Bretonnia is the largest and most powerful nation of men in the Old World, after The Empire. They are less technologically advanced than their neighbours, but are sheltered and protected by their geography. Bretonnian society has a strict division between the nobles and knights, and the lowly peasants who often live in squalor. The race is strongly based on arthurian legends and medieval France. Their armies consist of more numerous, cheaper peasant units fighting alongside a variety of powerful knights.
- 1 Download links and development info
- 2 How they play
- 3 Background
- 4 In Battle
- 5 In the Campaign
- 5.1 Subfactions
- 5.2 Legendary Lord Choices
- 5.3 Peasant Economy
- 5.4 Chivalry
- 5.5 The Green Knight
- 5.6 Lance Formation
- 5.7 Buildings
- 5.8 Technology
- 5.9 Inventory
- 5.10 Stances
- 5.11 Post-battle options
- 5.12 Settlement options
- 5.13 Commandments
- 5.14 Climate preferences
- 5.15 Regional occupation
- 5.16 Dilemmas and Events
- 5.17 Start Position
- 5.18 Victory Conditions
- 6 Bretonnian Kingdoms
- 7 Videos
- 8 Strategy
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Bretonnia and their subfactions can be downloaded free from steam here.
Bretonnia used to only be playable in custom battles and multiplayer, not in the campaign, until they were released as a free playable race in the Bretonnia Update. This update also added many new units to Bretonnia's roster, including some units created by CA which did not appear in Warhammer lore.
How they play[edit | edit source]
A summary of Bretonnia gameplay:
- Units: Strong knight cavalry, backed up by cheap peasant infantry. Plenty of flying units.
- Regiments of Renown: These are unique, more elite versions of regular Bretonnia units.
- Chivalry: Noble actions provide faction-wide bonuses, while acting unchivalrously incurs penalties.
- The Green Knight: A unique hero unit that becomes available to summon after reaching certain thresholds of chivalry.
- Peasant Economy: Peasants both work the land, and also fight in armies. Recruiting too many peasant units hampers your economy.
- Lance Formation: This special formation, unique to Bretonnia, allows their cavalry to pierce through enemy lines.
Background[edit | edit source]
|“||We have prayed to the Lady, she has given us her Blessing. Ready your lances and charge!||„|
Bretonnia is the second largest nation of men after the Empire. It is a feudal society protected by hosts of knights, considered by many to be the most powerful heavy cavalry in the Old World. Bretonnia also has an underclass of oppressed peasant serfs, who are recruited as archers and spearmen-at-arms who act as a more expendable meatshield for elite knights.It is located to the west of Sigmar’s lands, separated from them by the southern and northern Grey Mountains. The nations trade via several critical mountain passes and on the whole relations remain cordial, although they have gone to war many times in their turbulent history. Bretonnia is a feudal society, split between the savagely poor majority and the rich nobles with their gallant Knights standing above the filthy rabble. In theory, the Knights of Bretonnia - the flower of its military - have a code of chivalry that forms an unbreakable duty to protect its citizens. In practice, Knights are often selfish, greedy, political creatures, more interested in procuring the shiniest armour and attending tournaments than safeguarding the basic needs of the smallfolk.
However, when the Knights of Bretonnia do go to war they are undeniably proficient. They are considered the most powerful heavy cavalry in the Old World by many, although no doubt the Knightly Orders of the Empire would contest this. Armies of Bretonnia contain Knights of various stages and statuses. The Knights of the Realm are the most numerous, but there are the more exotic Pegasus Knights, as well as many others who have received visions from the Lady, the Goddess of Bretonnia, to seek her out. Finally, there are the Grail Knights, those who have found the Lady and supped from her mythical Grail to become something more than mortal. For them, earthly desires such as wealth and political aspirations no longer matter. All they care about is the chivalric code, in the truest sense of the word.
However, a Bretonnian army rarely consists of Knights alone - squires and men-at-arms form ranks of solid, if unremarkable, foot troops and peasant levies are provided to soak up damage from unchivalrous cannons and other ranged devices. Although the Knights are only too happy for their own side to field large trebuchets, they would never dirty their own hands in such cowardly ways. And so it is the Knights of Bretonnia march forth with lances dipped, and a prayer to the Lady on their lips!
In Battle[edit | edit source]
Unit Roster[edit | edit source]
- Main article: Bretonnia unit roster.
The Bretonnian unit roster is focused mostly on heavy cavalry, and this where their killing power comes from. However it would be a mistake to ignore Peasant Bowmen or Spearmen-at-Arms who provide an important shield for valuable units of Knights of the Realm and Grail Knights. Bretonnia also has many powerful flying units such as Pegasus Knights, and even some monstrous units such as Hippogryph Knights. King Louen Leoncoeur himself has the valuable regeneration ability.
Regiments of Renown[edit | edit source]
Bretonnia has several Regiments of Renown available. These are elite, unique versions of standard Bretonnia units. They were added for free in the Foundation Update. Players must sign up for / log into Total War Access, to get the regiments of renown for free.
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In the Campaign[edit | edit source]
Bretonnia are a normal, non-horde faction who control settlements and provinces.
Subfactions[edit | edit source]
|Bordeleaux, led by Alberic de Bordeleaux|
|Carcassonne, led by Fay Enchantress|
Legendary Lord Choices[edit | edit source]
Legendary Lords for the Bretonnia faction:
- King Louen Leoncoeur – a powerful melee fighter and army leader who can ride a flying monster.
Peasant Economy[edit | edit source]
- Main article: Peasant Economy.
The Peasant Economy of Bretonnia puts a limit on how many peasant units can be recruited into armies. Going over this limit will incur penalties. Occupying new settlements increases the limit.
Chivalry[edit | edit source]
- Main article: Chivalry.
Chivalry is a campaign mechanic whereby certain actions increase chivalry and provide faction-wide bonuses in tiers. If chivalry drops too low, it will incur penalties instead. Chivalry is tied to Bretonnia's victory conditions.
The Green Knight[edit | edit source]
He is also available in multiplayer matchmaking and custom battles.
Lance Formation[edit | edit source]
- Main article: Lance Formation
Lance Formation is a unit ability on certain Bretonnian cavalry which confers bonuses and allows them to pierce enemy lines. They are the only race who can change formation like this.
Buildings[edit | edit source]
- Main article: Bretonnia buildings.
Also shared by subfactions.
Technology[edit | edit source]
- Main article: Bretonnia tech tree.
Inventory[edit | edit source]
Stances[edit | edit source]
Post-battle options[edit | edit source]
- Main article: Bretonnia post-battle options.
Settlement options[edit | edit source]
- Main article: Bretonnia settlement options
Commandments[edit | edit source]
- Main article: Bretonnia commandments.
Climate preferences[edit | edit source]
Bretonnia climate preferences for settlements in Total War: Warhammer II:
- Habitable: Temperate, Savannah, Desert
- Unpleasant: Mountain, Temperate Island
- Uninhabitable: Wasteland, Chaotic Wasteland, Frozen, Magical Forest
Regional occupation[edit | edit source]
Under the regional occupation system of Total War: Warhammer, Bretonnia can only occupy temperate lowland provinces. They cannot occupy mountains/badlands areas which are restricted to the Greenskin Tribes and Dwarf Realms. Nor can they occupy the Norscan peninsula.
Dilemmas and Events[edit | edit source]
Start Position[edit | edit source]
The Bretonnia faction starts in the Couronne.
Victory Conditions[edit | edit source]
- Ultimate Campaign Victory (Old World Campaign)
- Attain 1,000 Chivalry
- Complete the final Errantry War battle
- Ultimate Campaign Victory (Mortal Empires Campaign)
- Attain 2,000 chivalry
- Complete the final Errantry War battle
Bretonnian Kingdoms[edit | edit source]
In the campaign, many minor AI factions are grouped together into the Bretonnian Kingdoms race
Total War: Warhammer[edit | edit source]
The Old World
The Season of Revelation
Total War: Warhammer II[edit | edit source]
The Eye of the Vortex / Mortal Empires
Mortal Empires also includes all the minor factions from The Old World campaign.
Chaos Invasion[edit | edit source]
Videos[edit | edit source]
Bretonnia trailer[edit | edit source]
Strategy[edit | edit source]
- Bretonnian AI factions in the grand campaign game tend to recruit masses of Knights.
- Bretonnia has a highly defensible position. To the east they are sheltered by the Grey Mountains, which can only be crossed through two narrow passes. Kislev and The Empire provinces/factions tend to bear the brunt of Chaos Invasions originating from the Chaos Wastes in the far northeast. They are also on the other side of the map from most Greenskins factions. To the south is only the Kingdom of Estalia and Khazrak the One-Eye's Beastmen Horde. However, within Bretonnia in the province of Lyonesse lies the Mousillon faction of Vampire Counts which can cause problems if left unchecked.
- The Bretonnian have a unique race mechanic that limits the amount of peasant units they can have without economic repercussions. Lords with Vows can take large quantities of knights to avoid the economic repercussions of peasant units.
- Farms are a primary source of income and units. Farms allow the recruitment of peasant archers and increases the amount of peasant units that can be recruited faction wide.
- Bretonnian factions(Bretonnia, Bordleax, and Couronne) have technology that is required to confederate the other major and minor factions of Bretonnia. The technology provides a large bonus to relationships and makes it easier to confederate. There is also technology to provide bonuses against enemy factions at the cost of diplomatic relations.