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Quick question. Why do you play above normal battle difficulty, and then complain about poor unit performance? Anything above normal battle difficulty breaks unit balance. The choice to break unit balance is yours. It has nothing to do with the factions units performing badly.
There are plenty of units in this game that are not on table top (Hippogriff nights for example). That is a ridiculous reason to not consider expanding the roster.
Templar Crusader
Pristesses of Shallya
THE HERMIT KNIGHT OF MALMONT
Herrimaults
Faceless
BERTRAND THE BRIGAND
TRISTAN THE TROUBADOUR And Jules the Jester
ODO D'OUTREMER And Suliman the Saracen
BOHEMOND THE BEASTSLAYER Duke of Bastonne
TANCRED II Duke of Quenelles
ARMAND D'AQUITAINE Duke of Aquitaine
SIR AMALRIC OF GAUDARON Bane of the Undead
units
Brigands (infantry) - unemployed knights
Truffel Hounds (war beast) - dogs
spirits of the fay (ethereal unit) - ghostmen with swords
SACROSANCTUM OF THE LADY (chariot) - grail alter on chariot
Ballista (art) - bolt thrower
Mangonels (art) - catapult (wheeled)
BOMBARDS (art) - cannon
(WALL WARDENS - peasant variant)
imo if we were to get them, it would be with a Araby race pack so not likely but hopefully a modder with blender skills will add some of them
Arblastier have been removed since 3rd ed so not sure about crossbows but if the bombard is allowed i dont see why not
Changes to existing units:
1. Archers gain the one-time ability to deploy spikes anywhere on the battlefield: The spikes would have the same effect they had in other total wars, but would not be limited to deployment faze, so they could be used offensively as well.
2. Peasant Archers get AP (this dose not apply to fire or pox version)
3. Pole Arms moved to Tier 3
4. Questing Knights are changed to anti-large (this would be a complementary change in response to a new unit I list in the next section). This change makes this unit much more lore accurate, and provides the Brets with an option for an elite anti-large AP unit that is melee based instead of shock. The only current unit the Brets have for anti large AP melee options are Pole-arms. It would be nice to have an alternative elite option for later in-game, or for support of Pole-arms.
New Units:
1. Men-at-arms crossbows: This is one that has really been getting to me after "Hunter and the Beast" DLC dropped. If The Empire can have archers and huntsmen added to a roster that already has muskets and crossbows, then I have a very hard time understanding why on earth the Brets cant have crossbows added to their roster. Also, as far as the unit aesthetic, I just think they could be the standard men-at-arm models, but with their tower shield on their back and a crossbow; simple and cool looking. (if this unit got added, then I would say making Peasant Archers AP becomes unnecessary, so it would be one or the other)
2. Knight of the Realm, shields and hammers: This unit would be anti infantry and have AP damage, as well as being Melee cav. The rest of the stats would be comparable to the lance variant. The look is simply Knights of the Realm, just with one handed war-hammers instead of lances.(this would be a complement to changing Questing Knights to anti large). Adding this unit would finally help the Brets feel like the unique cavalry dominate faction they should be, due to this being a unique unit type that the empire doesn't have access to.
3. Grail War Shrine: This is one i thought of in response to the MP motivated nerf to Life Blood. I totally understand that CA has to keep MP balanced, but the Brets really needed Life Blood the way it was; not only for the battlefield effects, but also because of how bad their campaign map replenishment is. Sometime you don't have the time to just make more units before you get in another fight, so healing your units in battle is the only way to achieve army longevity. This unit would act like a mortis engine, but instead of causing a damage aura when in combat, it would have a healing aura. This unit would be a large, high mass, four wheel cart with Fleur-de-lis blades on the wheel caps. There would be a large effigy of The Lady on it, along with skulls, candles, holy seals and just general "culty looking" stuff. There would be 5 battle pilgrims, 4 with crossbows and one driver. Propulsion could be two large two armoured oxen. This unit would have a high charge bonus with AP and anti-infantry, and would act much like a giant chariot; requiring heavy mirco to use effectively. This unit would solve a problem that i really do think the Brets roster has right now, which is no access to a single entity unit that can tank/ support. And as I've stated before, when looking at how the other faction's rosters are expanding with power creep, balance should not be an argument with the inclusion of this unit; it's really nothing crazy.
4. Bolt Thrower: this would give the Brets an option for AL and AP range to help them against the growing amount of single entity super units that are, and will be found on the battle filed in the future. You can only do so much when the core of your AL in shock cavalry that requires cycle charging.
New Hero Type:
Grail Firar:
1. A support hero that would focus on buffs to peasant units and moral. Mount option could be the Grail War Shrine unit.
New Lore:
1. Lore of Light Damsel and Prophetess: this is another thing that just seems like something the Brets should already have. Lore of Light matches them perfectly. The fact that the Empire has access to 7 lores, on top of having warrior priests and arch lectors, in addition to the roster they have, makes this a very reasonable request.
Campaign Mechanic:
1. Office system: The Brets need to be able to appoint Dukes to the various dukedoms once they are under player control. These offices would provide various faction wide benefits just like the Vampires admirals do. I'm sure the devs could come up with a hand full of balanced perks for this.
2. Monster Hunt mechanic: This would be something similar to the Norsca monster hunt mechanic, but would expand on the existing vows system. By slaying monsters in battle(and in quest battles like Norsca possibly) your Lord could gain certain vows and traits that grant bonuses to his army.
Okay. I must say (now that I have perused your offering even more (slow reader) I disagree that the knights of the realm should be equipped with hammers. The whole point and lore (I believe) with the knights of the realm is that they have been called from their various fiefs to combat some dire threat to Bretonnia at large. En masse lances are more effective than hammers (or swords).
AP archers are unusual in the first place (it seems to be almost exclusively an elf thing, possibly to represent their aim being precise enough to aim for gaps in the armour). Having AP on ranged units which can arc their shots is extremely powerful, and definitely isn't something that belongs on a T1 unit in a non-ranged faction.
Even Tzeentch (also a ranged faction) lost its AP on Horrors prior to Immortal Empires being released, because having it on such low-tier, spammable ranged infantry simply wasn't good for balance or fun to fight against.
Their lords are quite strong for sure, paladins are even more. But the vows system is getting outdated imo, not necessarily because of the rewards but more about the options to complete these vows.
I don't think the faction is more dull to play than some others like lizardmen or beastmen. The thing that makes the whole campaign dull is the lack of meaningful campaign events (popping at the beginning of your turn) and the lack of a feeling that your lords and heroes are unique important knights and living saints (even the green knight lacks some identity).
Corporate needs you to find the difference between these 2 factions.
the issue with foot knights is that squires have been used to replace them instead of them being skirmisher heavy archers, if squires are reworked foot knights would be fine with the knightly vow upkeep lock to stop rank 1 lord spamming
The sausage-eaters powered by anime gunpowder are far more boring. Late medieval weaponry is pure heresy, as expected of imperial hypocrites who in their so broad minds profess to be better than all their rowdier neighbours. Imagine the 'freemen' even dwarfs took pity on.
That said, CA's/GW's Bretonnia is basically the worst version of themselves, and probably ranks at the bottom of Arthurian retellings. Their struggle of right against might is utterly intangible...
Problem is, its not their decision alone.. games workshop has to allow it.
It just happend with the nuln ironsides in thrones of decay.
They originally had repeater handguns but games workshop came in and said no cause of lore reasons, so CA had to take them away and now theyre just handgunners with armor.
Thats the reality.
Wasn't that a failure on CA's part? They could just ask GW to allow it as Nuln Ironsides (Repeater Handguns) variant?