on BS 4.

    Would certainly form part of either a Gun line Army, or a Scout/Vanguard army, but I have found those lists over ~3000 points struggle to do enough damage after turn 2.

    Peasant Crusaders
    Pay 4 Points a model more, out of Special instead of Core, in order to have Frenzy, Hatred, Stubborn on a block of Peasants. Think of these as Peasants that have been ratcheted all the way up to full offense. If you want a tar-pit, take a bigger block of Levy for the same price with either spear or hand weapon. If you want balance - Halberds on Levy. If you want something to play like Dark Elves, where you just reroll everything, take these with extra hand weapons, and try keep the Reliquary around. The Extra Shielding won't help in most metas that have S4 or AP, and striking first is key to this number of attacks. Remember You're Stubborn, except for positioning, keep them in Horde - you don't need ranks. This will let you put out 50 Attacks (Base, AHW, Frenzy, Support, Horde Support) Rerolling 1s to Wound at Initiative 4.

    Remember these are stubborn, so keep them in your leadership Bubble, but remember - unless you are going into a flank, these will deal damage, NOT get you net CR. They are still naked and T3, WS3. These are to control board presence, but may end up costing you CR in larger combined fights if your opponent can get in their with their own (heavier) horde. As with all Infantry, the Sacred Reliquary makes them more offensive and protects them with AT LEAST a 6++.

    Sacred Reliquary
    If you are running peasant heavy, this is Gold. If you aren't this is Purple, bordering on Red. Anything that this joins will be Stubborn, so if you need to sure up a combat, this is a great tool. Don't forget it is "Insignificant R&F cannot be joined by non-insignificant characters - but not the other way around." Nothing stops this joining your Forlorns.

    First key item is that this is rather tanky, Not in the same sense as our Nobility, but T5, 4+/B++ with 6 wounds will hold up quite well against enemy characters if you need to buy time. This will be true inside or out of a unit, so you can run the Reliquary out as Chaff to create some handy positioning. If in your Leadership Bubble, and especially if you can keep healing the wounds, a 6 wound model is starting to border on Unbreakable at that point. By the time you add 60 shield tokens (Sorry - Peasant Levy), this is the tarpit from hell.

    This is aided by the Blessing for everyone within 6". (Any character in our lists will either start with the blessing or inherit it from the Reliquary). If you are running Reliquary, you probably aren't Knight heavy and so not too much use for either Token, so this will normally be 6++. This still helps and can contribute to keeping CR down against you.

    Third is the RR 1s to Wound - this should be remembered when building the rest of your army. Bows, Hand weapons and Spears will wound on 4s, RR1s (21/36 to wound) Crossbows and Halberds will wound on 4s RR 1s (32/36 to wound). If you can get a Strength buff in there to go to S5, this results in 35/36. When you are throwing 20-50 attacks, any strength buff is multiplied considerably by the Reliquary. Considering it is 60mm long, AND THEN gives this within 6", you can have 100 Crossbows AND 2 Units of Levy all stacked around with room to move.

    Finally, when you read the Impact Hits rule, please just have an internal laugh to yourself and move on. Impact Rules state that they gain +1 Strength as long as the ranks behind are comprised fully of models with the same rule. As our Peasants dont have this, it is always D3xS3 attacks.

    One helpful rule combination to remember is that the Reliquary cannot be sniped out by shooting. Unlike many other war platforms which are chariots, this is of type "infantry", so people cannot choose to allocate the first (or stronger) hit to the chariot. In fact, as long as there is 5 R&F, the reliquary is protected completely from shooting. Unfortunately, it doesn't have the serf rule, so will slow down your infantry units somewhat.

    War Machines
    Without some strong shooting or some other way to force opponents into the engagement area, our opponents, who pay significantly less per model due to lower Movement stats, can just sit back and porcupine. We need a threat from afar to assist in breaking their lines so that we can use our speed to pick them apart. This is where our War Machines come in. Whilst sometimes this comes down to budget, there is also a sense of, 'What will I have trouble dealing with' elsewhere.

    Couple of things to remember for war machines. First - they are of standard height, so it is vital to either get them onto a hill so they are Gigantic Height, or at least make sure they aren't firing thru anything. This includes your own troops. Shoot at things on hills, or from a hill is the rule of the day. Secondly, with the removal of templates, this has made war machines more effective against larger targets. Whilst this has been a (BAD) nerf for us - especially Area of Effect hitting up to 16 knights, remember with our war machines this can also help. IT is a bad abstraction, but you can hit 16 Ogres as easily as 16 Vermin Slaves with the same sized rock. Size up your S4AP1 or S3AP6 and what it will do to your opponent's armor and aim accordingly. Normally MI has lower armor so these are good targets for Trebs. Third - the list of things a War Machine cannot do is: "March, Pursue, Declare Charges or Declare Flee as Charge Reaction" They also cannot move and fire nor stand and shoot. What is NOT on this list "advance". Nothing stopping you moving 4" if you need to. Nothing funnier than someone lines up a perfect angle for an auto-in next turn, and you duck around that piece of impassible terrain. True you won't use this often, and sometimes you may just want to shoot one more time, but if its late in game and you're trying to save points, keep this up your sleeve.

    War Machine : Scorpion
    The Scorpion, as a Bolt Thrower has Penetrating. This is then defined as: Strength 3[6], [Multiple Wounds (D3+1,Clipped Wings)], Armour Piercing (6)
    Looking closely at this, on any hit this will cause:
    - 1x S6(D3+1, Clipped Wings) AP6
    - Up to 4x S3 AP6

    Whilst obviously good against anything heavily armored due to AP6, anything at the lower strength will have trouble wounding anyone other than base infantry. It is instead great for putting wounds onto large single targets at a discount price. If they are flying, all the better. 2x Bolt Throwers between them, even at long range will have a 55% chance of hitting at least once (1/9 both hit, 4/9 both hit). Once you have hit, if you wound something without a ward is going to take between 2-4 wounds (3-5 for flying). This puts everything except dragons and steam tanks on notice on the first turn. For smaller challenges such as doom wheels, any character on a Monstrous Cav mount should be zoned out rather effectively. On this, also don't forget that for mismatching character types, ESPECIALLY War Machines, this will be a good threat. Certainly less effective than Trebuchets, but a bargain at their price. If anyone is crazy enough to show the flank of a chariot unit, or if you play in a heavy Ogre Meta, these are brutal.

    War Machine : Trebuchet
    The Trebuchet has Area Affect (4). This is then defined as: Strength 4[8], [Multiple wounds (D3, Clipped Wings)], Armor Piercing (1)
    As with any catapult, you need to look out for misfires, not much you can do to prevent, other than remembering that taking pot-shots in turn 5 or 6 against something you won't destroy may not be a good deal. Regarding offence, the Single target on this is higher strength and will normally wound everything on a 2, BUT is no longer D3+1, but only D3. This makes it slightly less effective. Likewise, this doesn't cap out at 4 lower strength hits, but can strike up to an additional 15 targets, all at S4AP1 (Which will chew thru pointy ears and rats alike.) If you miss, your scatter shot will still hit 9 at S2AP1. Whilst nowhere near as good as the Trebuchet of Old, these are still good if you need to thin out hordes.

    Airborne Gallantry
    Pegasus Knights
    Absolute Gold - I firmly believe that the existence of Peg Knights contributed to us not having a book reviewed much earlier than now. Their ability to tip any game is unparalleled. Despite losing many options since 0.8, the Peg Knights can still be customized to fill many roles, and all of them will cause headaches the enemy cannot ignore.

    In Base configuration without any options, 3 Pegs with a champion will set you back 380, but will put out more damage than 9 knights on the charge, by the time you factor in the Pegasus attacks and stomps. That they can fly and have T4/2+/B++ makes them incredibly hard to kill and you can run them as heavy cavalry. Just make sure you run them into infantry so they have the stomps for extra damage and CR.

    Next Option is to go Vanguard - This will put you 12" ( Deployment ) + 12" ( Vanguard ) +16" Flight - 40" (or 8" from the enemy's side of the board). From the midpoint you can threaten a flank easily, and if they have pulled some units forward, don't forget that average charge for Swiftstride is 8.7+M" - This means Pegs are on 16.7" average charge. Use this to lock people in for a turn until your main force can arrive.

    Since 1.2, Skirmish which used to be an auto in, is now paying 10 points per model for -1 to hit BUT taking up a lot more room and unless you are hitting something 65mm deep, you can't get everyone in to attack. IF you are going to be using these as a screen then it may be worth it, but it may be worth forgoing this so they can do the damage you purchased them for.

    Two interesting variants to think of are
    - 4 Knights (in 3 wide formation) means you can still hit with 7xS6+6xS4+3x Stomps if you lose a peg
    - 6 Knights + a Peg General. This will give your General a lookout-sir protection until he can be delivered.

    Couple of items to remember
    - 3x40mm bases can all make impact on enemy chariots
    - Peg Knights are NOT Giagantic, but are actually the same height as Yeomen. Meaning if you use them together you get Hard Cover from the peasants. Park the Yeomen in front of the Peg Knights. Next Turn declare a charge with Peg Knights. If Enemy Stands and shoots, it is Hard Cover with S&S: -3 to hit. IF they DON'T stand and shoot in order to charge your Yeomen, don't charge your yeomen. This helps make up for no -1 to hit from Skirmish.

    KoE Community Support


    "Since it is so likely that children will meet cruel enemies, let them at least have heard of brave knights and heroic courage"... CS Lewis

    The post was edited 4 times, last by Jurid: 30,000 Character Limit Corrections on Some Rules ().

  • Work In Progress:
    Oaths, Virtues, Armory, and the Blessing

    Blessing
    The Blessing is the most controversial element of our entire Army Build. Has been for 13 years, will be until KoE 2.0 comes out. The reason for this is quite plain: No Other Army Needs to Give up First Turn Bonuses to get access to their AWSR, for which they are already paying for. It has slightly improved since 0.8 days, and given the copious amount of AP in all other books the AP version can be quite helpful, but still remember that this must be chosen at List Build Time (technically written on your army List). This makes choosing a Blessing for your army for Tournaments a nightmare, as what may be a decent match up against elves or vermin with all of their AP, will be useless when you meet Ogres who will just S5 you down to nothing.

    It is best to discuss the impacts this has on deployment here, to highlight just how bad an impact this has on us. Because if you take either of the Favors, you can never claim any +x to go first/second, your opponent knows this as much as you do. This means they are never trying to out drop you to make sure you don't get probable or auto win on that roll, but instead are free to drop one at a time. Even if you drop everything, they will still be at a 50/50 chance to win the roll. As they are dropping 1 at a time, and because if we go cav heavy we won't have many units, this often puts the enemy in a position where they can drop trash and see our deployment. This then forces us to either accept this or take more trash drops, but none of our trash actually benefit from the Blessing - so to compensate for the negative effects of our blessing we need to take less models that can actually benefit from it - and even if you do, it only helps you half the time.

    Nobody who hasn't played a LOT of Brettonnia/KoE can truly understand how bad this rule is, and how it has managed to stay on the books for 13 years. So since it comes with all these downsides, you had better pick the right one. So Which Option is right for your army?

    No Option
    Taking No Blessing can be useful in a few situations. The First of these is the Peasant List. Peasants (other than via the Relique) do not benefit from the Blessing, so no point giving up first turn (or last if the scenario is objective dependent) if you are not going to have anyone to use it. Whilst it would be possible to keep most of your army within 6" of 1 or two Reliquaries, if you have that many peasants, most likely you want to let loose with 120 Arrows turn 1, and a 6++/6+ isn't going to save much.

    The Second option is where you are only taking 1 or 2 units that don't have a 5++ anyways. Grail Vow grants a permanent 5++, so if your main strike force is a Grail General with 8 Grail Knights, and then supported by a unit of Knights with Piety, you may only be left with a unit of Aspirants or Peg Knights that don't have 5++ to start with - and is it worth giving up first turn? The No Option is certainly not worth automatically discounting by any means.

    Favor of the King
    Favor of the King is useful against high Strength armies - Ogres, Demons, Character Heavy Armies with lots of Weapons, along with All Elves who bring Great Weapons, and of course Warmachine armies. If you feel this matches your Meta, then certainly Favor of the King is best. Also remember though, think about what you will be engaging. If your plan is for the Grail, Renown, Hippo Duke to engage the one or two things of S5 in the enemy list, whilst the rest of the army engage the spears and AP1 archery, then remember his Grail 5++ will save him, so the rest of the army might go the other way.

    One element to remember, is that the biggest causers of High Strength are Great Weapons, Enemy Mounts, Impact Hits, and Enemy Lances. We should be able to out charge most enemies (we do have great chaff), and the high strength is only 1 round of combat. Our characters can generally be built tanky enough to be reliable without a 5++, so think about where the 5++ will help.

    Favor of the Grail
    My personal favorite, because a lot of damage NOT caused by enemies, or caused in an indirect way falls into this category. Just from the main rule-book, the following sources of AP.
    - DT Tests are AP(6)
    - WitchFire is AP(1)
    - Lethal Strike is AP(6)
    - MetalShifting is AP(6)
    - Toxic Attacks are AP(6)
    - Obsidian Sword is AP(6)
    - Skull Splitter is AP(6)
    - FleshRender is AP(1)
    - Razor Blade is AP(1)
    - Rending Banner is AP(1)
    - BlackPowder Weapons are AP(1)
    - Almost all Artillery Weapons are AP(x)

    Just the protection against miscasts and DTs has proved beneficial in the past. When you rush in against a unit with the Rending Banner, in some situations you are actually better off fighting it than you are a unit without. Again, as per the above advice for Favor of the King, think about where you expect the attacks to come from - High Strength or AP attacks. I've just found there is in general more AP(x) attacks floating around than there is high strength.


    Special Rules
    Lance Formation
    The most prominent and visually identifiable rule of the KoE. A close look at the wording gives a few nuances to be mindful of: "Models with this special rule gain Monstrous Ranks and Fight in Extra Rank. When charging and with a unit that has ranks 3 models wide, models with this special rule gain an additional instance of Fight in Extra Rank."

    First to note is that this is Monstrous Ranks, NOT Monstrous Support. We Don't get more than 1 attack from supporting ranks, no matter how many attacks or stacks of frenzy we can put on our troops. Grail Knights DO have Monstrous support as an additional rule (so go nuts with Frenzy if you have the right path). This also means, no hiding your Dukes or Paladins in the second row - They need to be out front to use all of their attacks. Additionally, for units WITH frenzy, it may be more beneficial to go wide and sacrifice the extra ranks to get the extra attacks. In short, if you are stacking up with KotR and Questing Knights, don't bank on Frenzy as a strategy.

    The other element to remember is that Monstrous Ranks gives you a rank at 3 models wide, irrespective of how wide you actually are. If you have 8 models, 5 wide in first rank, and 3 in the second (Say your 10 Aspirants took 2 wounds) - That is still 2 ranks. Don't short change yourself over a couple of wounds. This also means it will still disrupt, and if you are fighting a single rank unit, you will be steadfast.

    Additionally, the FieR is permanent, so you can fight three deep irrespective of how wide you are, even after the charge. The practical result of this is if you don't care about extra ranks, if you charge in with 12+ models (who all attack on first round of combat), and still have 12+ left, you can drop into 4 wide and 3 deep to keep the damage coming from your knights.

    Lance Formation is also a rule that brings significant negatives. 10 Cavalry in a traditional formation is 100mm deep, with a flank no longer than 5 wide 20mm infantry. 10 Knights in Lance Formation has a footprint of 200mm deep - a full horde can get into that flank without even needing corner to corner. Although it is a good method for getting an extra CR or two due to ranks, and can be useful for breaking steadfast, unless you have enough chaff or terrain to keep your flanks clean, think very carefully at the end of each close combat as to if you should be reforming forward in order to shorten up your flanks.

    Jousting
    Every time the lance as a weapon has had its price increased, this ability has just kept getting priced out, and in 1.3 is now at the point where it is functionally useless for everyone EXCEPT your Grail champion (Yes - we have an AWSR for 1 model). Our Mundane Lance costs 30 points, you can't use this with the Flaming Lance (well you can but it doesn't help as you can't have a second magic weapon), so you would be left with taking ANOTHER special weapon, or a magic weapon. If Taking a magic weapon, when comparing for what you could buy for another 30 points, the lance loses its luster. Upgrading Sword of Strength to King Slayer, Blessed Sword, FleshRender, or Axe of Battle. Upgrade Fleshrender to Ogre's Sword and fight at +2S at Initiative every turn... If instead you wanted to go for another special weapon, they are all 2 Handed Weapons anyways, so just spend the points on a Questing Vow as the Armour is worth more than 1 turn of lance.

    The only caveat here is because your Grail champion is already costed with his lance, if you want to give him a nice weapon he can act as a 1 wound Paladin. Champion putting out S5 Attacks with Sword of Strength, or Obsidian Sword can really give enemies second thoughts about issuing challenges. I5, WS5, Ignoring Armour from turn 2 will often cause some concern.

    Serfs
    If more than half of a unit's models have this special rule, and if the unit is under the effect of Inspiring Presence from one or more models with Oath of Fealty then the unit gains +1 Movement when Marching.

    Fairly obviously, this gives our Peasants +1M when marching. Remember this is +1Movement, not, "May move 1 extra inch"; so when you march you add the +1M THEN double, for 2 extra inches. This makes all Peasant Levies, Peasant Bowmen, Yeomen Outriders, Brigands, and Crusaders all very fast when marching. Your triggering units are any Nobility, KotR, Grail Knights and most importantly Peg Knights.

    If you are running Yeomen in conjunction with Peg Knights, the Pegs can give them an 18" move, then the Pegs can fly 16" somewhere else - giving you incredible reach. Late in the game, even though the Peg Knights, or a single Noble can't claim scoring, they can inspire the peasants, all of whom can - Nothing better than a group of bowmen sprinting 20" in the last 2 turns to claim an objective, or skirmishing archers having 10" march move to chaff up someone away from your flanks.

    Of important note here, is that even though the Relique does NOT have Serf, when it is joined to a unit, it is the UNIT that gains +1M, not only models with Serf - so the Reliquary can keep up with any unit it is a part of. Also useful to note, when leaving a unit, the model is still affected by movement modifiers (War platforms join and leave as if they were characters, and page 76 of the main rules states "The Character counts as a part of the unit until it has physically left it, which means that the Character will be subject to movement alterations during the move to leave the unit."). This means when the Relique MARCHES out of the unit, it will do so with an effective 10" range - always useful to get it in position.

    Beloved
    Listed under the entry for Damsel instead of the main rules section, Beloved is traditionally how we keep our ladies safe, but the wording on this is actually slightly different for the Old School Brettonian Generals. "When a Damsel is joined to a unit with at least one Full Rank of models with the Lance Formation, the model cannot be chosen by the enemy as the model that refuses a Challenge, and it can be placed anywhere in the unit. It doesn’t have to be placed as far forward as possible. Other models with the Front Rank rule have priority for being as far forward as possible."

    Most important difference here, is that under old rules, the Damsel MUST sit in the second row centre. With Beloved now, the Damsel can sit ANYWHERE as long as she does NOT displace models with the Front Rank rule. This means if you are running a BIG bus and want to get all of your attacks in, nothing stopping you putting her in the 5th or 6th rank so you get ever knight swinging. This can also be useful if you are using magic missiles and want to target a model that has hidden behind a rock on some obscure angle but is still in the unit's LoS, but not in your Damsel's. Nothing stops her 'advancing to the rear' and hanging off the back of the unit to take a shot, or hang back to put +BS on your war machines from the back of the lance.

    Secondly, the rule says she may not be chosen as the one that refuses the challenge. Nothing stopping her volunteering - especially if she is on her Unicorn and the enemy throws out a challenge.

    Thirdly, if you are running Druidism, and bring back models - the rules for combat reforming only apply to reforms - not casting magic. If she resurrects the Champion, and the first rank is suddenly full of models with Front Rank, she MUST be pushed backwards into the second rank. Although you will rarely use this, this is a handy trick in dire situations.

    Finally (and this is even more obscure), remember that the rule is "If joined to a unit with at least one full rank of models with the Lance formation..." It says nothing about first rank, mounted ranks, or complete ranks - just 'at least one'. Also remember that 'Full Rank' is a key term - it has a special meaning as abstract as that is - If you are running a peasant build with 3 Humility paladins side by side in one unit, the three of them make a Full Rank on their own, even if the unit formation rules dictate that you will want to go 5 wide so that the next rank can also be full. So a Damsel can stand behind 3 Nobility even in a peasant unit in horde formation.

    And Finally - the most obscure, never had to use it, but wanted to mention - Damsels also have the Lance Rule - so any three damsels standing side by side qualify as "a full rank of models with the lance formation". IF you are crazy enough to take 3 damsels, you can put them in the back rank of any unit because they have the Lance Formation and Beloved, and they will technically add a full rank! Perhaps the most obscure way of getting an extra tick of CR, but there it is...

    Heart of Gold
    A rule invented purely to stop a Grail Star, this practically limits you to one character in your Grail Bus. Downside is that how this was implemented means that only 1 grail bus can ever have a noble in it. Damsels automatically qualify so this rule is basically a way of forcing us to have our casters be the caddies for our grails.

    If you want a grail star this leaves you with a few options. One is to go for the Grail Duke decked up to cause just as much damage as the rest of the unit. Second way is to take a Grail BSB with War Banner, but they tend not to need that help. Third is to throw a Damsel in there so you can take Talismans and items to protect the unit in general. Final Idea is to take a damsel and Duke so you have 10, and that means you can lose 1 before dropping a rank.

    Practically, until 2.0, Grails don't need extra CR - They just need to survive. I suggest putting in a Damsel with Roland and leave your characters free to be a second threat.

    Oaths
    Oath of Fealty
    Oath of Fealty lets you project a 6" Inspiring Presence for all of your Peasants near your Nobility, Grails, and Peg Knights. Most of the tactics of this have been explained above under the Serf rule, but there are a couple of elements many new generals forget.

    First is positioning. If your nobility is babysitting some peasants, no need to put him in the middle of the unit, where the first 65mm of extra leadership on each side will be wasted. If you put him on the edge of a unit, the 6" can actually span across one 5 wide unit and onto the next. Also with positioning, don't forget that especially for rally tests even the back of a very long lance is still giving out your 6" bubble. This makes fleeing thru your own Grail knights, or Peg knights a great use of your Yeomen. You will then rally on the Ld8 and be ready to chaff again.

    Secondly, although shameful, if your Nobility ever refuses a challenge and is stuck on Ld0, as far as the peasants are concerned, they will just follow the next knight in line. If your General (lady forbid) ever says no to a challenge, the peasants will just take their lead from the champion next to him, or the last knight in the lance to stay inspired. Good Peasants. This one can be handy if a lone enemy character seeks to block a lance of 8 Questing Knights and your Lord and calls out a challenge. Refuse with the Lord, land 17xS6 attacks onto the enemy character, and if by some miracle he holds, you still have a 6" Ld8 Bubble until you can then accept with your Lord next turn.

    One interesting rules interaction here is that unlike 8th Edition, this does not directly give Leadership, but rather Gives Inspiring Presence, which then gives Leadership. This means that modifications to Inspiring Presence affect this rule. If you are running a Double Hippo-Duke Build, the General will obviously have 12+6=18" Ld Bubble, but the second duke will have a 6" Bubble for Peasants, and will then have this increased by 6" - for another 12" bubble!

    Questing Oath
    An Amazing Oath, in many ways better than the Grail Oath, although both situational. For all practical purposes this gives you S6 with 2+ Armour (or the option for a character to go 1+ with the Hardened Shield or other Magic Armour). In addition, MW2 against models with Towering Presence means that War Platforms, Monsters and Steam Tanks do need to be very careful. Just the threat of this can often keep such things back, and if you start adding Rerolls to this anyone with less than 3+ armor or anyone with Towering Presence needs to be very careful. Don't forget that the Fleshrender is a Great Weapon so can be combined with this if you want a magic weapon, and when put on a Noble will be S6AP1, putting a -4 on anyone's armor save.

    Also don't forget that this gives you Forest Strider, so you can use models with this to ignore DTs from forest terrain. Whilst we normally think of this as being useful for questing knights, another useful build is having a PegPaladin with a Great Weapon, Questing Vow, 1+ Armour (and Valour or Audacity) launching attacks from a forest.

    Finally, this can ignore fear, which is handy for two situations - One is for the above solo characters who can ignore fear and keep fighting without the -1 Ld on their break tests. The other is that if the character with the best leadership has this in a unit, even if the rest of the unit is afraid, he can stand strong. Putting this onto your BSB at the head of your largest lance means even if they lose to an enemy unit that is causing fear, the BSB can still project his full Ld8RR to the rest of the unit. This is yet one more reason why my go to BSB build is Questing, Hardened Shield, Great Weapon, and then Dusk Stone or Lucky Charm.

    Grail Oath
    Whilst Questing Oath is the offensive Oath, Grail is full blown Defense. +1Ws, Permanent 5++, and Immune to Psych, these guys just won't break even if you can hit them. Most often given to Lords, as to make the most of the extra attack and WS, this allows our Lords to go to WS7 to match it with anyone, and against WS3 only be hit on 5s (Perhaps the easiest one to forget). The Permanent 5++ is great if you are not wanting to look at a Blessing at the start of the game, and is very useful when combined with Roland or any form of MR - making damaging these almost impossible.

    Unfortunately the Grail Oath can only be on one character, and is expensive, but certainly has its place if you are going into a tournament without the Blessing, or into an Elf and Daemon heavy meta with lots of WS6 or WS7 floating around. Also don't forget that this inherently gives Magic attacks, so if you are forced into fighting ethereals, have a good laugh and the most forgotten element of this Oath.


    Virtues
    Virtues provide a massive boost to our ability to customize the combat potential of our units thru our characters. Whilst not hard and fast, the first 4 are about creating characters that can excel at one thing, and the last 3 provide buffs to units or nearby units. For this reason you will normally find the former synergising more easily with Dukes, and the Later with Paladins.

    Don't forget that Virtues are NOT magic items, so anti magic such as Mikinok's Totem can never stop them functioning.

    Renown
    Heroic Killing Blow. The ability to do D3+1 (or D3+2 against flyers) with no armor save when rolling a 6 is the iconic skill for our army, and provides threat in so many ways, that comes a lot down to Mathhammer.

    Assuming you put this onto a Lord, that is 4 Attacks, normally hitting on 3s, then needing 6s to get the proc. That is (4).(4/6).(1/6) = 16/36 or 4/9 of a chance on average per turn of combat of you proc'ing this on the enemy. You know, and any tournament level opponent will also know the numbers. If someone only has three wounds, there is a ~44% chance they will be dead round 1, 69% round 1 or 2, 82+% round 3... (Actually slightly less but there is also a chance you will take down 4 or 5 wound models, so it evens up and this math is close enough to work with). Your opponent no matter how big they are does NOT want to stay in combat with this, they are playing with fire every turn. Anything you can then do to tilt this in your favor becomes gold. Perhaps Axe of Battle for 6 Attacks (66% / 88% / 95+%), or Blessed Sword to functionally ignore wounds and let you re-roll the misses. The latter is great for playing a 'bigger they are, the harder they fall strategy'. When you are insta-killing on a 6, and re-rolling the 1-5s, enemies are just counting time.

    You do need to build at least somewhat tanky for this, as it is playing the odds, and you will be taking on some very nasty stuff. If you want an 80% chance of getting the kill, you need to build so you will last 2-3 turns of combat until luck breaks your way - and you will be absorbing Steam Tank grind attacks, Dragons tearing at you, and some of the nastiest enemy general builds, so a 1+/1+ can go a long way.

    Audacity
    Best way to think of this is, "I Get to Reroll Everything until there is nothing left to hurt me." Enemy models with S5+ or T5+ make you stubborn and RR hits and wounds when you are in combat.

    If you are in 1+ armor, the only thing that is not relying upon you to roll 1s for armor fit into the above category - so if you can systematically pick them off, the rest of the R&F is just not going to hurt you. Couple of ways you can run this. First is with Questing Vow and Great Weapon, and just systematically chew thru any enemy with S6RR to Wound. Any other number of weapons can help in this situation too. If you want to go complete overkill with this, take a HippoDuke - the Hippo will tear thru R&F, generating the CR you need, whilst you reroll everything against any enemy character that is touching you.

    The second way to go is with a very defensive build with low damage output with the Crown of Autocracy. Now if you are in the BSB range, you are stubborn on a 9RR and the opponent can't do anything, whilst the rest of your army gets into position.

    With this Virtue, be very mindful of the wording and the challenge rules. When you are in a challenge, you are counted as being in base contact with that model, but this does NOT preclude you from being in base contact with other models you are naturally touching. This means a few sneaky tricks. When you charge in, if you can touch someone with S5 or T5, you are rerolling hits and wounds even if you are in a challenge with someone else. The ruling is very clear that it is 'in base contact', not 'attacking'. The reverse is also true - if you are touching an enemy model with T5 or S5, if you are not in a challenge, nothing says you actually need to attack them - If you aren't scared of them (say they have 3xS5 attacks and you have 1+/1+/5++), hack away at the R&F with all your RRs and stay stubborn.

    This last approach can create a true blender for KoE when paired with Axe of Battle. 6 Attacks hitting on 3s with a RR then wounding on 3s with a RR, is 5 wounds (assuming you get thru armour) per turn - On a Hippo you can strip a rank from a horde if you are slightly over average.

    Might
    Can literally kill ANYTHING in one turn, as long as that is not mass infantry, especially in today's Parry meta. When this procs it is an amazing and it does add to the charge, but it is dependent upon being on the charge. This will move a duke with a lance from 4xS6 to 5xS7 attacks, and every one of those that does a wound will then let you roll again. Problem is against parrying enemies, you will on average do ~2 wounds, thus adding 1 more statistically. Slightly better against non parry models, but for 110 points there are much better Virtues.

    Where this really comes into its own is when taking on high T models with no parry. Mounted units, Dragons, anything you can hit in the side will be torn up by this. When you can hit on 3s, wound on 2s and then create extra damage, this can destroy single models. Most commonly combined with the Dragon Lance to then inflict multiple wounds, 5xS7(D3), then rolling for another round of attacks is letal to anyone without 1+ or a very good ward.

    Valour
    The last of the Solo Virtues, this is the sniper build for when you want to hunt your opponent to the end of the earth (or at least the end of the unit). Forcing your opponent to accept a challenge if at all possible and then Rerolling Hits and wounds in that challenge will prove to be the most annoying ability in the game, especially if you are playing against vermin swarm. Just don't forget you will actually need to be decked out enough to kill what you are challenging.

    The go to tactic here is to take a S5 or S6 weapon and go hunting anything not in 3+ or better. This is the perfect definition of almost every caster in the game. Smashing a Peg Paladin with this into an enemy's mage bunker and then issuing a challenge, gives your opponent the sense of inevitability as one by one they are forced to feed their casters to you. The champion can absorb one round, but after that a single Paladin stands there, never touchable by the unit as he is always in a challenge, just taunting out the casters one by one.

    Don't forget to go for maximum overkill in these fights - remember in a challenge you are allowed to keep going all the way down to Initiative 0 for overkill, so make sure your Peg gets his stomp in.

    My favorite build for this is Dragonscale Helm, Heroes' Sword, and Lucky Charm (on a Peg) - 4xS5 attacks with a 1+/(1+)/6++ will normally kill an enemy mage in one turn and keep the CR in your favor enough to lock in an entire enemy unit.

    On this, don't let Vermin Swarm players or anyone else for that matter tell you the champion doesn't count, or they can scurry away. The rules for challenges are all about accepting, then if nobody accepted, you sending someone to stand there with 0Ld and 0A (with Beloved and Champs not eligible to be forced to do so). But this virtue forces opponents to not be able to refuse - someone must step up, even if it is the champion - this negates the second part of the rule. In short, if you offer a challenge and someone can, then someone will.

    Piety
    Now we are into the unit buff more so than character buff Virtues. Whilst certainly no rule against these on Dukes, because they have the same effect, these will most often fall to Paladins to carry. Piety has had numerous incarnations to get to 1.3, and at present its best use is where you are choosing No Blessing, or there is a Non Grail unit that you REALLY want to protect. Text is "The bearer and all R&F models in the bearer’s unit gain +1 to their Ward Save to a maximum of 5+. The bearer may only join Cavalry or Infantry units."... so there are a couple of things to look out for.

    Firstly, due to order of modifiers (p13 in Main Rule Book), both Piety and Roland apply simultaneously 'an increasing modifier with a maximum value', so you are allowed to apply them in the order you wish. This means if you have a 6++ ward, you can push this to 5++ with Piety THEN 4++ with Roland against shooting. A Stickler for the rules may point to the next paragraph in the rule book and argue that they should be applied Chronologically so if you are really paranoid put your Piety Virtue further up your army list than Roland to save yourself an argument under tournament conditions, although strictly speaking this isn't necessary.

    Secondly, remember that this won't help you where your stronger blessing is - so if you are taking a blessing, try keep this virtue somewhat mobile and match it up against something that doesn't match your choice in blessing. Alternatively, this is a great option if you are going 3x Large lances - 2 Grail Lances and a third with a Piety Paladin gives you wall to wall blessing without giving up first turn bonuses. Give you General the Grail Vow and a Hippo and that is 4 solid threats all covered by a permanent 5++

    Finally, the wording on the last sentence of the rules is very precise. Any noble may take this, irrespective of type (Infantry, Cav, Monstrous Cav), but may not JOIN a Monstrous Cav unit - so unfortunately no protecting your Peg Knights from the back of a Peg. The reverse is not true though - If you have this on a Peg Paladin, nothing stopping you joining the side of a lance for a critical turn and lending them some protection. This also rules out joining a Piety Peg Paladin to another Peg Paladin or Damsel, as that would make a unit of Monstrous Cav (although that is really getting abstract at this point).

    Daring
    An Extra D3" range on your charge starts to make some very crazy situations seem normal. An Average Swiftstride charge with a champion is M+8.5", or a very handy 16.5" for our knights. The more accurate measure however is that the chance of getting a 9 (Which funnily enough is the MEAN, MEDIAN, and MODE for the statistics freaks among us) is 52%, so that is your break point on getting a distance more than not. Daring pushes that up to an 11, whilst also moving your Max theoretical charge distance to 8+12+3=23", and also moves your minimum (with a champion) from 12 to 13.

    Whilst obviously a great boost to win the positioning war (park yourself just inside 11" from enemy cav - they have 20% chance of charge, you have 52%), there are also numerous other uses for this.

    First is to be paired with the Movement banner - If something is worth doing, it is worth overdoing. This gives you a Max 24" charge, you make 20" charges 52% of the time, 19" charges 68% of the time, and could in theory (if you ask your opponent if their troops are lined up on the 12" line or just behind and they agree they are on it) charge someone turn 1, although I wouldn't advise it.

    Secondly, sometimes making the charge isn't the important bit - declaring is. If you need to force someone who is already fleeing to flee again, it is only the Maximum that counts. 23" (or 24") away still isn't safe from you in this regard so don't be afraid to measure that one more time if you have the chance to make someone flee.

    Finally (and this is perhaps the coolest trick), you can use this as a character cannon. Rules for charging a model out of a unit on Page 76 dictate that anything that affects the unit you are leaving ALSO affect anybody charging out of it. This means if the unit has the speed banner, a Paladin within has Daring, and there is a Peg Paladin or another Duke CHARGING out of the unit, then it will receive the +D3"+1" bonus. The chances of using this are rare, but especially when deploying don't necessarily pass this up. A unit of knights in your deployment zone with a Daring Paladin, if you have another paladin no reason not to attach him during deployment. Not forgetting he can fly as he charges, he has a 52% chance threat radius of 7+9+2=18". Whilst it is true the Unit could charge that distance better without him, sometimes terrain or chaff can conspire against you - but not Your Peg Paladin. Worst case scenario is you can still charge with the Peg attached for an awkward but very cool 'combo' charge.

    Humility
    "You get a Ld8 Reroll, You get a Ld8 Reroll, EVERYBODY gets a Ld8 Reroll"
    Also known as the Peasant Virtue, this is a great method for applying Ld8RR across either your entire backline in a Mixed Arms army, or your entire force in a Peasant Revolt army. Just two of these can give 2x 12" Ld8RR Bubbles, which if places appropriately gives you 48" of Leadership for all your peasants.

    Again, just a few issues to watch with this.

    First is that your Inspiring Presence is increased to 12". Your General WILL have 12" (or 18") so that is irrelevant, but your other nobility inherit a 6" Inspiring Presence only applicable for Serfs from the Oath of Fealty, then this is increased to 12" for Humility and you could then in theory (again thanks to order of modifiers from p13) have a Humility riding Duke with 18"!

    Second thing to remember though is that not only do you gain Hold Your Ground for all models with Insignificant around you, you are also Insignificant! This means that a Humility Paladin or Duke can always reroll their own Leadership tests if they are on their own. Also remember, your Damsels are insignificant - so they too can benefit from this reroll.

    Thirdly, Insignificant Models (which you now are) do not cause panic tests on those without insignificant. This means you can have an insignificant Paladin flee or break without causing panic in the ranks. Now although this would never happen, don't forget about this late in the game if you need to flee but are scared of causing panic amongst the knights.

    - Armoury to Come, Just Juggling Character Count

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    "Since it is so likely that children will meet cruel enemies, let them at least have heard of brave knights and heroic courage"... CS Lewis

    The post was edited 3 times, last by Jurid: Populated - 02/03/2017. Armoury to Come ().

  • Armoury
    The KoE Armoury is a very mixed bag. Of critical note is that we don't have a Army Wide Special Weapon, so nothing like what we had in the early days with a +1 to Wound vs Infantry, and certainly nothing like the Demons or Elves with their special equipment. Our entire armoury is in our Magic Gear.

    Mace of Tristan (Weapon)
    Funnily Enough, after the Crusaders Helm, this is our most DEFENSIVE Item in the book. The wording on this is very confusing though, so it is worth reading thru.

    Despite its name, this is a Hand Weapon, not a flail, or great weapon or any other type - so other than the written rules there are no other special characteristics. With all the changes up to 1.0 and then 1.3, this has gone thru quite a few iterations where there were different weapon types, so always best just to read the rule and don't try mentally play the "This is a mace so it gets +1S..." as you will get yourself confused.

    So this has a Strength = Toughness of Enemy+1 (Unless enemy has T2, because then you can just use your own Strength of 4). This means you will always be wounding on 3 or better, but more importantly the tougher the enemy, the more effective AP you have. Against a T7 Dragon, you are suddenly at S8 and simply ignoring the armour...

    Of more importance however, is the second component of this. For Every hit that you land (Not Wound or Unsaved Wound, but merely hit), you roll a D6. If it is a 4 or better ALL Enemy Magic weapons carried by the attacked models are reverted back to their mundane equivalent.

    The reason this is called defensive, is that barring Monsters or Ridden Monsters or the very rare Demon, enemy characters without magic weapons will generally be at BEST S7 (S5+GW), most of the time S5 or S4 if they were the type of model to take a magic weapon. Once you destroy the weapon, against your T4/1+/1+/B++ or T5/2+/2+/B++, they will be like hitting concrete with a wet fish. Remove the enemy weapon and then slowly grind them down permanently wounding on 3+. This can be used either on a Hippo to let the Hippo tear thru your enemies whilst they try hit you back without weapon assistance at T5, Or you can go on Horseback and destroy the enemy's magic damage output and then the rest of your 2+/B++ knights will not fear taking on the enemy.

    You do need to pick your opponents, with this weapon you are declaring your General is going after enemy Very High T models and enemies with Magic Weapons. This will tend to slant the rest of your army to fighting other elements, but it is very effective. It is just possible to squeeze this, the Crusader's Helm and Potion of Swiftness, so you should be able to destroy your opponent before they can even swing.

    Very nice to combo with Audacity as you will be rerolling hits and and be stubborn as anything worth going after will have T5+ or S5+

    There is a very nice interaction with the rules when fighting someone who does NOT have Weapon Master. Once an opponent has declared which weapon they are using, even if it gets turned into its mundane equivalent, they are stuck with it. If (for example) you are fighting another KoE who charged you but chose to use their Blessed Sword, but you broke it on him, they CAN NOT choose to instead switch to their lance. They are stuck with what they declared.


    Dragon Lance (Weapon)
    When you absolutely want to destroy something on the charge, Dragon Lance is the answer. This will be with no other assistance 3 or 4 xS6, with each of these multiplied to D3. In addition either a Breath Weapon out of combat, or 2D6xS3 Flaming hits in combat. Numerous ways to play this.

    Remember that in almost all instances when charging, an opponent will offer up their champion to this weapon. Allowing you to strike their characters and/or casters is suicide so the champion will always step up. This means the best option is to always combo charge another character or champion into the fight and DON'T Challenge with anyone. Make sure you touch the person you want to kill with your Dragon Lance Noble, ideally get a few attacks in position to take out enemy champion (or other characters in a bunker) and wait for opponent. If opponent challenges with his champ, accept with yours, leaving your Noble Free. If they don't challenge, swing at who you want, and if they challenge with the person you lined up against, just have at him. You then decide how to use the Lance.

    First is to remember that if you get drawn into a challenge, the Breath weapon does not HAVE to be used on the charge. If you would kill your opponent with maximum overkill, or you simply don't need the CR, no reason to use the breath weapon. Save it for next time - when you might be able to get it into the R&F. Or you might challenge in turn 2 and then can dump 2D6xS3 into the next challenge. The breath weapon really is for managing the challenge and CR mechanics, not just for extra damage. Second thing to remember is that you can use it as a breath weapon. Whilst not nearly as heroic, if you are flying around you can make the most and clear out enemy chaff (especially against undead chaff who will then lose regeneration.)

    Finally, target selection here is the key. Whilst best against characters, don't forget anything with multiple wounds is very fair game. Ogres especially will not enjoy this, but Chariots, War Platforms, Monstrous Cav and Monstrous Infantry will all be zoned out by this weapon.

    Always good to partner with Renown, Might, or Audacity for the Rerolls or extra attacks, avoid taking Valour as this will mean you always get trapped into challenging the enemy champion.


    Crusader's Helm (Armour)
    I thought of colour coding this section just like the units for the sole purpose of giving this the Gold. Everything from this point up is about going for tanky characters, and this will give you a 1+/1+/B++ (or T5/2+/2+/5++ if on the Hippo) and ignore Lethal strikes. This is great value for an army that needs defense and comes with bonuses we often forget.

    Most enemy armies will be able to take DuskStone+Hardened Shield for a 1+/1+, but this comes with a few negatives. First, it uses Armour and Talisman Slots, and then it also gives a -3 Initiative. We can achieve the same protection, WITH our B++ without sacrificing the Initiative.

    Secondly, you can charge spears or other absorb any other Lethal Strikes ignoring them. You still need to deal with the AP(1) from spears, but don't need to fear the Lethal.

    Finally, don't forget we can take the above combination on a second character (Take the Questing Vow and Great Weapon to avoid the -3I penalty). This gives the opponent 2x targets to try take down so against heavy shooting lists you can close in before they can do enough damage.

    I always put this on my biggest NON-BSB Threat so the Valour Pairing is really a function of the other equipping.


    Armour of Percival (Armour)
    Heavy Armour: The wearer gains +1 to its Ward Save to a maximum of 4+. Any Divine Attacks made against the wielder lose Divine Attacks.

    Again another way to stack ward save on ward save. If you are paying the 50 points for this you had better be starting with 5++ to go to 4++, otherwise you could just be paying the same price for Talisman of Greater Shielding and get some different armour. So onto a Grail Noble or partnered with Talisman of Roland is how this should be played.

    Don't forget also that this prevents Divine Attacks having any effect on your characters. Most Metas won't have a plethora of Divine Attacks - the best opportunity to take this is actually fighting other KoE armies.

    Finally - don't forget that the Hippo is a Monstrous Beast, NOT a Monster - so the full benefit of the stacking ward is applied for all of our Nobles. Nothing stopping you having a T5/3+/3+/4++ - which whilst not quite as resilient as T2/2+/2+/5++, is very sturdy against war machines which will ignore the armour anyways.


    Talisman of Roland (Talisman)
    No unit may use the Stand and Shoot reaction when charged by the bearer’s unit. Furthermore, the bearer’s unit gains +1 to its Ward Save against any Ranged Attacks to a maximum of 4+. This cannot be used against Magical Attacks.

    The more expensive the models in your unit, the exponentially better this gets. A 4++ ward will save half your models once, but then save half of those a second time, and half of those a third time. A 4++ ward will effectivly DOUBLE the wound count. So when you can double the wound count on (lets say...) 84 Point Grail Knights, or 110 Point Peg Knights, they are incredibly hard to take down. Add to this the inability for the enemy to stand and shoot will reduce 1 round of shooting and open up the full frontal charge option.

    This increased ward comes in handy in quite a few other ways. Obviously, war machines are the key thing to protect our heavily armored knights against, however ranged attacks aren't just limited to shooting attacks. If something isn't a close combat attack, it is a ranged attack. This means you get increased wards against Dangerous Terrain Tests, against non magical reaper attacks, against dwarven bombing runs or Lizards dropping rocks on you... Basically if it isn't magic and it doesn't happen in close combat, it counts (including DT's when charging into combat or pursuing).

    A great way to take this item is on a damsel protected in the second rank. As with any item that benefits the entire unit, if you can hide this in the second rank, it will provide protection until the entire unit is taken down to three. This normally means that 8 Grails + 1 Roland damsel is a great way to use this, but a Peg damsel is also a very scary thing. The other force multiplier for this is Druidism. When opponents are struggling to put wounds on you at 4++, to then bring them back can make for very frustrated opponents. This, if partnered with Peg Knights and a Druid Damsel can make for a VERY scary deathstar - especially as with multi-wound models you can keep bringing the odd wound back with your attribute.

    The other way that this can be partnered is to put Roland into a massive unit of Peasants with the Relique and Damsel. THis puts you on a 5+/5++ or 5+/4++ ward for 8 or 10 point models that are rerolling 1s to wound with FieR! As long as you can stay stubborn, nothing in the 9th age universe will trade point efficiently against that. Your peasants now go toe to toe with High Elf Sword Masters, and even accounting for cost of Reliquary and Roland will not only outgrind them point for point, but if they are still there arfter 3 rounds of combat actually do more damage wound for wound (if they have Halberds) If by some nightmare of combo charges your opponents do manage to grind thru that peasant block (effectively over 120+ wounds), you can jump out to potentially a second unit and make them grind thru that again. Or you could just take Druidism and bring them back 7 at a time...

    As can be seen - Roland really is an item to take where you are planning on outgrinding your opponent. Where you want to match either your killing potential or staying power and exploit that.


    Blessed Scripture (Talisman)
    Multiple Wounds are halved, rounded up. This is a very situational piece, but describes perfectly a situation we often find ourselves in. Against DTs, combat with anything other than Executioners or enemy characters, or massed shooting, this does precisely nothing. Even against those things that do multiple wounds, sometimes either Roland or Percival would be better at stopping the hit in the first place.

    Where this does come into play is where you already have a good ward (such as Grail or against war machines that are both S5+ and AP(x)) and are worried about taking more than 2 wounds in a single strike. This perfectly describes a Large Flying Target being shot at by most war machines - so no surprises where the best use of this item is. On your Hippo Duke. If the difference was only going to be a single wound, then a better ward would be the better cost trade. But when dealing with Clipped Wings, +1 Wound vs large targets, D3 Wounds, or any combination of the above, saving that last wound can keep you alive long enough to get into combat, where that will protect you.


    Storm Clarion (Enchanted Item)
    A one off shot for shutting down opposition flying movement. Honestly have never found a use for this. We will generally have better movement (and more flying) than the opponents, and this is so situational 80 points will be better spent anywhere else. The Vermin Swarm have an identical banner that also adds Hard Target to their entire army for only 20 points more, so if nothing else this is just a very overpriced Enchanted Item that will add very little unless you are up against HE or some flying Demon nightmare.


    Wafers of Penitence (Enchanted)
    A very underrated item, since the change in 1.3 this gives us the ability to defend against enemy magic at +4. Important to note is you get to choose if you will use the wafer AFTER you have rolled for a dispell. The practical outworking of this is to dispell as if you could use the token. If you need to, you use it, if not save for next time. Most common configuration for this is to take the Book of Arcane Power on a Master Damsel for +3/+3, and then take wafers on top of this for a +3/+4. Although this skips out on the Dispel Scroll, this will make things VERY difficult for your opponent to get thru more than one spell. Remember that it is explicitly listed in the item that this is an exception to the max +3 rule for dispelling, so +4 is certainly allowable.


    The Oriflamme (Standard)
    "The bearer gains Fear. Enemy units in base contact with the bearer’s unit may not benefit from Hold Your Ground."

    Lots of nuances on this item that deserve attention. Starting at the beginning, the BEARER gains Fear. Important to note is that it is not the entire unit, so if you are going to get flank charged, make sure that your Standard Bearer is on the correct front corner so you can also be touching the flanking unit. Also useful to remember, is that in a challenge, the challenging model counts as touching (and by the transitive property if you are touching one model the unit is touching. So if someone challenges your BSB when he has this, accept and put the entire unit under the effect of fear.)

    There are also additional benefits of causing Fear - you are also immune to this. So if your BSB has this, he can ignore fear and provide full leadership even if the rest of the unit is under those effects. There is also a strange nuance to this - The cost of this standard means that it will be found on Questing, Forlorn, Pegs, Grails, your BSB. Questing, Forlorn, and Grail are immune, your BSB should probably have the questing vow anyways, but this does leave your Peg Knights. If they get engaged with someone who causes fear, your standard bearer is actually immune and can use his Ld8 if he is carrying this item.

    The second part of this is of much greater benefit - Prevents enemy units in base contact with your UNIT (not model) from using Hold Your Ground. No Rerolls for anyone touching your unit can be very handy. Right from the get go - don't let them reroll their fear check, then trying to hold after losing Combat, they will then be testin on (normally) -1 to hold. Although we hope that it doesn't happen, the strict ordering of pursuits is that the enemy must declare (and TEST FOR RESTRAINING) Before you move your unit. This results in a very counter intuitive situation where they will are too afraid NOT to chase after you - it has a -1Ld test with no reroll too as you are still in contact - although it should never be part of your plan, the Oriflamme can draw your opponents out of position very quickly.


    Banner of the Last Charge (Standard)
    All mounts in the bearer’s unit gain Impact Hits(1).

    Remembering Impact Hits gain +1S for each Full Rank (and our 'Full Rank' is 3 wide), you can turn this into 3x In10 S6 or S7 hits. These are inflicted into the Unit, so you can't (normally) target these. If however one of your characters gets hinslef into a challenge - that is where the impact hit is going. This can help turn an iffy challenge into a win - enemy characters forced to accept a challenge can take a nast auto S7 before the fight, dropping their first wound. A comical situation to keep up your sleeve can arrise if you have a Unicorn in the second rank, and the opponent champion issues a challenge. Damsel accepts the challenge, the S4 Unicorn then gets an extra Strength FOR EACH FULL RANK AFTER THE FIRST (Even though she is actually helping form up the second rank!). This means a S7 or better Initiative 10 hit will take out the champion, leaving the rest of the knights to open up on the intended targets.

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    "Since it is so likely that children will meet cruel enemies, let them at least have heard of brave knights and heroic courage"... CS Lewis

    The post was edited 2 times, last by Jurid ().

  • Subscribed! Newbie general here eagerly awaiting more walls of text :)

    Just a quick suggestion: Use the proper names, i.e. Yeoman Outriders instead of Yeomen Outriders and The Green Knight instead of Green Knight so that they're linked automatically to the lexicon. Even the army book get it wrong sometimes (Yeomen vs. Yeoman) but it helps a newbie like me to look it up.
    Currently posting a lot of Dread Elf WIP pictures over at: MrMossevig's Painting League 2019 - The Year of the Dragon

    My previous KoE project and complete army pictures: Army of Celeste
  • Wow tons of useful details I had not yet found in here! Thanks brother. I have a few questions:

    -unicorn doesn't seem to effect QKs strider ability.. or am I missing something?

    -peg knights all your references show these as mv7 due to barding. My book shows 2 movement values each with a barding value. Are these not mv9 (8) ?


    -Lastly this is probably better off elsewhere but whats the accepted deployment strategy for a generic KOE list which includes trebuchets, as far as the blessing goes? I mean to say it seems logical to drop your entire force to cancel your opponents bonus and bring it back to unmodified d6 for first turn. Right? Or does this vary based on scout/vanguard units quite a bit?

    Thanks for this topic btw
    AVOIDANCE FAILS 28% OF THE TIME FOLKS. -SE
    Undying Deathstar Construction Inc.
  • Stygian wrote:


    -unicorn doesn't seem to effect QKs strider ability.. or am I missing something?
    Unicorns have Forest Strider by themselves so they can keep up with Knights of the Quest through the woods, whereas a Damsel on a pony would be in minor danger of breaking her nails on a tree

    Marcos24 wrote:

    I like when my opponent drops everything. It allows me to deploy in a way that counters his or allows me to hide single model characters if needed
    Thing is, the opponent really have no incentive to do so since they know we never get a bonus for doing so ourself. In my experience you'll just alternate drops until they have 4 or 5 drops left at which point they will drop and snag the first turn.
    I haz a blog! the-ninth-age.com/blog/index.p…-the-moment-aslo-batreps/.

    Mostly KoE and ID stuff. Now also some Void
  • Petterwass wrote:

    Stygian wrote:

    -unicorn doesn't seem to effect QKs strider ability.. or am I missing something?
    Unicorns have Forest Strider by themselves so they can keep up with Knights of the Quest through the woods, whereas a Damsel on a pony would be in minor danger of breaking her nails on a tree

    Marcos24 wrote:

    I like when my opponent drops everything. It allows me to deploy in a way that counters his or allows me to hide single model characters if needed
    Thing is, the opponent really have no incentive to do so since they know we never get a bonus for doing so ourself. In my experience you'll just alternate drops until they have 4 or 5 drops left at which point they will drop and snag the first turn.
    Ok I see. Silly damsels.

    Yea thats kinda where I was going on deployment. Its what I do but now that I'm delving into KOE I have the opposite perspective :D
    So do you think that dropping the whole force is usually the better play with this army? Considering you get the full blessing and a 50/50 shot at first turn?
    AVOIDANCE FAILS 28% OF THE TIME FOLKS. -SE
    Undying Deathstar Construction Inc.
  • yeah you can do the same.
    Drop alternate and right before he wants to place everything you place everything and it is a draw :/

    It is sad somehow.

    Counter thrust is an awesome mod for KoE though. Really loved it yesterday

                    

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  • Stygian wrote:

    ...Peg Knights all your references show these as mv7 due to barding. My book shows 2 movement values each with a barding value. Are these not mv9 (8) ?
    Thanks. Was writing Peg Paladin and Peg Knight together and lost track. Will hopefully be completing part 1 today and will make the correction.

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    "Since it is so likely that children will meet cruel enemies, let them at least have heard of brave knights and heroic courage"... CS Lewis

  • Have Completed Units Component of Guide. Next Few Days Will be slightly faster looking at all the Oaths, Virtues, Blessings, and Equippment Options.

    For Future Reference, for anyone crazy enough to write a guide - apparently there is a 30,000 character limit per post.

    Cheers

    Juird

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    "Since it is so likely that children will meet cruel enemies, let them at least have heard of brave knights and heroic courage"... CS Lewis

  • Questing Knights are sadly not that good at killing War Platforms, especially not once inside a horde. Since at most 2 and usually only a single rank of Questing knights will be able to strike the War Platform
    I haz a blog! the-ninth-age.com/blog/index.p…-the-moment-aslo-batreps/.

    Mostly KoE and ID stuff. Now also some Void