r/totalwar • u/rr1213 • 4h ago
Warhammer III Bretonnia deserves The last crusade DLC and expanded map. CA, sell me this DLC!
Hi, Bretonnia is the nearest thing to medieval army and Total war Medieval, which fans may have in this game. It is the last faction without dlc and is very deficient. To become proper faction it needs a few units and bigger map with more settlements. It would not cost many charlemagnes.
Reddit does not allow more than 20 pictures in post, so I am suggesting to visit CA forum to see more and also comment and upvote the idea there. It is my old DLC idea, but improved.
There is still time for CA to make the dlc. We just have to keep demanding. For ze Lady!
I DLC Army:
1. Pages – melee /range infantry with bows with flaming arrows and good strength mostly not armor piercing similar to imperial crossbowmen, good accuracy and range, decent melee combatants, melee stats similar to imperial swordsmen, bronze shields and axes or swords and at least 30 armor. Number of units in squad like archers have or smaller.
GW is selling similar model for Old world. Model in game could be based on remodeled swordsmen in melee and archers in range.
https://www.warhammer.com/en-PL/shop/kingdom-of-bretonnia-squires-command-2024
2. Foresters (or stalkers, or trackers, or guerillas sounds better and Herrimaults would be unit of renown) – skirmish archers with spears and decent combatant trait, at least 25 armor and charge defense against large and reflection, melee bonus versus large, stalk, vanguard, fire whilst moving, poison arrows, good accuracy and range, range damage similar to imperial huntsmen, mostly not armor piercing. Unit generally similar to Huntsmen, but better.
They could be forest guardians, ensuring safety of the forests against monsters and protecting lady’s holy shrines there. Also protecting villages against bestmen raids. They should use spears because would operate in vanguard mostly without help, so would need to defend against skirmish cavalry and monsters. Also thematic because spear is easy to get in the forest, while sword is expenisve. It will also distinguish them from imperial huntsmen.
They have lore and GW could use them in future projects for Bretonnia.
Their model could be based on Kossars (Spears) skeleton.
https://warhammerfantasy.fandom.com/wiki/Herrimault
https://www.youtube.com/watch?v=_JMujHT13O4
1:30
https://www.youtube.com/shorts/7uhPbdSPPpc
https://www.youtube.com/watch?v=jsZVVJiiqcg
3. Hermit knights - unit similar to chaos warriors’ Aspiring champions.
Group of 16 warriors, wielding long swords and having 90 armor. They would deal high armor piercing, magical damage and have bonus versus infantry. Their other stats would be similar to Aspiring champions, but speed and charge bonus would be higher while health lower.
They could have Encourage atribute. Also 25% magic resistance. They could have Blinding radiance and Guardian passive abilities. Also usual Bretonnian grail knight abilities: Perfect vigour, Immune to psychology and The blessing of the lady (15% ward save).
Their weakness would be lack of shield. They would also be susceptible to cavalry and monster charges. They would be one of the most expensive Bretonnian units.
Due to their low number of only 16 and high price, they would not change Bretonnian faction character of weak infantry, but would be useful tool against small, single and very strong targets, like for examples vampire Vlad and chaotic Sigvald. They would also help on walls in sieges.
Now Bretonnia has problem dealing with small, single threats due to weak range and melee infantry units and cavalry unable to hit such units due to game engine (cavalry either pushes, or sends them flying or circles around them).
In lore they are the oldest knights, defending holiest places.
They are cheap to make. Simply reskins of paladins on foot.
4. Ballistas with flaming arrows option, could be Bretonnia’s anti large artillery. It should be late game, hard hitting unit. Not crap like curent midget bolt throwers. Currently the only artillery Bretonnia has are trebuchets, which are good against infantry.
Ballistas damage and range should be better than dwarf and elf bolt throwers but reload time longer. Damage and range should be worse than dwarf cannon’s.
The model could be of remodeled dwarf bolt thrower, but of proper size instead of midget version. Though model with new skeleton would be better.
They have lore and GW could use them in future projects for Bretonnia.
GW made mistake long ago, making lore prohibiting such weapons by Bretonnians, because considered not honorable.
They based it on pope law forbiding use of crossbows against christians, though, they were still allowed against for example muslims.
GW made many mistakes and many times changed its lore. It could be done again or walked around. For example it might be said in new lore, ballistas are allowed against non-bretonnians.
Important thing about ballista damage is that current bolt throwers of dwarfs, goblins and hobgoblins are badly done so need rework, thus ballista damage should be calculated based on bolt throwers improved stats.
Bolt throwers should have increased missile strength. For dwarfs I suggest trying total damage of 133 plus antilarge bonus between 13-58 and firing speed of 10 seconds.
Similar stats for goblin, hobgoblin, and even anti-large modes of high elf and dark elf bolt throwers.
Therefore Bretonnian ballista should have damage between 133-191 plus anti-large bonus between 25-50. Range between 340-440. Reload time 20 seconds and four units in group.
https://www.youtube.com/watch?v=3Dup5OSK5LQ
2:10
https://www.youtube.com/watch?v=WVLGwTggO8U
https://www.youtube.com/watch?v=RQrTGyph4Jk
https://en.wikipedia.org/wiki/Ballista#:~:text=were%20able%20to-,penetrate,-body%2Darmour%3A
5. Grail champions (The lost sons could be unit of renown) - would be slow, hard hitting monstrous cavalry. Similar to imperial demigryphs and kislev war bears.
They would also share attributes of other blessed bretonnian knights. Some of the Green Knight too, because rider would also be spectral, though mount physical.
They would have armour piercing and magical attack with frostbite. Also frenzy, fear, blessing of the lady (15% ward save), 20% physical resistance (because only rider spectral), perfect vigour.
Thanks to mounts, which are are semiaquatic and naturally resistant to poisons (what is even increased with Lady’s Blessing), they would have aquatic, woodsman, immune to contact effects (unique for Bretonnia), hide in forest traits.
They would have less armor than bear and demigryph cavalry but more than Great Stag Knights, have more health than gryphs but less than bears, be faster than bears but slower than gryphs, weapon strength similar to demigryph, similar but better melee attack and defence than gryph. Number of units per group the same like demigryph knights.
In campaign, the Champions could require certain level of chivalry, like green knight, and could have caps limit based on number of cities.
Riders would look similarily to the Green knight, as knights from magical world, so spectral, but would use some long weapons, for example 2 handed swords. There is plenty of models to use for reskin, for example questing knights.
Lake lions would be their mounts, which could be imagined not as ridiculous mutated lion with gills, but as giant animal of Mustelidae family, like extinct great wolverine Megalictis Ferox. Good mix might be created from the species: wolverine, honeybadger, weasel and otter. It could use remodeled skeleton of demigryphs, or bears but in size of demigryphs.
It should look muscular like wolverine and the body shape from the first picture is perfect.
It should have longer and wider tale, like the white mink’s art of the fifth picture.
Its colors would be similar to honey badger from the sixth art but reversed in places. Black should be up and white or silver down, similarily to the big otter from the seventh art, because it is camouflage for semiaquatic animal, living in clear but deep lakes. Up black makes it invisible if seen from above water, and light down makes invisible if seen from the bottom of lake.
CA graphic designers have proved their greatness in Total Warhammer trilogy, so without doubt can create such magnificent and unique mount, cooperating with GW. The unit model would be new and GW could use it in future projects.
Knight on giant weasel is not more ridiculous than knight on giant cat with chicken head.
Mythical creature called Dobhar-chú, imagined as giant otter, exists in celtic folklore, so fits Bretonnia theme. Lake lions are animal, monstrous, guardians of the Lady of the Lake, which is goddess of Bretonnia and elfs and has, hidden, magical realm in which lives with chosen people, like the Lost sons and Damsels. Entrances to the world are hidden in lakes, so the animal must be semiaquatic and mustelidae are more so than cats. There are no lions in Bretonnia, but people heard about them from crusaders. So they called the Lady’s pets as lions because they look similar to imagination. Weasels were used in Europe before cats, to hunt rats.
The lost knights and lake lions are mentioned in the lore.
https://warhammerfantasy.fandom.com/wiki/Lost_Sons
https://warhammerfantasy.fandom.com/wiki/Lake-Lion
https://www.youtube.com/watch?v=leUdgeeBqns
https://youtu.be/MBmYt3QGNC8?si=lcw1k_5fUwgRmpxA&t=97
https://youtu.be/jO-Nr88tn_0?si=JtjqXmr3t49Xtc5e&t=41
https://www.youtube.com/watch?v=3SOjmJG73UI
https://www.youtube.com/watch?v=DkvLCjFiODw
https://www.youtube.com/shorts/iA6uIKpw4EI
https://youtu.be/A3RDzEpc6ow?si=x9JF462c67s41rza&t=5
https://youtu.be/Glg-nELDERU?si=ruqrEkr2fZGcTS7J&t=1
https://youtu.be/qli1Hb6cNeU?si=LU5QTLm1QLtF_TsC&t=89
6. Chief hero could be melee/range hybrid, similar to imperial Huntsman General lord, but should have spear with charge defense against large and reflection. Poisonous attack by bow. Medium armor. Stalk when not mounted and vanguard. Fire whilst moving, good accuracy and range. Should have passive ability buff providng extra leadership, melee attack, defense and reload time to peasant units.
Also net ability similar to Net Dem Up! and Prey of Anath Raema to stop enemy. Also active buff ability giving melee and range fire damage for himself and allies around him for a time, similar to Hail of Fire and Flaming Sword of Rhuin. He should have unarmored horse mount, the same as Mounted yeomen.
Chief leads forest dwellers who live in wilderness, where fight against beastmen to protect holy shrines. He is like Robin Hood. They still come to fight alongside state forces when foreign danger, like orcs, chaos and undead, threatens to overpower whole Bretonnia.
There is little lore which could be expanded. Chief could share model with Foresters.
https://warhammerfantasy.fandom.com/wiki/Outlaw_Chief
https://www.youtube.com/watch?v=3LkmTzbqd5A
0:40
https://www.youtube.com/watch?v=JN96rrew-cM
https://www.youtube.com/shorts/7uhPbdSPPpc
https://www.youtube.com/watch?v=jsZVVJiiqcg
7. Faceless lord would be melee/range/mage hybrid duelist, with good melee attack and defense stats. Sword and maybe dagger and small bow with short range. Bonus versus infantry in melee, medium armor, access to horse and pegasus mounts. Shadow spells without arcane conduit, similarily to elf Loremaster of hoeth, or just few bound spells free per battle like Druchii Anointed’s.
Also ability to hide units around him for a time (similar to Skarsnik's Tricksy traps) and vanguard and stalk when not moutned. Also 20% physical resistance due to dodge trait. He could also have active buff ability, giving magic damage to himself and maybe allies around him, for a time. In campaign faceless could have extra cost and upkeep in chivalry points.
They are noblemen who fight silently for good of Bretonnia. Many enemies, like vampires and chaos worshippers, lurk in shadows and Faceless hunt them there. There is something magical about their secretiveness. They may have natural sensitivity to shadow magic, but be only self-taught in it.
Abilities are based on lore from history of Calard, where invisible Bretonnians attack Norscans. Faceless has lore and model could be reskin of Markus Wulfhart or new one with sword and dagger in melee and bow in range.
https://warhammerfantasy.fandom.com/wiki/Faceless
https://warhammerfantasy.fandom.com/wiki/Calard_of_Garamont#The_Rescue
https://www.youtube.com/watch?v=uq1o2VG1ogY
2:37
https://www.youtube.com/watch?v=X6sBQfGHSFU
https://www.youtube.com/watch?v=XaI-EOVpDvo
https://www.youtube.com/watch?v=Mo50aybqlak
1:13
https://www.youtube.com/watch?v=RjQ6ZtyXoA0
1:00
https://www.youtube.com/watch?v=RVNfLKS_iiw
1:13
8. Bertrand the Brigand would be legendary Chief hero, with the same abilities but better. Similar to Markus Wulfhart, but worse in range and better in melee. Could use bow and spear or sword and knife. He should have horse mount.
He could have Black arrow epic enchanted item, giving special, strong range, magic attack against single entity, to always hit and stop it for a while. Also could have a talisman, providing for him and allies around, immunity to psychology, perfect vigour and immunity to contact effects. It could be called the Lady’s phial (LOTR Galadriel phial easter egg). Another item could be melee weapon giving magic attack and long range spotting of hidden units, including with stalk (LOTR Bilbo sword easter egg).
Warhammer Robin Hood. He has lore. He could share model with Chief and Herrimaults, or Faceless.
https://warhammerfantasy.fandom.com/wiki/Bertrand_the_Brigand_%26_the_Bowmen_of_Bergerac
https://www.youtube.com/shorts/7uhPbdSPPpc
https://www.youtube.com/watch?v=jsZVVJiiqcg
9. There are 4 options for legendary lords. 1 faceless and 3 knights who are similar to each other:
- Hooded Blade – famous faceless. Could have epic sword, giving magic damage and active melee attack and damage buff with executioner ability. Also enchanted item quiver, giving magic range damage and active ability increasing bow damage and making arrows to always hit target. Other traits and abilities like normal faceless, but better. Horse and pegasus for mounts. Stalk when not mounted. Shadow magic. Ability to hide units around him for a time (similar to Skarsnik's Tricksy traps). Etc.
He has little lore, which is fitting for faceless character, so does not even need much expanding. He could be made vampire hunter. Hunting them in shadows even far from Bretonnia. He could be more melee warrior than other faceless. Bretonnian Batman.
https://warhammerfantasy.fandom.com/wiki/Hooded_Blade
https://youtu.be/n1HLG3xy8Ow?si=pd6m9wzHNQC3zZsY
The knights:
https://www.youtube.com/watch?v=Gpaz0etTqJw
0:47
- Amalric of Gaudaron is undead slayer.
https://warhammerfantasy.fandom.com/wiki/Amalric_of_Gaudaron
- Bohemond Beastslayer is beastmen slayer.
https://warhammerfantasy.fandom.com/wiki/Bohemond_Beastslayer
- Reynard the Hunter hunts monsters, who could guess?
https://warhammerfantasy.fandom.com/wiki/Reynard_the_Hunter
Any of them could start in Myrmidens, Border princes, if CA gave up on Southern realms dlc. There are Bretonnian nobles in in Borderlands.
Otherwise in Elven ruins which would have to be brought back to Araby great desert, which by the way needs its current only building fixed.
If not there then in castle Bastonne.
II FLC Army:
1. Hunting hounds should be given to Bretonnia. They would be useful because as small entities hounds are more effective than cavalry in 3 situations: 1. against spearmen, 2. in forests, 3. at hitting anything, but especially small entities, simply due to animations, because cavalry wastes time by pushing around and encircling.
Also hound units work the best by supporting cavalry and Bretonnia is faction focused the most on cavalry.
I proposed them 2 years ago in the forum, as Bretonnian dlc unit, and players liked it.
Beastmen got multiple units from other factions' dlcs, so Bretonnia should this because it fits. There is no reason for Empire to have them and Bretonnia not.
The Hunting Hounds of the Empire and Bretonnia, should have 25 armor, so more than all other hound units except khorne warhounds, which also have 25. The Hunting Hounds even have armored models. They should also have higher leadership than all others.
Being just normal, trained dogs, they do not have to fight for their lifes every day, like mutated wild dogs, so do not have as athletic form. They are to chaos warhounds what normal humans are to Norscans. Also the Empire and Bretonnia are not supposed to be better in melee than Chaos.
Hunting hounds should be generally worse melee combatants than all chaos warhounds versions, by having lower melee attack, defense, strength and charge.
They should be generally better combatants than vampiric wolfs, which are just zombies.
They should have better strength and charge than skaven wolfrats, but worse attack and defense.
2. Peasant Mob war scythe version could be easily made, based on Men at arms (polearms) skeleton. It would be different from current Peasant mob, by having antilarge bonus and charge defense. So, similar to skaven slaves antilarge version, but with better armor piercing.
https://en.wikipedia.org/wiki/War_scythe
3. Foot Squires halberd ordinary version could be easily made, based on the Beastslayers of Bastonne unit of renown. It would be useful versus large focused factions, like ogres. It would not be too strong.
4. Trebuchet should have fire and vortex damage too, or there should be another version with fire and vortex damage.
https://www.youtube.com/shorts/g-Ft0p6xq0I
https://youtu.be/ScUxcRGZeZI?si=aSrh5veECAf7-RiN&t=33
III Stats changes:
1. Royal Hippogryph Knights and Hippogryph mounts should get bloodroar passive ability, which imperial griffon mounts have.
2. Unicorn mount of Damsel hero should provide, in addition to 40% magic protection, also magic damage, fear and woodsman trait.
https://warhammerfantasy.fandom.com/wiki/Unicorns
3. Prophetess lord should get unicorn mount.
4. Fay enchantress lord lacks Aura of the lady buff.
When mounted on Silvaron she also lacks woodsman and 5% magic protection.
5. Alberic de bordeleaux should get magic attack because has magic trident weapon, with even magic active ability.
He should also get charge defense and reflection when not mounted, because has long weapon.
6. Henri le Massif should deal magical damage, because is grail knight and rightfully wields sword glowing with magic power like other grail units.
As grail knight he should also get immunity to psychology and perfect vigour.
He should also get his epic items, as legendary hero.
https://warhammerfantasy.fandom.com/wiki/Henri_le_Massif
7. Paladin hero should lose shield and get two handed sword with armor piercing and magic damage. Foot squires model can be used.
Alternatively should lose bonus versus large and his sword should not shine, as if had magic damage.
Paladin is small boy, in comparison to Henri le Massif who can wield 2 handed sword in 1 hand.
Therefore paladin with 1 handed sword should not have bonus versus large. Also if does not have magic damage then sword should not glow.
IV Campaign changes:
1. Basic settelement building has no units to recruit. At least should give basic peasant archers and basic peasants mob and there could also be antilarge peasant mob variant, which I had described. Next to Bretonnia only Nurgle lacks units in basic settlement building.
2. Alberic could get confederation event with Aquitaine, for example when captures whole starting province or when Aquitaine has only 1 city left. It will make game more interesting and should include AI factions.
3. Karak ziflin dwarfs should start with war against againt Kemmler and Grom instead of minor Bretonnia. They should also control Karak azgaraz city. Now their war with Bretonnia makes Kemmler and Grom starts too easy.
4. Bretonnia needs a few settlements added, especially hostile, to make game more interesting:
https://warhammerfantasy.fandom.com/wiki/Bretonnia?file=Dukedoms_of_Bretonnia.png
https://warhammerfantasy.fandom.com/wiki/Bretonnia#Settlements_of_Bretonnia
https://scentofagamer.wordpress.com/wp-content/uploads/2020/12/oldworld_bretonnia.jpg
Interactive map near the bottom https://www.theoldworld.com/
A) Skaven in Black chasm and vampires in Barrows of cuileux as starting foes of Grom. They would be minor settlements (could start with third level and walls) part of Massif orcal province and have wasteland climate. They should be surrounded by rivers. Aquitaine city should be moved to place of south western bridge on the nearest river.
https://warhammerfantasy.fandom.com/wiki/Black_Chasm
https://warhammerfantasy.fandom.com/wiki/Barrows_of_Cuileux
B) Magical forests settlements in Forest of Chalons and Forest of Arden. They could belong either to beastmen or wood elfs. They should be surrouned by rivers.
https://warhammerfantasy.fandom.com/wiki/Forest_of_Ch%C3%A2lons
https://warhammerfantasy.fandom.com/wiki/Forest_of_Arden?file=Forest_of_Arden.png
C) New, Krinal, 10 building slots, single region province could be added, in the Vaults mountains, between Bretonnia and Tilea, and Kemmler could be moved there. Still could fight Bretonnia, but would become foe for future Southern Realms faction, whilst the Empire has other vampires to fight.
Skullsmasherz greenskins of Grung zint could be put in Blackstone post instead of Kemmler.




