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Set up your main army with whatever infantry line you want, then have 2-4 extra lords following them with cavalry. You don’t have supply upkeep increases like other factions, so you can have quite a few lords running about sucking up experience. The infantry army engages and the cavalry come in from the sidelines to flank the enemy.
At least that’s how I start off with them.
Bretonia aka Baguette Mongols.
1) At start. spam mounted archers they are the only peasant unit that worth its cost. For melee use heroes (lord, captains and witches). Take lord skills accordingly (mounted archers+reduce peasant upkeep)
2) When you research vows, start adding knights (make sure you have sufficient vow for your chosen kinights or you will go bankrupt fast).They all pretty much the same, just pay attention to whether they are Anti-Inf or Anti-Large. You will need both in equal proportions.
3) Make sure you never ever over peasant limit
4) Try not to lose settlements in the early game. Bretonnia's economy is pretty hard to build up initially.
5) Also, pay attention to Chivalry. Its penalties are not fatal, but better have bonuses than penalties. So do not attack fellow Bretonnians at start - it is better to confederate them via researching diplomacy branch.
P.S. oh, and also you have to listen to this when playing them for true experience: https://www.youtube.com/watch?v=sLr1GZ5oI2Y :)
1. Lords and Paladins have a vow system. Don't forget to set their vows. Unfortunately, there aren't reminders, so you'll just have to remember to micromanage this aspect yourself. The easiest tier 1 vow is probably the buildings one. The easiest tier 2 vow is winning a battle at sea. The easiest tier 3 vow is killing/wounding 5 enemy Lords (basically involves winning 5 battles)
2. Replace all your ranged with blessed field trebuchets when you can. They don't do friendly fire damage so you can fire into your own units' melee.
3. Your infantry suck. I don't think it's even worth keeping them in late game armies. I'd rather just use Paladins as my frontline melee. An effective late game army that's worked for me is Lord + 2 paladins + 1 mage (life is my favorite) + 4 grail knights + 4 grail guardians + 4 royal hippogriphs + 4 blessed field trebuchets
4. High level Louen is pretty much invincible due to his regeneration. Don't be afraid to send him in first, then use your trebuchets and knights on the inevitable blobs that form
5. Use diplomacy to your advantage. When you confederate (which can happen every few turns) you get a huge strength boost. You'll probably end up disbanding a lot of the armies to save cost, but use the temporary strength to ask for diplomatic favors or make peace with unfavorable wars.
6. Don't neglect the apothecary buildings. Bretonnia doesn't have many inherent replenishment options, so getting buildings to increase replenishment is super helpful
7. Bretonnia doesn't get the supply lines penalty for extra Lords. So you can easily bring a second army full of cheap peasants/spearmen designed to be the anvil for your main army as hammer
hmm that's all i can think of for now. Try to limit the number of wars you fight at a time. Use the strength boost you get when confederate to close off fronts if you're fighting multiple wars
Once you hit T3, things start to change. Brettonian knights are powerful. Very powerful. At T4, it's even more so. You can replace your frontline infantry /entirely/ with Questing Knights. Yes, it's a cav unit meant to hold the line, not cycle charge.
Once you hit T5, all bets are off. Blessed Field Trebuchets don't do friendly fire, so you can have them firing right into your own units no problem. Grail Knights are ridiculous and have Perfect Vigor. Grail Guardians are like Questing Knights turned up to 11...with Perfect Vigor. Royal Pegasus Knights are flying Grail Knights. And Hippogryph Knights are the masters of stunlocking entire units.
The cavalry is well supported by Lore of Life, as fewer units with more HP is more opportunity to heal them back up. And Dwellers Below is a very good spell for removing other cavalry that's being irritating.
As they level, complete vows, and you do more of the chivalry research techs, your lords and paladins will get stronger and stronger, even without leveling up, leading to situations where the only reasonable way to beat them is to wipe out the army to make them retreat due to army losses. This doesn't work against Repanse, as she gets Unbreakable at mid levels.
the archers are expensive, decent for their cost, but have ♥♥♥♥ morale.
The trick, if you insist on infantry armies, is to use more melee than ranged and youcan play on strength of both. and to ALWAYS bring at least 2 armies.
but basically the key to brettonia is knight errant which is a unit that punches well above its cost, combine it with the infantry, trebuchets or more knight errants and mow don your enemies.
Baguette mongols are a fearsome enemy.
Vs humans you might have issues in that high tier all your units are large melee which is easy to counter. AI doesnt understand that so its not an issue
(they should give grail guardians +25 vs infantry to make it useful and give brettonia an answer to the unit that answers most of their roster)
2. You've got to figure out vows - its how you unlock higher tier units
3. You've got a good economy and no supply lines so spam everything
4. I strongly disagree with the above poster who would have you avoid archers. I think Bret archers are great.
5. Your infantry's weak point is their morale, so if you must play Bretonnia AND you must use their infantry, then you must use relics. Its the only thing that can still their qualing hearts long enough to get in a hit or two before they start mewling for The Lady and running away.
6. play Riekland instead
Edit. You're vs your.
Put 10 of them in every army and get 6 armies and win.