Total War: WARHAMMER II

Total War: WARHAMMER II

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Nanu's Bretonnia Overhaul
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Tags: mod, Units
File Size
Posted
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215.818 MB
19 May, 2019 @ 9:41pm
17 Apr, 2021 @ 8:01am
28 Change Notes ( view )

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Nanu's Bretonnia Overhaul

Description
Bretonnia has long been one of my favorite factions, and like most people I'm very happy with the recent overhaul it received from CA. There are, however, some changes I would make. Several in fact.

This mod is meant to expand upon Creative Assembly's update through new units, skills, abilities, and trait effects.


New Units
  • Bretonnian Crossbowmen - While they’d never use powder weapons like the unchivalrous swine that are too cowardly to fight honorably, the Bretonnian nobles have recognized some of the weapons their brothers across the Grey Mountains use are effective. Crossbowmen (duh).

  • Foot Squires (Shields) - Foot Squires make an effective shield wall and will hold much longer than the average peasant. Sword and shield infantry.

  • Foot Squires (Halberds) - Foot Squires armed with halberds are perfect for countering enemy cavalry and bolstering a front line beleaguered by foul monsters. Halberd infantry.

  • Mounted Squires - Every squire worth his salt should have a horse. Sword and shield cavalry.

  • Mounted Squires (Lances) - Before one becomes a Knight, they must brave the bloody vanguard, and be willing to charge headlong into the enemy without fear of pain or death. Anti large shock cavalry.

  • Cavaliers - Questing Knights who have taken up a shield to defend themselves and those in need, these brave knights are experts in prolonged engagements. Sword and shield cavalry.

  • Heroic Grail Knights - The greatest of Grail Knights can cast down their enemies with any manner of weapon, but few weapons have the killing power of a greatsword from atop a mighty steed. Greatsword Cavalry.

  • Trebuchet (flaming) - Use fire to make far away things more deader.

New Mechanics

the Peasant Economy has been revamped. No longer does a tier 5 capital city provide the same amount of peasant as a tier one outpost in somewhere out in Norsca. You now receive one peasant for each level of your settlements. a level 5 city will net you 5 peasant slots, a level 1 hovel will only provide 1 peasant.

This new system will allow you to scale higher and extend beyond the vanilla peasant cap, at the cost of having lower peasant in the beginning. In order to compensate and not make Bretonnia’s start even harder, the minimum amount of peasants your faction can have is 10, ensuring you always have enough to field a reasonable army.

Foot squires, along with their new subtypes and mounted variants, no longer count as peasants. Squires are young nobles sons and aspiring knights, not lowly peasants.

Squire units also have increased upkeep until their lord takes the Knights Vow, for balancing reasons. It’s not nearly as outrageous as the knights, but is enough to encourage taking the Vow while still being able to afford decent cavalry and field an army that’s not entirely composed of peasants.


Vows

Vows have been vastly improved. Some of the effects were utterly worthless (looking at you +5 ap damage). The Vows now provide the following benefits:

Knight's Vow
  • Upkeep reduction for Knights (unchanged)
  • Leadership aura +25% (unchanged)
  • Untainted +3 (unchanged)
  • Upkeep reduction for Squire units
  • Reduced recruitment cost for peasants
  • Experience for new peasant recruits +2
  • Leadership +5
Questing Vow
  • Upkeep reduction for Questing Knights (unchanged)
  • Campaign Movement Range +10% (unchanged)
  • AP damage +50 (from +5)
  • Bonus vs Large +8
  • Immunity to Psychology
Grail Vow
  • Upkeep reduction for Grail Knights (unchanged)
  • Immortality (unchanged)
  • Wound recovery time -1 (unchanged)
  • Magical Attacks (unchanged)
  • Perfect Vigour (unchanged)
  • Magic Resistance +25%
  • Untainted +7

Troths

Troth of Protection
  • Upkeep reduction for Knights (unchanged)
  • Leadership Aura size +25% (unchanged)
  • Untainted +3 (unchanged)
  • Upkeep reduction for Squire units
  • Physical resistance +5% (Lord's Army)
  • Replenishment Rate +10% (Lord's Army)
Troth of Wisdom
  • Upkeep reduction for Questing Knights (unchanged)
  • Winds of Magic +10 (unchanged)
  • Campaign Movement Range +10% (unchanged)
  • Research Rate +10%
Troth of Virtue
  • Upkeep reduction for Grail Knights (unchanged)
  • Immortality(unchanged)
  • Wound recovery time -1 (unchanged)
  • Perfect Vigour (unchanged)
  • Magic Resistance +25%
  • Spell Cooldown -15%
  • Bound Spell: Banishment
  • Bound Spell: Chain Lightning (Fay Enchantress only, replaces bound banishment)

New Mechanic: Blessings

Brand new skills have been added to the skill trees of Lords and Paladins, powerful buffs in the form of Blessings that turn your lords into fearsome warriors meant to face down daemons of chaos and vampiric blood knights

A fully fleshed out skill chain opens up once your character completes their Grail Vow.

Other Changes
  • Knights Errant are now anti infantry melee cavalry. They're weaker off the charge but more survivable in sustained combat. You now have a reason to bring them instead of just skipping them for Knights of the Realm.

  • All knight units have been given a slight health boost, no more glass ponies.

  • Pegasus and Hippogryph knights have been given more mass, you'll no longer lose 3 models every charge and have your unit circling in place getting shot to pieces because one knight refuses to take off. (CA really needs to fix flying units)
Compatibility

Fully Compatible with Mixu's Legendary Lords (No submod needed, skills and traits have been added into the main mod and will activate if his mod is active).

Should be compatible with anything that doesn't edit skill trees for Bretonnian lords and heroes.

Known Issues

Peasant Economy UI sometimes reverts to vanilla values, I've done everything I can to fix it but its hard coded. It will not affect the actual peasant economy, just the UI.

Final Notes

Highly recommend using the King Louen reskin mod.

Big thanks to Dryrain for allowing me to use his Bretonnia Reskin for these units (You don't need it to use this mod but you should absolutely use it his reskins are fantastic).

My other mods:
Sartosa Overhaul
Skaven Overhaul
Chaos Overhaul
Beautiful Khalida Redone
Lore of Light for Khalida
Lore of Deeps for Aranessa
Sigvald Chariot
and Others

Wanna support my mods? Here's my Paypal:
[www.paypal.me]

Like the mod? Make sure to

It helps improve the mods visibility!
Popular Discussions View All (2)
32
16 Jan, 2021 @ 1:55pm
PINNED: Report any Bugs here
Nanu
11
12 Feb, 2021 @ 7:46am
PINNED: Suggestions
Nanu
143 Comments
thegradyfiles 24 Jul, 2023 @ 10:10am 
Any plans to move it to Warhammer 3?
rustoutlaw 23 Aug, 2022 @ 4:57pm 
sadly outdated
LeCapt_Rage 30 Jul, 2022 @ 11:07am 
Cant play it, the game crash.
HughJanus69 4 Jul, 2022 @ 2:33pm 
needs update?
Esteban Winsmore 15 Nov, 2021 @ 11:51pm 
I see you removed armored man-at-arms? Shame, they looked beutifull.
Royal Malteser 13 Nov, 2021 @ 9:59pm 
Which ones? My city is fully levelled...
Nanu  [author] 13 Nov, 2021 @ 12:12pm 
@Royal Malstesar Late game technologies
Nanu  [author] 13 Nov, 2021 @ 12:12pm 
Its intentional, Grail knights are rare and powerful, not fancy Knights of the Realm. As for foot squires idk what you mean
TsunamiWombat 6 Nov, 2021 @ 9:30am 
Excellent looking mod, won't be using it right away because of concerns over the squires redline buffs and grail units being reduced in size (need to know if this is intentional or a bug) but i'll be doing the usual like sub and award
Royal Malteser 30 Oct, 2021 @ 8:00am 
How do you get veteran peasant units? It keeps saying 0/0