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Terrain
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| RESOURCES
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| ARMIES
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by Anthony Reynolds
I think one of the main strengths of the Bretonnians
is that they appeal to so many people. I’d go out on a
limb to say that pretty much everyone who likes Warhammer probably
thinks that Knights, castles, and medieval battles are pretty
cool. Even people who don’t know about Warhammer (gasp!)
think that castles and Knights are pretty cool. Girlfriends and
non-hobbyists can appreciate ranks of Knights, rather than giggling
at funny little green men or asking why that guy has such a long
neck (“That’s a banner on his back with a skull on
top, dear” – true story). Just like the Lizardmen
appealed to me because I liked playing with toy dinosaurs when
I was little, the Bretonnians appeal to me because I used to
like playing with toy knights. I reckon lots of people would
agree with me. Simple as that really. Knights are cool.
Right,
now that I have established that fact, on to the latest version
of the army book itself. Long before any work was done
on the book, lots of decisions about the Bretonnians were made,
and a long list of questions were answered. How did we want to
portray the Bretonnians in this incarnation? What miniatures
would be included in the new range? Did the forces of Bretonnia
need some new troops? Which troops needed to be revised? Who
ate the last pie? What’s that smell?
Just by flicking through the Bretonnian book, you may notice
that Bretonnia seems to be a slightly darker place than it has
been in recent years. The Peasants look a little bit more hunched,
ugly, and downtrodden (insert joke about the “closeness” of
rural families here). The Knights are still shining paragons
of virtue who fight against the horror of the world, but they
are a bit more hardened and gritty than before. The castles look
a little more Gormenghast or Jabberwocky than Disney. This change
of style was a conscious decision made early on in the project,
and we felt that the grittier feel is more in keeping with the
Warhammer world. Now, no one wanted the pendulum to swing so
far that Bretonnian Knights were depraved, arrogant, and corrupt,
but darkening up their lives a little would make them more interesting
and able to gel better with the rest of the game’s setting.
We thought that emphasizing the contrasts of Bretonnia would
function to convey the character of the place. The Knights make
the Peasants look even more destitute than before, and the Peasants
make the Knights look even more saintly and heroic. This contrast
is shown beautifully in the artwork in the book – the artists
really have outdone themselves once again.
The Blessing of the Lady in the past gave protection from shots
aimed at the precious Knights. The Bretonnians now have a war
machine of their own and more things capable of taking out enemy
missile troops and war machines (namely Pegasus Knights). One
thing we never particularly liked about the old version of the
Lady’s Blessing was that Bretonnian armies would pray to
their goddess only when they were facing a missile-heavy opponent.
If they were facing an army with little or no missile fire (and
that is quite a few armies, including Chaos in its various guises
and Vampire Counts), then the Bretonnians wouldn’t pray
(why would they bother? Their goddess only helps them out against
shooty enemies). Thus, the old version of the Lady’s Blessing
didn’t really ring true to us. The Knights should want
the Lady’s Blessing whenever they fought a battle, surely.
Therefore,
we wanted the Blessing to be useful against any enemy. The Blessing
turned out to be the part of the Bretonnians that
underwent the most change from our early drafts. One early set
of rules mechanics involved units generating “Blessing
Dice,” with some units generating more than others and
various levels of effect. While we quite liked these rules, they
did turn out to be a bit of a pain to keep track of. These rules
also encouraged armies to include the same types of units (the
ones that generated a lot of Blessing Dice). In the end, we opted
for a fairly simple system, which we believe creates the right
feel.
To make the Blessing more universally useful, we
decided to change it to a general ward save. This rule keeps
things nice
and easy
and also allows the Lady’s Blessing to have an effect against
any opponent. We decided that the ward save should get better
against stronger attacks to simulate the Lady giving more protection
against particularly dangerous foes – Dragons, Cannon,
and mighty Heroes. We also liked the fact that the Bretonnian
player would make the roll for his Blessing ward save. It’s
very satisfying for a Bretonnian player to be able to shout, “The
Lady saved me,” when he makes the roll.

Along with the Blessing, the Lance formation was the main thing
that gave us a headache with the Bretonnian project. For months,
we tossed around ideas for the Lance formation in our heads and
tried to figure out ways for it to work more simply and more
in line with the main rules. The problem was that the old triangular
Lance formation, while looking lovely on the battlefield, was
irritating. We pulled our hair out trying to keep the look of
the old Lance formation but came to the conclusion that it was
just too problematic. In a game of squares and rectangles, triangles
just do not work. A nice, simple rule would be easier and quicker
and would have a lot less room for confusion and misinterpretation.
We also found in the past that the Lance formation really had
no drawbacks. Strangely, it was a very solid defensive formation
as well as devastating on the charge. We much prefer the idea
of the Lance being devastating when charging but highly vulnerable
when charged itself. Bretonnian players must be careful not to
be caught out of position or outmaneuvered, or they’ll
find themselves in trouble.
The formation that we ended up with is pretty much a mix of the
old rules and a normal formation of troops. Basically, the Knights
are arranged into ranks of three. In most respects, the Knights
are treated like a normal unit, albeit a longer, thinner one
than normal. As such, Knights in Lance formation follow most
of the rules for a normal unit (including moving and flanks),
with a few exceptions. Mainly, when a Lance unit charges, not
only does the front rank fight, but everyone up the sides does
so as well. In playtesting, everyone found this new Lance to
their liking, as it was much easier to play than the old one,
with pretty much the same results. Playing with the unit suddenly
became more tactical as well. Bretonnian players now have (large)
flanks to protect and really don’t want to get bogged down
in protracted combats.
On
to Bretonnian Designer's Notes: Part 2
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