Total War: WARHAMMER II

Total War: WARHAMMER II

Bretonnian Noble Warriors
49 Comments
Lys Albus 9 Sep, 2023 @ 2:22pm 
update please
Lys Albus 6 Sep, 2023 @ 3:41pm 
crash
GUR 2 Jan, 2023 @ 6:27pm 
update possibly, or is it ok to run ?
MarineCARMINE 27 Aug, 2022 @ 8:45am 
WH3 port?
Lwh 16 Dec, 2021 @ 5:46pm 
the best Bretonnian units mod
Lwh 16 Dec, 2021 @ 5:25pm 
excellent mod:steamthumbsup:
NINA rojozangre 4 Aug, 2021 @ 1:12pm 
HELLO...
Will there be an update for this MOD?
Squirter 30 Dec, 2020 @ 8:44am 
this mod update yet?
djdomi44 29 Dec, 2020 @ 2:56pm 
will you add hounds for bretonnia in this mod.?
ByzantineBasileus 29 Nov, 2020 @ 4:37am 
I look forward to it! In the lore if they eat truffles, they immediately view any male (regardless of species as a romantic rival), and proceed to attack their.... nether regions. This has to be a special ability of some kind (like a temporary increase to piercing damage)!
Mr.Nsane32  [author] 29 Nov, 2020 @ 4:26am 
@ByzantineBasileus
I probably add them in when the wood elf dlc comes out.
ByzantineBasileus 28 Nov, 2020 @ 11:52pm 
Ever thought about adding truffle hounds as a unit similar to norscan warhounds?
Bot easy 9 Jul, 2020 @ 3:05am 
is this lore accurate?
wm.j.olson 24 May, 2020 @ 9:23am 
Update needed.
Patzay 24 May, 2020 @ 8:38am 
Can u update, mate? :D
Teutonic Mercenary 25 Apr, 2020 @ 12:30am 
Fix the Red Skill tree.
Yeoman should be a improvement to Spearman at arms, but in the campaign, my Spearman at arm is literally superior than Yeoman
Ghost 1 Apr, 2020 @ 2:12am 
@Mr.Nsane32 Chevaliers upkeep says 500 in building tree but costs 1500 upkeep when recuiting, unit also dont show that it needs any vow to reduce upkeep and i have all vows unlocked with the lord. love the mod btw :)
Mr.Nsane32  [author] 29 Dec, 2019 @ 11:52am 
@the winter come
I'm still updating I've just run into a problem with the modding tools. The mod still works but the units won't show up in custom battles for the renamed factions.
无锋B312 28 Dec, 2019 @ 9:00pm 
Do you still update your series of MOD?

Now that the ontology has been updated, MOD can't be used.

This series is great. I hope to continue to update it.
Crassie Wassie 6 Nov, 2019 @ 5:52pm 
I feel like the knights need to be much more exspensive because you can just spam them and you wont have to use cavalry or anything
Judgement Day 22 Oct, 2019 @ 3:29am 
sfo version or submod?
Radwan 14 Sep, 2019 @ 12:03pm 
Update plz.
ByzantineBasileus 13 Sep, 2019 @ 9:14pm 
I greatly enjoy this mod. Are you planning on updating it for the new patch?
Prophet 13 Sep, 2019 @ 12:39am 
Hello friend! i see u made some units for brettonia wich is Awsome! this mod is very nice especialy the foot squires i liked that idea And i wanted to make a request if u have time their is a mod from game 1 here is its link --- https://steamproxy.net/sharedfiles/filedetails/?id=876424448 --- my request is if u can make a mod like this with good tanky like stats (and remake unit card similar to the foor squires) and merge it with the foot squires from this mod. if u do this i will be gratefull to u and also i gave u a like and favorite your work is splendid!

thank u mang!
Gabe 10 Sep, 2019 @ 3:06am 
Could we get a merry men only mod please? I really miss these units for balance reasons, the other additions I can do without.
Mr.Nsane32  [author] 3 Sep, 2019 @ 11:01pm 
@TheMythicXBagel If you want a men-at-arms reskin I could do that fairly quick.
DaBagel 31 Aug, 2019 @ 11:38pm 
Please god make a separate mod for the Yeoman that can be affected by unit size mods. Your Yeomen are what all men at arms reskins should be. Thank you so much for creating them!!
ZeroOne 22 Jul, 2019 @ 3:30am 
your unit stats for squires and knights except the chevaliers and are so... so weak?
AlbaHIbernia 14 Jun, 2019 @ 2:39pm 
Apparently Claymores weren't swung or wielded as greatswords either. They where far to large. They where pointed up the way like a spear. Which is another reason heavy cavalry suffered in wars against Scotland. William Wallace won the first battle in 200 years (Or 100.) Without heavy cavalry. A lot of this was for other tactics but pikes and claymores did help.
XTOLL 9 Jun, 2019 @ 7:25pm 
having said that the Scots did form the Schiltrons to protect themselves from cavalry charges so it may well have happened at some point but i can't remember any off the top of my head, not that it matters much the English lost both the French and Scottish wars but i do agree though being a knight didn't mean you had to fight on horseback but having a horse meant you could get away easier if that battle was lost
XTOLL 9 Jun, 2019 @ 7:16pm 
I think the main reason the English Knights fought on foot was to protect the longbows not because of the Scottish Schiltrons (not sure if I spelt that right) horses generally will not charge spears as they're not that stupid, Braveheart was rarely true to history and the battle of Stirling bridge was won because the English were caught crossing the bridge and had nothing to do with horses running onto spears and in the hundred years war the knights protected the archers as they were the real cavalry killers the English knights wouldn't have bothered fighting on horse back as they would have been hugely outnumbered by the French who were probably fielding better cavalry anyway, I could be wrong of course and any correction will be gladly accepted as its been a while since i've read anything on Medieval warfare,
BitchBeHumble 8 Jun, 2019 @ 2:42pm 
During the Hundred Years War, the English knights often fought afoot especially when they were in strong defensive positions. This was largely a result of the numerous Scottish wars in which heavily armoured men on foot repeatedly defeated mounted (usually English) charges.And yes Chevalier means Knight not cavalier And yes knights can fight both on foot and horseback
Mr.Nsane32  [author] 8 Jun, 2019 @ 7:50am 
@Rellek
Cavalier does indeed mean cavalry but Chevalier is also a french word as Olorin pointed out it means knight.
However that is irrelevant because this is Warhammer, and in Warhammer the Chevaliers where an army of knights and peasants that fought with a damsel blessed by the lady against a chaos lord.
So they can be anyone in Bretonnia and in my mod they are a unique group of knights of the realm.
Mr.Nsane32  [author] 8 Jun, 2019 @ 7:17am 
@ExiaUnbound
An odd question, but the units are usable is multiplayer and mortal empires.
Olorin 8 Jun, 2019 @ 4:36am 
@Reliek Actually Chevalier is french for "Knight", not cavalry. Chevalier could be on foot if needed, even if most of the time they owned a horse ("Cheval" stands for Horse).
Anyways, cool mod !
Rellek 8 Jun, 2019 @ 12:43am 
Chevalier is french for cavalier. As in Cavalry. You may want to rename your foot knight unit there.
ExiaUnbound 7 Jun, 2019 @ 7:59pm 
is this multiplayer only?
NeverBackDown 7 Jun, 2019 @ 12:39pm 
Ah ok thanks for the answer :)
Mr.Nsane32  [author] 7 Jun, 2019 @ 11:21am 
@Thor
I generally don't like having unit caps as I find them a little too restrictive.
But I have made the knights expensive to make it difficult to keep large numbers of them and I'm still tweaking balance so I might up the cost down the line.
NeverBackDown 7 Jun, 2019 @ 10:50am 
Just to fit with lore should the knight units maybe be capped at certain amounts? Requiring more buildings to increase cap, etc.
if it's already like that sorry, haven't used it yet. Wanted to know beforehand and didn't see it in description :)
Mr.Nsane32  [author] 7 Jun, 2019 @ 10:09am 
SFO version is done and uploaded, you can find it in the mod collection.
Mr.Nsane32  [author] 7 Jun, 2019 @ 8:49am 
@J.Maverick I see what your saying and for most factions I agree that it is nice to have at least one good AL infantry.
But for this mod I tried to keep it as faithful to the Bretonnia lore and their playstyle in game as much as possible. In other words I still wanted you to have a focus on calvary and not have the foot knights be able to handle every situation.
However I did update the unit today with charge defence so they will be some what better at countering large units.
マンダロリアン 6 Jun, 2019 @ 11:32pm 
thank you so much mate this is really needed for bretonnian faction
SpiffyGonzales 6 Jun, 2019 @ 9:10pm 
Why do I even need a mod for this? It's aggrevating that CA wont just put SOME kind of foot knights in the regular game, even if they're expensive. I mean foot knights were literally IN THE TRAILER.

Thx man. May you be blessed by ze lady.
J.Maverick 6 Jun, 2019 @ 10:22am 
Not really any specific reason, just feel like they could use a nice dedicated AL unit, and seeing as they are amazing at that while on horse they would also be good at it on foot
Mr.Nsane32  [author] 6 Jun, 2019 @ 9:57am 
@J.Maverick
Just to ask is there a reason in particular you want them to be a spear unit?
I mainly made the foot knights of the realm to be a tanking unit while cavalry worked as your damage dealers.
I you just wanted them to have charge negation or anti-large then I could see about balancing them for that. But if you want them to have spears for aesthetic reasons then all I have to say is "Spears are a peasant weapon true knights fight with sword and lance".
Mr.Nsane32  [author] 6 Jun, 2019 @ 9:34am 
@^Styx Thanks for the comment.
I was planning on doing an sfo version fairly soon I was just going to take a short break as getting the two mods done back to back was a little tiring. Although I may be lying and have it out today.
For balance I generally look at the changes sfo makes and try to match them as best I can, so I will probably be doing what you suggested.
^Triumph 6 Jun, 2019 @ 9:15am 
Hey dude, saw you updated your other mod to be compatible with sfo!!
Will you do the same to this one?
If that is the case it woul be awesome that you reduce the unit models that "chevaliers" have to like 30 or so and you make the unit a force of nature. Most of elite units in Sfo are few in number but rly strong to reflect their strength :)
Just my opinion tho. Cool mod!!
J.Maverick 6 Jun, 2019 @ 5:07am 
Maybe making the knights of the realm on foot into a spear unit?