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History Characters / TotalWarWarhammerTheKingdomOfBretonnia

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** This is true in-universe too; their excessive focus on charging directly at the enemy on horseback combined with their HonorBeforeReason code of chivalry is why they've never managed to become a major power. Their over-focus means their armies are poorly-equipped to handle things like logistics and siegecraft and their general disregard for foot infantry and 'dishonorable' ranged weapons leaves critical parts of their army untrained and under-equipped while their refusal to engage in tactics like ambushing or raiding makes them predictable. Finally, their armies only fight well in areas with a lot of space for cavalry to maneuver, meaning dense woods and narrow passes cripple them. The one area they defy this is their navy, which is considered one of the best in the world despite the knights wanting nothing to do with it.
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* BadassArmy: The Knights of Bretonnia, famed throughout the Old World as its best cavalry, together with the better armed peasantry and the mages of the Cult of the Lady. Lacking even the gunpowder weapons wielded by the Empire, they charge into the fray with their lances in formation, designed to send as many bodies flying as possible, while calling upon the blessings of the Lady to carry them through tough spots. Even if they tend to get slaughtered, the peasants ''still'' charge against the various horrors of the ''Warhammer'' world with little more then spears, and sometimes blades, alongside the clothes on their backs.

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* BadassArmy: The Knights of Bretonnia, famed throughout the Old World as its best cavalry, together with the better armed peasantry and the mages of the Cult of the Lady. Lacking even the gunpowder weapons wielded by the Empire, they charge into the fray with their lances in formation, designed to send as many bodies flying as possible, while calling upon the blessings of the Lady to carry them through tough spots. Even if they tend to get slaughtered, the peasants ''still'' charge against the various horrors of the ''Warhammer'' world with little more then than spears, and sometimes blades, alongside the clothes on their backs.



* ProudWarriorRaceGuy: Less so then the Empire and the Norscans, but the nobles of Bretonnia ''revel'' in battle.

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* ProudWarriorRaceGuy: Less so then than the Empire and the Norscans, but the nobles of Bretonnia ''revel'' in battle.



* IntergenerationalFriendship: Is many ''decades'' older then Karl Franz, but they share a common bond of being defenders of mankind. The Total War original novella also goes into detail about how deep their friendship is.

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* IntergenerationalFriendship: Is many ''decades'' older then than Karl Franz, but they share a common bond of being defenders of mankind. The Total War original novella also goes into detail about how deep their friendship is.



* HairOfGoldHeartOfGold: Less so then the Everqueen, but she's still a force of good, as well as possessing, beautiful golden hair.

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* HairOfGoldHeartOfGold: Less so then than the Everqueen, but she's still a force of good, as well as possessing, beautiful golden hair.
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Trope was cut/disambiguated due to cleanup


* ArcherArchetype: Peasant archers form the core of Bretonnian ranged firepower, despite their lack of professional training and equipment.
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* ElectiveMonarchy: Bretonnia's royal laws say only a Grail Knight can be crowned king. When a king dies, the dukes choose a Grail Knight from amongst them to succeed instead (with the consent of the Grail Enchantress, who can refuse to crown him). The king's hereditary heir to his dukedom (only dukes have ever been kings) is usually favoured if he already is a Grail Knight, but in the history of Bretonnia practically all of the dukedoms can boast of having had at least one king in their family trees.

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* ElectiveMonarchy: How the Bretonnians select their new king, though their process is much less intricate or codified than the Empire's. Bretonnia's royal laws say only a Grail Knight can be crowned king. When a king dies, the dukes choose a Grail Knight from amongst them to succeed instead (with the consent of the Grail Enchantress, who can refuse to crown him). The king's hereditary heir to his dukedom (only dukes have ever been kings) is usually favoured if he already is a Grail Knight, but in the history of Bretonnia practically all of the dukedoms can boast of having had at least one king in their family trees.
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* BornUnderTheSail: Bordeleaux is a duchy with a strong maritime tradition, as their devotion to Manann proves, and Alberic is no different. He has multiple skills to boost port settlments, and the third game made his entire faction immune to sea attrition of any sort, explicitly because Alberic and his commanders are devoted to Manann and experienced sailors.

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* BornUnderTheSail: Bordeleaux is a duchy with a strong maritime tradition, as their devotion to Manann proves, and Alberic is no different. He has multiple skills to boost port settlments, and the third game made his entire faction immune to sea attrition of any sort, explicitly because Alberic and his commanders are commanders, as devoted to Manann and Manann, are experienced sailors.
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** In campaigns, where the objective is to conquer and hold cities (and thus, constant fights on walls or in relatively narrow streets), they're forced to rely on their subpar units to do most of the work of taking the walls. They will eventually become great at ''attacking'' cities due to their large numbers of dangerous flying cavalry, but they will always have a hard time defending them; cavalry units can't defend walls, leaving the job to the aforementioned subpar units.

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** In campaigns, where the objective is to conquer and hold cities (and thus, constant fights on walls or in relatively narrow streets), they're forced to rely on their subpar units to do most of the work of taking the walls. They will eventually become great at ''attacking'' cities due to their large numbers of dangerous flying cavalry, but they will always have a hard time defending them; cavalry units can't defend walls, leaving the job to the aforementioned subpar units. When the invaders eventually break past the walls, most of the Bretonnian cavalry are (usually) trapped in narrow streets with little opportunity to flank the enemy.
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* BornUnderTheSail: Bordeleaux is a duchy with a strong maritime tradition, as their devotion to Manann proves, and Alberic is no different. He has multiple skills to boost port settlments, and the third game made his entire faction immune to sea attrition of any sort, explicitly because Alberic and elite are devoted to Manann and experienced sailors.

to:

* BornUnderTheSail: Bordeleaux is a duchy with a strong maritime tradition, as their devotion to Manann proves, and Alberic is no different. He has multiple skills to boost port settlments, and the third game made his entire faction immune to sea attrition of any sort, explicitly because Alberic and elite his commanders are devoted to Manann and experienced sailors.
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None


* BornUnderTheSail: Bordeleaux is a duchy with a strong maritime tradition, as their devotion to Manann proves, and Alberic is no different. He has multiple skills to boost port settlments, and the third game made his entire faction immune to sea attrition of any sort, explicitly because Alberic and elite are devoted to Manann.

to:

* BornUnderTheSail: Bordeleaux is a duchy with a strong maritime tradition, as their devotion to Manann proves, and Alberic is no different. He has multiple skills to boost port settlments, and the third game made his entire faction immune to sea attrition of any sort, explicitly because Alberic and elite are devoted to Manann.Manann and experienced sailors.
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* BadassNormal: Even moreso than the Empire, as they make no use of firearms and technology and have even less magic. Bretonnia is effectively medieval France/England dropped into a horrific DarkFantasy world with the occasional monstrous mount or ''lightly'' enchanted sword mixed in, and they make do with only steel, faith and courage.

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* BadassNormal: Even moreso than the Empire, as they make no use of firearms and technology and have even less magic. Bretonnia is effectively medieval France/England dropped into a horrific DarkFantasy world with the occasional monstrous mount or ''lightly'' enchanted sword immortal Grail Knight mixed in, and they make do with only steel, faith and courage.
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* BornUnderTheSail: Bordeleaux is a duchy with a strong maritime tradition, as their devotion to Manann proves, and Alberic is no different. He has multiple skills to boost port settlments, and the third game made his entire faction immune to sea attrition of any sort, explicitly because Alberic and elite are devoted to Manann.
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[[caption-width-right:256:Bordeleaux]]

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[[caption-width-right:256:Bordeleaux]][[caption-width-right:256:Bordeleaux/Bordeleaux Errant]]
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* BadassBureaucrat: Despite being a very skilled Knight, Alberic's true strength is his knowledge in administration. He makes heavy use of shipping lanes found by the ancient Elves to further increase his trading profits, represented by his skill "Shipping Lanes", and has a keen eye when it comes to coastal planning which make coastal settlements run at higher capacity, shown by his skill "Coastal Expansion". He can also reduce the construction time and cost of resource buildings. In an amusing bit of GameplayAndStoryIntegration, the best way to use him in the first game was to park him in Marienburg and never move him again, since he had a skill to give a whopping ''150''% boost to income from the port city he was stationed at (for the second game, it was changed to a much smaller (less than 10%) buff to port cities faction-wide to prevent this).

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* BadassBureaucrat: Despite being a very skilled Knight, Alberic's true strength is his knowledge in administration. He makes heavy use of shipping lanes found by the ancient Elves to further increase his trading profits, represented by his skill "Shipping Lanes", and has a keen eye when it comes to coastal planning which make coastal settlements run at higher capacity, shown by his skill "Coastal Expansion". He can also reduce the construction time and cost of resource buildings. In an amusing bit of GameplayAndStoryIntegration, the best way to use him in the first game was to park him in Marienburg and never move him again, since he had a skill to give a whopping ''150''% boost to income from the port city he was stationed at (for the second game, it was changed to a much smaller (less than 10%) buff to port cities faction-wide to prevent this).

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