Bretonnia Race Rework for 6.2 - FLC Content

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25 days ago
Apr 20, 2025, 4:51:23 PM

Campaign Mechanics: 

✝️ Crusade Mechanic: The Errantry Wars

Implement a Crusade system, reminiscent of the Errantry Wars, enabling Bretonnian lords to embark on holy campaigns against designated foes. Success would grant unique rewards, bolster Chivalry, and enhance the reputation of participating lords.​
- Imagine a mechanic similar to the Wgah one, but with a few key differences. Once you designate a Crusade target, your armies get a bonus to their Leadership against the target, and you also get more Chivalry for enacting the Crusade against that specific race, while you also get reduced attrition against the target's weather attrition (not Chaos attrition). You don't get any bonus units or anything similar, but in a sense, you get the effects of what's currently inside the Bretonnia tech tree, which is quite necessary today for you to pursue your nearby threats. 
At the end of the Crusade, the faction receives a temporary bonus based on the type of race you defeated. 

⚖️ Chivalry System Overhaul

Revamp the Chivalry mechanic to be more dynamic and impactful. 
Actions such as:

  • Aiding fellow Bretonnian factions

  • Giving land back to other Bretonnian factions

  • Defeating chaos-aligned, greenskin, and undead enemies

  • Completing Crusades

- Would yield Chivalry points, influencing diplomatic relations and unlocking faction-wide benefits.
- Remove the progress associated with the Green Knight and shift the leadership benefits to the Crusade mechanic as mentioned earlier. 
- Higher Chivalry could unlock an upgraded version for your Lance Formation.

🛡️ Revamp the Generic Lord and Hero skill trees

It's too detailed to be added here. Paladins should have a skill line similar to that of the Empire Captain, focusing on making your armies slightly more effective, while Damsels will have options to either boost their magic or the peasant units in the army. 


🌟 Allow them to conquer an unsuitable climate

What usually happens after Bretonnia consolidates its land, they have nowhere to expand to other than conquering the Empire, which would be quite not roleful. What I suggest would be that, in a similar way that Boris can wipe out the effects of a climate when devotion stays high, that could apply to Bretonnia as well, making their Crusades more thematic and their late game scenarios so much more diverse and interesting. 



Heroes and Lords: Embodiments of Virtue

The Green Knight: A Living Legend

Elevate the Green Knight to a permanent Legendary Hero with a unique skill tree, reflecting his ethereal nature and pivotal role in Bretonnian lore. 

While I get the debate in the community that suggests that the Green Knight should be a summon ability inside battles (and probably they could be the second best solution), I think that the option of having him as a permanent Legendary Hero with a proper skill tree would be far more benefitial for the faction and not much different that the current implementation since now you just lose the Green Knight for a couple of turns until you can summon him again. 
Having a proper skill tree and unique trait will fill the LH spot for Bretonnia without CA needing to release a DLC for the faction (although it would be quite a pleasant surprise).

New Hero Type: Sergeant-at-Arms

Introduce the Sergeant-at-Arms, a hero specializing in leading and buffing infantry units, having the increased mobility special trait and focusing on buffing rather than doing damage.

 Units and Roster Expansion: 

🗡️ Foot Knights and existing unit variants

Introduce elite infantry units, such as Foot Knights and Foot squires with shields, providing a sturdy frontline to complement Bretonnia's renowned cavalry. 
Foot knights will be a low entity unit similar to the Wrathmongers and Exalted Champions, while the Foot Squires with Shields will offer the faction a better mid-game option with bronze shields to create a decent frontline option.



Vows and Progression: Paths of Honor

⚖️ Rework the Vow System: 

Instead of the tedious system that we have today, where you need to constantly micromanage every single lord and hero, use a similar mechanic as the one implemented for Chaos Warriors and Big Names for Ogres. This will greatly improve the experience, and will be interesting to introduce some random traits to be gained rather than having the same ones with every single hero and lord. 

🌟 Grail Quest: A Hero's Journey

The Grail Quest will be a final stage for the current Vow system. This will only be available for the Knights and Paladins and would be something similar to the current implementation, pursuing a great feat like defeating a specific Greenskin/Undead/Chaos lord, and would only be available once the hero or lord has completed all their previous vows. 
In addition, for the Grail Quest to be completed, Chivalry might be required as a resource similar to the Chaos Warrior, requiring souls for mortals to ascend to Demon Princes. 


Mechanics for Legendary Lords

⚜️ King Louen Leoncoeur

  • Mechanic: Implement a "Unification of Bretonnia" system, where Louen can confederate other Bretonnian factions through diplomacy or conquest, reflecting his role as the unifying monarch. A mechanic similar to the one that Alariele has. When Louen purges the land of Bretonnia from Undead, Chaos, and Greenskin, he'll get public order and growth benefits. 
    - As far as his skill tree goes, a slight adjustment is needed to give him either a specific unit focus (flying cav?) or a reduced upkeep for his Knight units (since they are serving the King of Bretonnia) 

🐟 Alberic de Bordeleaux

  • Mechanic: Give Alberic his unique ship L'Ermite de Sous (pseudo-hoard mechanic), similar to the ones that Vampire Coast has. This would align with his naval playstyle and would also give him a reason to pursue and kill the famous pirates, etc.
    - Also, revamp his skill tree to focus on buffing the early game Knights and Foot squires. Also, fix the fact that he needs to go to Sartossa to get his unique item. 

🌟 Fay Enchantress

  • Mechanic: Develop a "Blessings of the Lady" system where the Fay Enchantress can bestow unique buffs to armies and settlements, reinforcing her mystical influence. Perhaps something similar to Alarielle, since they are two parts of the same coin. 
    - Additionally, the Ice Court training mechanic could be easily implemented for the Damsels and could be exclusive to Fay only. 

🛡️ Repanse de Lyonesse

  • Mechanic: Introduce a "Desert Crusade" system, allowing Repanse to launch holy wars against undead factions, or seal the Books of Nagash, gaining unique rewards and bolstering Chivalry.
    - Additionally, the "Water Supply" mechanic could be slightly improved, offering increased movement range for a couple of turns, indicating that Repanse's armies are fresh.


    Please feel free to add your ideas/suggestions below, and hopefully we can shape together the way that Bretonnia is going to be implemented in its upcoming rework. 

Updated 24 days ago.
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25 days ago
Apr 20, 2025, 5:11:38 PM

Very well said! To be honest I would love to also see a Longbowmen unit for Bretonnia but maybe this should be part of a DLC.

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25 days ago
Apr 20, 2025, 5:22:58 PM

Shadow#6953 wrote:

Very well said! To be honest I would love to also see a Longbowmen unit for Bretonnia but maybe this should be part of a DLC.

This should be a free update that would come with a big DLC since Bretonnia has a lot of stuff in mainline WHFB and supplement media that could be added into TWWIII.

And we also have The Old World with Brets getting stuff like Foot Knights.



KhorneFlakes#3727 wrote:

Campaign Mechanics: 

✝️ Crusade Mechanic: The Errantry Wars

Implement a Crusade system, reminiscent of the Errantry Wars, enabling Bretonnian lords to embark on holy campaigns against designated foes. Success would grant unique rewards, bolster Chivalry, and enhance the reputation of participating lords.​
- Imagine a mechanic similar to the Wgah one, but with a few key differences. Once you designate a Crusade target, your armies get a bonus to their Leadership against the target, and you also get more Chivalry for enacting the Crusade against that specific race, while you also get reduced attrition against the target's weather attrition (not Chaos attrition). You don't get any bonus units or anything similar, but in a sense, you get the effects of what's currently inside the Bretonnia tech tree, which is quite necessary today for you to pursue your nearby threats. 
At the end of the Crusade, the faction receives a temporary bonus based on the type of race you defeated. 

⚖️ Chivalry System Overhaul

Revamp the Chivalry mechanic to be more dynamic and impactful. 
Actions such as:

  • Aiding fellow Bretonnian factions

  • Giving land back to other Bretonnian factions

  • Defeating chaos-aligned, greenskin, and undead enemies

  • Completing Crusades

Would yield Chivalry points, influencing diplomatic relations and unlocking faction-wide benefits - Remove the progress associated with the Green Knight and shift the leadership benefits to the Crusade mechanic as mentioned earlier. 

🛡️ Revamp the Generic Lord and Hero skill trees

It's too detailed to be added here. Paladins should have a skill line similar to that of the Empire Captain, focusing on making your armies slightly more effective, while Damsels will have options to either boost their magic or the peasant units in the army. 



Heroes and Lords: Embodiments of Virtue

The Green Knight: A Living Legend

Elevate the Green Knight to a permanent Legendary Hero with a unique skill tree, reflecting his ethereal nature and pivotal role in Bretonnian lore. 

While I get the debate in the community that suggests that the Green Knight should be a summon ability inside battles (and probably they could be the second best solution), I think that the option of having him as a permanent Legendary Hero with a proper skill tree would be far more benefitial for the faction and not much different that the current implementation since now you just lose the Green Knight for a couple of turns until you can summon him again. 
Having a proper skill tree and unique trait will fill the LH spot for Bretonnia without CA needing to release a DLC for the faction (although it would be quite a pleasant surprise).

New Hero Type: Sergeant-at-Arms

Introduce the Sergeant-at-Arms, a hero specializing in leading and buffing infantry units, having the increased mobility special trait and focusing on buffing rather than doing damage.

 Units and Roster Expansion: 

🗡️ Foot Knights and existing unit variants

Introduce elite infantry units, such as Foot Knights and Foot squires with shields, providing a sturdy frontline to complement Bretonnia's renowned cavalry. 
Foot knights will be a low entity unit similar to the Wrathmongers and Exalted Champions, while the Foot Squires with Shields will offer the faction a better mid-game option with bronze shields to create a decent frontline option.



Vows and Progression: Paths of Honor

⚖️ Rework the Vow System: 

Instead of the tedious system that we have today, where you need to constantly micromanage every single lord and hero, use a similar mechanic as the one implemented for Chaos Warriors and Big Names for Ogres. This will greatly improve the experience, and will be interesting to introduce some random traits to be gained rather than having the same ones with every single hero and lord. 

🌟 Grail Quest: A Hero's Journey

The Grail Quest will be a final stage for the current Vow system. This will only be available for the Knights and Paladins and would be something similar to the current implementation, pursuing a great feat like defeating a specific Greenskin/Undead/Chaos lord, and would only be available once the hero or lord has completed all their previous vows. 
In addition, for the Grail Quest to be completed, Chivalry might be required as a resource similar to the Chaos Warrio,r requiring souls for mortals to ascend to Demon Princes. 


Mechanics for Legendary Lords

⚜️ King Louen Leoncoeur

  • Mechanic: Implement a "Unification of Bretonnia" system, where Louen can confederate other Bretonnian factions through diplomacy or conquest, reflecting his role as the unifying monarch. A mechanic similar to the one that Alariele has. When Louen purges the land of Bretonnia from Undead, Chaos, and Greenskin, he'll get public order and growth benefits. 
    - As far as his skill tree goes, a slight adjustment is needed to give him either a specific unit focus (flying cav?) or a reduced upkeep for his Knight units (since they are serving the King of Bretonnia) 

🐟 Alberic de Bordeleaux

  • Mechanic: Give Alberic a unique ship pseudo-hoard mechanic, similar to the ones that Vampire Coast has. This would align with his naval playstyle and would also give him a reason to pursue and kill the famous pirates, etc.
    - Also, revamp his skill tree to focus on buffing the early game Knights and Foot squires. Also, fix the fact that he needs to go to Sartossa to get his unique item. 

🌟 Fay Enchantress

  • Mechanic: Develop a "Blessings of the Lady" system where the Fay Enchantress can bestow unique buffs to armies and settlements, reinforcing her mystical influence. Perhaps something similar to Alarielle, since they are two parts of the same coin. 
    - Additionally, the Ice Court training mechanic could be easily implemented for the Damsels and could be exclusive to Fay only. 

🛡️ Repanse de Lyonesse

  • Mechanic: Introduce a "Desert Crusade" system, allowing Repanse to launch holy wars against undead factions, or seal the Books of Nagash, gaining unique rewards and bolstering Chivalry.
    - Additionally, the "Water Supply" mechanic could be slightly improved, offering increased movement range for a couple of turns, indicating that Repanse's armies are fresh.


    Please feel free to add your ideas/suggestions below, and hopefully we can shape together the way that Bretonnia is going to be implemented in its upcoming rework. 

In case of Repanse, I would completely remove the Water Supply mechanic since the moment you take over the Araby Desert and build the tombs there, you gain complete desert and sand storm immunities that would make you an absolute nightmare for Tomb Kings.

BTW she shouldn't be dealing with undead (or undead only) but with Chaos (justified since Norscan forces and WoC were her first enemy to dispatch).

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25 days ago
Apr 20, 2025, 6:30:59 PM

Pretty much agree with everything. Squires with Spear&Shield and Longbows (5th edition) would be welcome additions alongside Foot Knights.

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24 days ago
Apr 20, 2025, 8:02:51 PM

dogoska#1535 wrote:

Brettonia requires more provinces and all its dukedoms.bretonnia-political-eng-1.jpg

That would be awesome but let's stay realistic.

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24 days ago
Apr 21, 2025, 12:20:05 AM

These are all amazing ideas, I hope they come to the game

does anyone know when (if ever) the Brettonia rework is happening? I have seen mentions of it but not actually found any concrete evidence

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24 days ago
Apr 21, 2025, 8:02:58 AM

christo-lyzer#5236 wrote:

These are all amazing ideas, I hope they come to the game

does anyone know when (if ever) the Brettonia rework is happening? I have seen mentions of it but not actually found any concrete evidence

They mention they are working on it on one of the Blogs.

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24 days ago
Apr 21, 2025, 10:24:49 AM

Shadow#6953 wrote:

dogoska#1535 wrote:

Brettonia requires more provinces and all its dukedoms.bretonnia-political-eng-1.jpg

That would be awesome but let's stay realistic.

Campaign map enhancements should be demanded.


Kislev is too small as well, and barely anyone even spoke about it. There is room for new factions and settlements in the existing Old World landmass for both Kislev and Bretonnia, just that space hadn't been used optimally.

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24 days ago
Apr 21, 2025, 11:03:24 AM

Shadow#6953 wrote:

dogoska#1535 wrote:

Brettonia requires more provinces and all its dukedoms.bretonnia-political-eng-1.jpg

That would be awesome but let's stay realistic.

It doesn`t take much to add a few more provinces to brettonia, in fact, the game`s map need more provinces overall, but brettonia needs the most, Brettonia is in lore protected and very hard to take down as result of strong navy, good relations with the empire and wood elves and southern realms. Brettonia is so well protected that their biggest foes tend to be norscans, skaven and vampires.

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24 days ago
Apr 21, 2025, 12:01:55 PM

The game needs absolutely NOT more regions, more provinces and more settlements. You are already pretty much hopping from one settlement to the next in one turn. There's no more maneuvering and strategy, just endless strings of settlement battles.


To hell with that!

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24 days ago
Apr 21, 2025, 12:15:39 PM

TainBoCuailinge#8335 wrote:

The game needs absolutely NOT more regions, more provinces and more settlements. You are already pretty much hopping from one settlement to the next in one turn. There's no more maneuvering and strategy, just endless strings of settlement battles.


To hell with that!

At least you have The Old World mod, if that is something that bothers you. More settlements in a certain area means that you will stay for longer fighting in that area, that's the point. It is a problem of AI, garrison size and no significant control consequences that higher settlement density results in settlement hopping. For me personally it feels more rewarding to capture a settlement, rather than leaving an army in the open (especially when dealing with Skaven), even though I understand your perspective.

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24 days ago
Apr 21, 2025, 12:52:36 PM

Herald#9684 wrote:
At least you have The Old World mod, if that is something that bothers you. More settlements in a certain area means that you will stay for longer fighting in that area, that's the point. It is a problem of AI, garrison size and no significant control consequences that higher settlement density results in settlement hopping. For me personally it feels more rewarding to capture a settlement, rather than leaving an army in the open (especially when dealing with Skaven), even though I understand your perspective.

Mod maps are not a good replacement, and have their fair share of issues.


The condensed nature of settlements has detriments towards other systems like Corruption/Attrition in which those mechanics matter much less when you can constantly ensure you can Garrison an army in a settlement and avoid any downsides. Not to mention always having bonus replenishment. Then there’s the tack on effect of more settlements in an area meaning more income, both in the initial taking of settlements and the passive income they grant.


There have been a lot of downsides to the increased settlement density of WH3, and the campaign map feels less strategic because of it. To the point where I hope future games acknowledge this problem and don’t go so large (or at least dense) in scope. 

Updated 24 days ago.
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24 days ago
Apr 21, 2025, 2:06:27 PM

Shadow#6953 wrote:

christo-lyzer#5236 wrote:

These are all amazing ideas, I hope they come to the game

does anyone know when (if ever) the Brettonia rework is happening? I have seen mentions of it but not actually found any concrete evidence

They mention they are working on it on one of the Blogs.

oh, thanks

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24 days ago
Apr 21, 2025, 2:30:48 PM

TainBoCuailinge#8335 wrote:

The game needs absolutely NOT more regions, more provinces and more settlements. You are already pretty much hopping from one settlement to the next in one turn. There's no more maneuvering and strategy, just endless strings of settlement battles.


To hell with that!

We do need more Wastes/Steppes, Ind and Khuresh. And frankly, a map probably about twice as big physically.

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24 days ago
Apr 21, 2025, 3:36:55 PM

TheWattman#7460 wrote:
We do need more Wastes/Steppes, Ind and Khuresh.

We need more Eastern Steppes.  We have more than enough Chaos Wastes already.

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