Well, been playing my Khorne Mortals for a while, and wanted to get an army with at least a slightly different feel. I don't want to be known as one of those typical Bret players either, so I went somewhat peasant heavy for this list. I'm sure I'd want to try out Grail Knights eventually, but I just didn't have room for them here.
Anyway, since I've never played Brets, and only rarely plaid against them, I'd love to get commentary on the following 2250 pt list:
CHARACTERS
Lord, Lance, Shield, Grail Vow, Cuirass of Fortune, Mantle of Damsel Elena, Tress of Isoulde, Virtue of Knightly Temper. 268 pts.
Paladin, BSB, Sword of Might, Gromril Great Helm. 126 pts.
Paladin, Questing Vow, Great Weapon, Insignia of the Quest, Virtue of Epathy. 112 pts
Damsel #1, Level 2, Chalice of Malfleur, Dispel Scroll. 150 pts.
Damsel #2, Level 2, Silver Mirror. 145 pts.
CORE
8 Knights of the Realm, Full Command, Twilight Banner. (Lord goes here) 241 pts.
8 Knights of the Realm, Full Command, War Banner. (BSB goes here) 241 pts.
6 Knights Errant, Full Command, Errantry Banner. 161 pts.
23 Men at Arms, full command. (Foot pally and Damsel #1 go here). 142 pts.
11 Peasant Bowmen, Skirmishers, Villein, Musician, Braziers. 92.
SPECIAL
4 Pegasus Knights, Musician. 230 pts.
Grail Reliquae + 20 Battle Pilgrims. (Damsel #2 goes here). 244 pts.
RARE
1 Trebuchet, with Yoeman Craftsman crew upgrade. 100 pts.
Total: 2250 pts.
Basically, the plan is for the sorceresses to use lore of beasts and cast cast bear's anger on themselves, to help give the units they are in some extra bite in HTH. I probably could've gotten away with leaving them L1 for that, but I wanted some added flexibility with them, so that if they get another good spell, they can use it sometimes. (the charge spell for cav, the magic missile, etc.)
The lord is hopefully set up to be a bit of a walking blender against just about anything, whether it's R&F, or if he's going against a single big nasty, he can fire off the tress, and just about guarantee a large number of wounds. BSB loadout is to give him as good a defense as possible (2+ rerollable armor save + blessing save), plus some offense that lasts, with the sword of might. The foot paladin is there to give the Men at Arms some bite since he hits at S6, and the insignia of the quest is there to keep him alive as long as possible.
The knight units will actually be used in conjunction with the infantry as much as possible, especially the BSB's lance, who I doubly want to keep within 12" of the Grail Reliquae unit so they can re-roll their stubborn check.
Anyway, comments from the more experienced?