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Bretonnia needs DLC and rework and I tried a bit

Cortes31#6909Cortes31#6909 Registered Users Posts: 2,385
Welcome to Bretonnia.

Yeah, Bretonnia, the only race so far that came as FLC. I am not the biggest bretonnia player out there, no problem admitting it but I do think they are in need of rework + DLC. So, I will try to deliver both things in this work without missing out too much. The first part will be the work, the second part will be the DLC.

Rework


New race mechanic: Errantry Wars
Something I really think Fair Bretonnia needs is a new race mechanic. Granted, possible reworks of the existing mechanics like Vows and Throts might also be worth talking about but I'd leave that one to people to who know Bretonnia better then I do. Anyway, on to the Errantry Wars.
Now, I am not really a fan of simply doing a copy-paste when it comes down to giving new mechanics but I do have to admit that the basic functionality of GS Whaagh mechanic can work as a fine blueprint for an Errantry War mechanic. Basically, when you are at war with a faction, you can declare an Errantry War towards their capital and then appoint an army to join that Errantry War. What would be different from the Whaagh here is that you would not get a second army but you would rather get buffs to your normal army.
I was thinking about 20% on each campaign movement range and replenishment rate and then some battle-related buffs. On top of that, each Legendary Lord would give unique buffs to the Errantry Armies of his faction. Failing such an Errantry War, however, would of course come with some downsides but the more Errantry Wars you would win, the more overall bonuses you would get.
I can also imagine special versions of generic units like Blessed Spawnings. Middle ground between generic units and RoR. Something like “Errantry War Veterans”. Or maybe an ability that could be earned.


Generic character skills
I really want improved/expanded skill trees for A LOT of generic characters because they need it and Bretonnia is no exception of course. That said, I am afraid I can only deliver ideas for the Paladin this time. For him, I would like to see 3 new skills.
One that would give him Guardian.
One that would make him a better in combat.
One for the army


Some smaller things
Maybe not exactly “smaller” but more easily explained.
  • Lore of Light added as 4th lore of magic – I simply think that a total of 3 non-unique lores is not enough and Light seems to fit best thematically
  • Lance Formation does also give Anti Infantry +10
  • Blessing of the Lady gets change to 10% or 15% Wardsave
  • Adjusting numbers in the tech tree – Not everything needs a +5% or more but +2% only??
  • Reworking the building tree – Industry only in major settlement but with additional building level and Farming only in minor settlements
  • Bretonnian Knight units get the same upgrade system as WoC???
  • Throths also apply to Damsels
  • Barracks at highest level give +1 MA and +1 MD to all (infantry) units faction-wide
  • Stables at highest level give +2% Speed and Charge Bonus to all (cavalry) units faction-wide
  • Worship buildings at highest level give +2 Leadership to all units faction-wide
  • More landmark buildings

Legendary Lord reworks
Do they need a change? Maybe, maybe not. I dare say they need a bit of tuning and some more then others. So, here we are. I am basically just changing their faction and lord effects for this one.


Louen
Faction Effect
  • Campaign movement range +10% for all armies
  • Lords Leadership aura size +50% when attacking
  • Suitable Climate: Frozen – NEW
  • Leadership +15 for Errantry Armies – NEW
  • Construction cost -25% for landmark buildings – NEW
Lord Effect
  • Chivalry per turn +4
  • Louen starts with all Knightly Vows unlocked
  • Ability: Blessing of the Lady
  • Leadership +12 when fighting Chaos, Undead, GS army-wide
  • Melee Attack +8 when fighting Chaos, Undead, GS army-wide
Louen Leoncour, the King of Bretonnia, is the first one to look at and also kind of the one with the least amount of changes. This is mostly due to the fact that he starts with all Knightly Vows unlocked which buff him significantly and some of the effects I was thinking about adding, like a bonus to Allegiance points, are done through his quest items. Honestly, Louen is done really well in my eyes.
Something I did do however, is the inevitable stuff for Errantry Armies as well as new suitable climate. Why did I give a new suitable climate? Because I added Norsca to the list on his personal effects. Why did I add Norsca? Because they should have been added a long, long time ago. No, really. Then I looked at it again and thought, why not going all the way? So, now anything that could be considered Chaos, Undead or Greenskins allows to get the buffs.
As for the landmark, I really think at least one or two lords could get something for them.


Enchantress
Faction Effect
  • Peasant economy capacity +5
  • Replenishment rate +15%
  • Spell Resistance +25% for Errantry Armies - NEW
  • Diplomatic relationship +10 with Wood Elf factions – NEW
  • Recruit rank +2 for Prophetess – NEW
Lord Effect
  • Chivalry per turn +4
  • Ability: Blessing of the Lady
  • Causes Fear
  • Enchantress starts with Throth of Protection unlocked – NEW
The next LL we have is the good old Enchantress and she gets a lot more compared to Louen. Mostly because I wanted to emphasise on the Ladies connection to the Wood Elves as well as the Enchantress being a caster.


Alberic
Faction Effect
  • Recruit rank +2 for Bretonnian knight units
  • Recruit duration -1 (at least 1 turn) for Bretonnian knight units
  • Income +50% from ports
  • Immunity to attrition through High Seas, Riffs and Storms for all armies
  • Suitable Climate: Jungle (which he actually already has but does not show up)
  • Melee Defence +8 for Errantry Armies – NEW
  • Vigour loss reduction +35% when fighting on sea – NEW
Lord Effect
  • Chivalry per turn +4
  • Melee Defence +5 for Peasant Mob, Men-at-arms and Spearmen-at-arms army-wide
  • Melee Defence +10 for Knights of the Realm
  • Alberic starts with Knights Vow unlocked (unlocked Vows should be mentioned everytime)
  • Melee Defence +5 when fighting on sea – NEW
Alberic de Generic? No more! Alberic Beastslayer sounds much more fitting. I mean it, he is having up a ton of Anti Large with his effects and not only because of his Trident. Makes me kind of wonder what CA will do should they ever decide to add Bohemond Beastslayer who looks a lot like an Anti Large character to me. Is Bretonnia going to get 2 Anti Large specialists who are only different in the campaign map? Anyway, Alberic gets even more sea-related buffs. Considering he seems also having a liking on Melee Defence, I just used that again.


Repanse
Faction Effect
  • Control +3
  • Upkeep -50% for embedded heroes
  • Melee Defence +8 for Questing Knights
  • Diplomatic relationship -80 with Undead
  • Melee Attack +8 for Errantry Armies - NEW
  • Water mechanic – NEW (kind of)
Lord Effect
  • Chivalry per turn +4
  • Physical Resistance +5% for peasant units army-wide
  • Leadership +5 for peasant units army-wide
  • Ability “Halo of Maidenly Wrath”
  • Repanse starts with Knights Vow and Questing Vow unlocked
I am not sure but I think Repanse might be the one LL with the biggest changes. I think it is either her or the Enchantress. Anyway Repanse biggest change would the overhaul of her water mechanic. Long story short, Water becomes a full fledged second currency. Production would be done by farm buildings and further boosted by techs and armies and cities would require water. With enough water you could even start with increased city levels. On top of that you would get an additional bar with several threshold that depends on the amount of water you have. The more the threshhold is filled, the more additional effects you would get, like immunity to desert or wasteland attrition for all armies or a faction-wide Vigour loss reduction.
So, yeah, would work a lot like Food for Skaven I think.


FLC: Bohemond Beastslayer
Faction Effect
  • Has access to Beast Hunt mechanic
  • Charge Bonus +30% for Errantry Armies
  • Anti Large +8 for mounted characters
  • Charge Bonus of Lance Formation increased by 100%
  • Construction cost -50% for Stables
  • Construction duration -1 (at least 1 turn) for Stables
Lord Effect
  • Chivalry per turn +4
  • Ability: Blessing of the Lady
  • Bohemond starts with Knights Vow unlocked
  • Leadership +12 for Spearmen-at-Arms and Questing Knight units (lords army)
Yes, you see this right, Bohemond Beastslayer is my choice for the FLC for Bretonnia. So, with Alberic already getting a lot of AL with his effects I was wondering what to do with Bohemond? Having a second AL character seemed a bit boring for me but on the other hand he pretty much screams AL to me. So I decided to mix things up a bit.
So, for his unique mechanic, you get pretty much Norsca Monster Hunt missions but once the beast is slain, you would get a trophy. These trophies would then give passive bonuses going for the faction and/or for specific armies.
For example, slaying the Norscan Mammoth could give a trophy that gives a specific army immunity to frostbite as well as immunity to attrition in frozen regions.

DLC

The time has come to talk about the DLC. Frankly, this will be mostly about the additions for the bretonnian roster.


Legendary Lord: Bertrand the Brigand
I have been thinking about Bertrand a lot. To be honest, though, I was not thinking much about him until a very well made thread from @fenlagon focused on him being a Legendary Lord. Anyway, he is going to have a number of unique mechanics and before we get into details about the “usual” faction effects I'd like to focus on the mechanics first.

BERTRANDS COMRADES
That one is easily explained and simply allows you to recruit 3 Legendary Heroes. Each of them comes with an immediate effect and they are kind of important so I will also describe them. So, on to the Legendary Heroes.

Hugo le Petit:
The first one is Bertrands right hand man and a Spear/Bow-Hybrid with a role as monster killer himself. He'd bring to the faction following:
Recruit rank +2 for Peasant Mobs, Spearmen-at-Arms and Men-at-Arms faction-wide
Anti Large +5 on range for Missile Infantry army-wide
Melee Defence +10 for Bertrand and himself when in the same army

Gui le Gros:
The everhungry Gui le Gros is pure support:
Replenishment rate +10% faction-wide
Vigour loss reduction +35% army-wide
Health +10% for Bertrand and himself when in the same army

Mari-Anne (I'd make her a caster with Lore of Light):
Who never even got a name, that daughter of Bertrands former Baron but one can't do notRobin Hood without the main woman herself I'd say. So, she might actually be the most important one in a way:
Diplomatic relationship +20 with Bretonnian factions
Leadership +8 army-wide
Wardsave +10% for Bertrand and herself when in the same army


So, that would the 3 Legendary Heroes to aid Bertrand in his campaign. Anyway, there are more unique mechanics to come, so on the next one:


ROYAL AUDIENCE
King Louen Leoncour greatly desires to meet with the Brigand and Bertrand might want to take up on that desire. For only royal approval can grant him the support knightly units.
Yep, you are reading this correct, no knights of ze Lady for Bertrands faction until Louen makes a thumps up.
At that point I also have to say that I am not sure if Bertrand should get the usual Vows or unique versions of it which would not necessarily contain the usual upkeep reduction for knights. That one would then of course be handled differently, maybe depending on the amount of chivalry he has gained and giving him a complete unique chivalry bar in general but, as already said, not sure.


Number 2 is out of the way and last but not least:


KNIGHT WITHOUT LAND
So, here is the thing. Bertrand lore states him abandoning land and simply wandering of with his band of merry men and, to be honest, I'd like to keep that. So, yes, Bertrand the Brigand is a wandering horde. Now, no screams, no curses, I know better then to leave it like that. Bertrand can't take land for himself but whenever he conquers a settlement, he can gift it to another faction of bretonnia for chivalry and diplomatic bonuses and more.

Now, honestly, this leads me to another point: Confederation. I am somewhat tempted to say that Bertrand should NOT be able confederate other factions when he is a horde. Then again, he could become another settled faction in which case confederation is less of a problem but that seems somewhat less lorefull. That and it would be kind of a waste for real unique gameplay for Bretonnia.

So, now we have the mechanics out of the way and can get the normal faction effects. For now, they would list only what would NOT be related to his mechanics.

Faction Effects
  • Missile Damage +10% for Errantry Armies
  • Recruit rank +3 for Faceless One
  • Recruiting a Faceless One does not cost Chivalry
  • Ammunition +10% for all armies
  • Diplomatic relationship -20 with Bretonnian factions
  • Recruit cost +50% for Lords and Prophetess
Lord Effects
  • Ambush success chance +50%
  • Add Woodsmen army-wide
  • Income after battle +20%
  • Bertrands army is immune to diplomatic penalties due to trespassing

Generic Character: Faceless One
Bretonnia absolutely needs more types of generic characters and the Faceless might fit best for Bertrand. Thing is, I am not sure whether or not they would be best used as a hero or as a lord (who would NOT be affected by recruit cost increase of course) option. Regardless, they should cost chivalry instead of bringing it. Generally speaking, I'd make them an Assassin kind of type.


New units
What would a DLC be without some new units? I am going to keep this one rather short. Just one thing, was has been added has been added under the impression that there would be only 1 chance for bretonnia to get any significant amount of new content because of DLC.
Also, I think that IF Bretonnia is supposed to be the cavalry race, then they should have high level option for all kinds of cavalry.
  • Truffle Hound – warhound unit
  • Longbowmen – missile infantry, a more elite version of Peasant Bowmen
  • Herrimaults – Sword&Bow hybrid infantry with vanguard
  • Lost Sons – Light cavalry with bound spells and Magic Attacks
  • Dismounted Knight – How about we get them Maces/Flails?

And that is it.
Tagged:

Comments

  • eomat#7953eomat#7953 Junior Member Registered Users Posts: 2,899
    This would be fantastic. I did a post like this ages
    ago and these characters are very much wanted. I would love playing as the merry band who could ambush and having Bertrand with 3 unique LH's.

    I never added "Marri-Anne" in my post ages ago.d probably go something like Marrione. While they are at it they could update the Damsels model too.

    Throw in Duke Theoderic of Brionne as TW Access and this would be an absolutely brilliant content drop for Bretonnia.



    I really hope CA give them another look as they are a brilliant faction with a lot of theme and who doesn't love a good Cavalry charge or a Robin Hood swashbuckling hero?
  • Cosmic_Lich#1188Cosmic_Lich#1188 Registered Users Posts: 649

    I have opinions.
    • I like your idea of a reworked GS WAAAGH. It brings me back to my old Medieval 1 & 2 days. But I don't like the idea of "Errantry veterans." It just sounds like trait farming, but for units.
    • Generic skills for generic lords & heroes are a MUST for EVERY faction in the game.
    • I would LOVE the Lore of Light. Like you said, purely for thematic reasons.
    • Just give the Lance Formation the Ogre Charge thing of ignoring some charge defense. It doesn't need mass like many suggest. I'm not sure BvI would be balanced.
    • Blessing into a ward is a based opinion.
    • Those small tech numbers are because Bretonnia's economy is already so strong. 2% isn't a lot until you realize it applies to a bunch of +600g farms across your entire kingdom.
    • I'm not sure about your building tree idea. I like the freedom to choose where each one goes. Some regions have resources and landmarks that would mess with your suggestion.
    • Warbands for Bret Knights is based.
    • Until they give us vow notifications and/or allow for chivalry tiers to affect heroes, I am against Troths for Damsels. It's just so much of a hassle.
    • The Barracks, Stable, and Worship factionwide buffs idea is to strong. It could work for the barracks to keep these units relevant, but then they would be stronger than knights in melee. Knights would just become ridiculously fast. You already get +10 for the max chivalry tier for ALL units. Bretonnians mid-late game would become Unbreakable compared to Dwarfs.
    • More Landmarks is based.
    • I really like your new faction buffs for LLs. Mostly because you actually gave The Fay Enchantress something that isn't peasant related, but also because your tied it to the Errantry mechanic. Real good stuff. Based.
    • Bohemond's stuff looks nice, but the stable buffs seem super strong. With the current tech, all stables tiers would be 1-2 turns and be dirt cheap. Other than that, very thematic. +8 for all mounted seems a bit much. Maybe tone down that number a bit.
    • Bertrand's knight recruitment seems super fun and loreful. Seems like Skarsnik's stuff, but French. Approv-I mean, Based.
    • Faceless could be good. No strong opinions here.
    • I'm not a fan of Truffle Hounds. Truffle hounds are ugly mushroom hunters, not wardogs. I am not aware of any lore where they are used on the battlefield and I'd prefer to keep it that way.
    • More archers are controversial. I'm not a fan because it takes away from the fire and pox options in favour of just slightly better archers. If you want damage? Go fire. If you want utility? Go pox. I could see Herrimaults as the speed and sneaky option. Also, Peasant archers are already using longbows. It's why they have more range than Empire t1 archers.
    • I don't like Lost Sons being light cavalry. In my mind they would be mounted Aspiring Champions, but with bound spells as you suggested.
    • Dismounted knights are an even more controversial take. I'll let CA and GW decide on this. Foot Knights with a similar role to Depth Guard could be cool, but I'm not married to it.
  • Guttrench#8929Guttrench#8929 Registered Users Posts: 115
    I really like a lot of the ideas proposed and I like the way you did your Errantry War mechanic. I proposed my own version as well based on the waaagh mechanic in campaign ideas for IE with veteran hero’s and lords. I really liked the idea of blessed spawning esc troops being rewarded as well. Here was my post

    “My proposal for the Erranty War for Bretonnia would be a Waagh like system that summons an army of mostly Knights Errant, give global bonuses to charge, unit experience and possibly an additional bonus that increases cavalry weapon strength. These buffs would last the number of turns you have to defeat your target. For the targets you’d have to select from a faction you are at war with and you would have a set amount of turns to complete this. You would spend chivalry putting your hood name and honor on the line to show you believe in the cause. If you win the erranty war destroying your target you get money, double the amount of spent chivalry, and either a global bonus or a trophy esc system that give buff (like rare/epic banners or campaign items). If you fail you lose double the amount of chivalry, your cooldown for the war is doubled and you gain a debuff for the same number of turns.

    Also I feel like it would be cool or at least very thematic to make “War Heros” from the Errantry Wars. These would have unique traits such as War Hero or some other flavor added. They would also give buffs vs the faction of the original war (Ie greenskins, vampire counts, … Ect). These could come as hero’s or lords at random just to add some RPG element.”

    The upgrade mechanic would definitely be perfect for knights to level them up to higher variants as they gain experience.

    Hopefully they add in Mallobaude as a legendary lord for Bretonnia as I’d love to see a corrupted knight hybrid faction using evil ladies, undead and necromancers as well as black grail knights. It would also be a nice opposite of Bertrand’s pro peasant style since Mallobaude is anti-peasant and has no qualms with murdering the lot of them. I’d have him starting in Mussolion and move the Red Duke to Forest of Châlons adding his fortress The Crac de Sang.

    I really hope they do a paid DLC as there is still a lot that can be done with them.
  • Cortes31#6909Cortes31#6909 Registered Users Posts: 2,385
    @eomat
    Read up on him and now I got the idea that his personal mechanic would be two big skill trees you'd need to keep balanced in terms of unlocked skills. Otherwise you might start spreading corruption of Khorne/Slaanesh.

    @Cosmic_Lich#1188
    Jep, you sure do have opinions and I am not sure I have ever seen such a long and detailed answer on this forum, so thank you for that. A few things:
    • I get where you are coming from with the Errantry Veterans. For me it was more about trying to give Bretonnia their own set of "special Whaagh units".
    • Did not even think about the Ogre Charge thing for Lance. I like that one actually more.
    • Looks like I did not realize where the 2% would apply to. :D
    • I was just looking at the income from Farming and Industry canceling each other out, honestly.
    • For the faction-wide building buffs, I simply had anti-powercreep in mind. Which brings me to the point that I forgot my initial idea of homing shots for Blessed Field Trebuchets.
    • I am kind lacking the knowledge about other possible bretonnian wardogs, honestly. Which seems like a low hanging more or less fitting fruit to Bretonnia to me.
    @Guttrench#8929
    Not a bad idea either.
  • Cosmic_Lich#1188Cosmic_Lich#1188 Registered Users Posts: 649
    I know the feeling of writing something up only for people to not understand or just... not read. I'm not even talking about this forum exclusively.


    For the faction-wide building buffs, I simply had anti-powercreep in mind. Which brings me to the point that I forgot my initial idea of homing shots for Blessed Field Trebuchets.
    I am kind lacking the knowledge about other possible bretonnian wardogs, honestly. Which seems like a low hanging more or less fitting fruit to Bretonnia to me.
    Homing shots for Blessed Trebs sound fun as all hell, but twice as broken.

    Mounted Yeomen fill the role of wardogs. Trash in melee, but cost-efficient cycle chargers and routing enemy killers. Also, is fast. I think people are just desperate for Brets to get literally any content that they carelessly think, "It's in the lore and big dogs are big scary." It's role is filled by another unit. It's ugly. I'd prefer Bretonnia's puny budget going literally anywhere else. Sorry if I sounded harsh about this.
  • Maedrethnir#1968Maedrethnir#1968 Senior Member Registered Users Posts: 17,231
    DLC: Landuin of Courrone or Behomond Beastslayer.

    FLC: model update and voicelines for Alberic

    And many more things already mentioned and not.
  • GettoGecko#7861GettoGecko#7861 Registered Users Posts: 1,684
    Start modding.
  • Cosmic_Lich#1188Cosmic_Lich#1188 Registered Users Posts: 649
    edited September 16

    Start modding.

    I did. But I'd prefer CA updated Bretonnia instead of me.

    Edit: Fixed a dumb sentence.
  • wingren013wingren013 Registered Users Posts: 1,084
    That unit list is really boring. it's got upgraded archer and upgraded foot squires. The only really new thing is the dogs and the bound spell cav. Personally I would be fine with just a freelc rework, Bret doesn't really have that much to put into a DLC.
  • Pray#3234Pray#3234 Registered Users Posts: 1,606
    edited September 16
    I want Grailknight ( lord and hero ) get big stat buff like High elf trail + barrier .
    whole army
    upkeep -10%
    missile resistant 10%
    + 10 leadership
    also remove that upkeep restrict because it's silly however the quest should be harder

  • ScottishclaymoreScottishclaymore Registered Users Posts: 287
    More archers are controversial. I'm not a fan because it takes away from the fire and pox options in favour of just slightly better archers. If you want damage? Go fire. If you want utility? Go pox. I could see Herrimaults as the speed and sneaky option. Also, Peasant archers are already using longbows. It's why they have more range than Empire t1 archers.

    Usually agree with you Cosmic but not this time sadly. A tier1 unit with different ammo is still a tier1 unit. I would prefer a new model with improved stats and gear. In warhammer lore a longbow is a longbow but actually the truth is there is a massive difference between what some longbows can do. Its all about draw weight which is where the power comes from, you average man after a bit of practice can fire a 70lb longbow but professional archers were usually 130lb+ now thats real life and not warhammer so not exactly a stonewall arguement but its a logical reason.

    I can't understand why people want Bertrand the Brigand....he would be the enemy to Bretonnia too, hes an outlaw. He couldn't logically command knights, its just a square people are trying to fit into a circle slot, doesn't work.

  • Ben1990#8909Ben1990#8909 Registered Users Posts: 2,877
    Make the Faceless a generic lord. Add in Brigands as a tier lower than Herrimaults. Add in the Outlaw Chief as a hero unit that would work similarly as the Faceless.

    In case of Dismounted Knights/Foot Knights make them so that you can get them by dismounting any horse-riding Knight unit and only those (I mean why would you dismount a Pegasus or Hippogryph?). Thus Foot Knights of The Realm, Foot Questing Knights and Foot Grail Knights and Guardians. All would act like Chaos Aspiring Champions, but their leadership buffing auras would affect non-knight units only like in lore.

    Add in Questing Beasts as unique mounts and a new unit that serves as a heavier hitter than Grail Knights, but a tad weaker than Royal Hippogryph Riders. In fact these would be good to give to Questing Knights and Grail Knights/Guardians and create more powerful variants of those.

    Add in the Naiad too as a unique support spellcaster hero with an arsenal of useful spells from different lores and the ability to shapeshift into a more powerful war-form (both forms would make the hero act differently depending on the form).
  • Cortes31#6909Cortes31#6909 Registered Users Posts: 2,385



    Add in Questing Beasts as unique mounts and a new unit that serves as a heavier hitter than Grail Knights, but a tad weaker than Royal Hippogryph Riders. In fact these would be good to give to Questing Knights and Grail Knights/Guardians and create more powerful variants of those.

    So, Monstrous Cavalry then? Well, fitting for the cavalry users.

  • Ben1990#8909Ben1990#8909 Registered Users Posts: 2,877



    Add in Questing Beasts as unique mounts and a new unit that serves as a heavier hitter than Grail Knights, but a tad weaker than Royal Hippogryph Riders. In fact these would be good to give to Questing Knights and Grail Knights/Guardians and create more powerful variants of those.

    So, Monstrous Cavalry then? Well, fitting for the cavalry users.

    And they were around before Demigryphs came and made it cool...but sadly only in artwork. Never went further with this which is beyond sad. And as the knights with their colors and heraldry, the beasts themselves look very varied.


  • GloatingSwine#8098GloatingSwine#8098 Registered Users Posts: 2,566

    Generic character skills
    I really want improved/expanded skill trees for A LOT of generic characters because they need it and Bretonnia is no exception of course. That said, I am afraid I can only deliver ideas for the Paladin this time. For him, I would like to see 3 new skills.
    One that would give him Guardian.
    .

    Paladins already have Guardian, and once you complete their vows they're really good in a fight.
  • Guttrench#8929Guttrench#8929 Registered Users Posts: 115
    Hopefully this gets expanded on in the old world. Lots of cool stuff could be added relatively easy. I wonder if lords would use these unique mounts or if they’ll have various types of small mounted units of grail knights riding these as separate units or do a mixed unit of some type with varying looks.
  • Cortes31#6909Cortes31#6909 Registered Users Posts: 2,385

    Generic character skills
    I really want improved/expanded skill trees for A LOT of generic characters because they need it and Bretonnia is no exception of course. That said, I am afraid I can only deliver ideas for the Paladin this time. For him, I would like to see 3 new skills.
    One that would give him Guardian.
    .

    Paladins already have Guardian, and once you complete their vows they're really good in a fight.
    LOL! Yep, not best bretonnia player, little old me :D:D
  • damon40000#7640damon40000#7640 Registered Users Posts: 1,874
    they do, and some new units
    BsFG dwarf
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