Immortal Empires Louen Leoncoeur - Bretonnia campaign overview, guide, second thoughts

Immortal Empires Louen Leoncoeur - Bretonnia campaign overview, guide, second thoughts

Warhammer 3 Immortal Empires Louen Leoncoeur - Bretonnia Campaign Overview, Guide And Second Thoughts.


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Hello everyone. In this guide I will cover:

- Victory conditions, faction and climate;

- Starting location;

- Diplomacy and outposts;

- Mechanics of the race and faction;

- Province edicts and army stances;

- Buildings and research;

- Lords and skills;

- Army compositions;

And give you my final notes on the specific faction. Hope you enjoy it.

For those that prefer the video option:

https://youtu.be/qtuxOcufHwQ

For those that prefer to read:

VICTORY CONDITION:

Short campaign is easy: destroy Mousillon and occupy, loot, raze or sack 30 settlements. Reward is +3 hero capacity. There are only two heroes, but both worth it and it will allow less buildings for hero capacity at least in the early to midgame.

Long campaign victory takes a while. Achieve the short victory, occupy, loot, raze or sack 70 settlements. Obtain 10.000 chivalry is the tricky part, depending on how you play, and complete a battle event in the end.

Reward is +10 hero recruit rank. This is useful to ensure your heroes keep being significant right out the gate, specially casters.

Louen has Royal Blood, which gives the bonuses of 10% move range to all armies, and 50% leadership aura for lords when attacking. The first is always good, the second needs some explanation to why it is even something average: most of your problems with infantry will come from low leadership, and the aura size is significant to help you keep them alive for a longer period. Note that the aura's border is not the end of the influence, so even beyond the aura's border you are still receiving some leadership (source: Zerkovich)

As for climate, it is one of the average to worse factions. Plenty of territory is unpleasant or uninhabitable, with exception of Bretonnia and the Empire lands. It is a difficult faction to conquer the whole map with or even to achieve the required 70 settlements for long campaign.

STARTING LOCATION:

2 Settlement starting province, making it difficult to both build military and income. You will most likely require a second province to fully optimize recruitment later on. This is also the case for nearly every Bretonnia province. Marienburg may prove a good alternative, but it will bring you into possible conflict with Festus and Bel'akor.

Your starting enemies are Vampire Counts and Greenskins, but soon Warriors of Chaos and Norsca will come for you. This means a lot of heavy infantry that you may have to deal with poor infantry and good cavalry overall early on.

Typical expansion is thus to control all of Bretonnia, then anything you wish,really. Confederation helps, but most of the time you will have to consolidate some good climate areas before thinking where to focus next.

DIPLOMACY:

You are part of the order factions, Empire, Kislev, Cathay, High Elves, Dwarfs. Maintain good relations with them as you will certainly have more than enough enemies. Because of research, there are other possibilities too, so be on the lookout for any chances.

Outposts should aim for some good infantry or artillery, which makes the Empire and Dwarfs obvious choices.

MECHANICS:

Vows: there are three for each lord, with various benefits, mainly the upkeep for your most expensive cavalry units. You will also get the wounded instead of being killed in action this way, so ensure you keep an eye on this mechanic for each lord.

To complete them, you need to select a mission and achieve it. Simple.

Chivalry: specific mechanic that you accumulate to generate campaign wide buffs. Extra lord rank, corruption reduction, unit experience, leadership, all important.

Green Knight: Once Chivalry is high enough you can recruit the Green Knight. Wonderful ethereal single entity, which is great at tanking damage as well as killing other single entities. However, given how prolific magic damage is nowadays, it has lost its strength a bit.

Peasant economy: each settlement grants a number of peasants, which adds to the overall number of peasant units you can have in total in your armies. As long as your farms are at full capacity, you have free upkeep for peasant mobs and reduced upkeep for non-knight units; if you draft too many peasants, farming income will be reduced. There is a symbol next to each unit explaining if they are peasant units or knight units.

No supply lines. Recruit lords and extra armies as you wish, just their recruit cost is important to note.

PROVINCE EDICTS AND ARMY STANCES:

Control +10 and corruption -2 edict;

Research rate! +10% and construction cost reduction -10%;

Income from buildings +5%;

Growth +15 ;

Recruit cost reduction -10% and local recruit capacity +2 !

Good decent ones. Research rate may prove very important as even 5 provinces will give you tremendous value overall.

As for army stances, they are the typical encamp, raid, ambush, forced march, and channeling. However, raiding and ambushing are somehow unchivalrous, which means you have to be careful which tactics you use in order to grow that chivalry meter.

BUILDINGS, RESEARCH:

Couronne has 3 special buildings, all fairly useful. You require 6 military buildings, and only 1 can be built in minor settlements. However, the tier 3 units are respectable, questing knights, knights of the realm, trebuchets, archers, battle pilgrims... you can make an army out of those for most early-game threats. Special note for the armory: +2 for all armies can impact your lategame severely, imagine 10 of those - +20 armor factionwide? pretty nice buff.

Infrastructure is split into farm and industry. Those have specific research buffs as well.

- Farming gives peasant archers and income, while water wheel gives growth and recruit capacity;

- Industry gives less income (but not affected by peasant economy), storehouse gives movement range, less attrition, more recruit capacity and ammo under siege.

- You also have a control building that gives control to adjacent provinces; Use it well, and you will barely have issues with it.

- Finally, you have the typical growth and casualty replenish building. This means you have 2 growth buildings, + an edict, really great.

Research is split into 4 parts:

- confederation with other bretonnia factions + diplo bonuses with other races. Perfect for you to set up one alliance or another.

- Bonuses for all armies vs specific enemies. These are really important. If you already know who you are fighting against, just go for that, and ignore the rest.

- Farm based research, plus buffs for peasant units;

- Industry based research, plus buffs to knight units;

Use the confederation and bonus vs armies research for the specific ones you will find. At war with Vampire Counts? get the buffs vs them. One Bretonnia faction gets big? Research to confederate it. Adapt it.

(Continuation) Immortal Empires Louen Leoncoeur - Bretonnia Campaign Overview, Guide, Second Thoughts (part 2)


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LORDS AND SKILLS:

Blue line does not have the replenishment buffs. Considering the climate, this is really hindering. There are some nice income buffs, but other than lightning strike, nothing really remarkable.

Redline skills have some good synergy and allow some nice compositions, but they may prove too expensive in terms of the amount of skill points you will need to allocate.

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Lord and hero choices are just melee vs a caster. Damsels, however, provide replenishment as their army ability. The schools of magic all useful, focused on the Heavens for buffs and damage, life for healing, beasts for buffs and summon.

One note: you have lots of "hidden" bonuses. Armory, all the "vs" race bonuses, Blessing of the lady... this means that your army may feel weak one battle and great the next. Pay attention to these ones as they not always are apparent.

- Louen is a beast of a lord himself. He provides bonuses to all units vs specific enemies, and reduced upkeep for knights of the realm and questing knights. Those are useful throughout the game, you can make some good comps with them.

[previewimg=30945073;sizeThumb,floatLeft;Diapositivo11.JPG][/previewimg] Timing and terrain is really important with this faction: take too long to support the frontline and it may collapse; forget to charge one unit and it may lose a battle that it would win; charge uphill and you lose value. You can certainly bring a balanced and varied army, but the cavalry is essential. I like to split between flying units and cavalry, with flying units being best to assault sieged settlements, and cavalry best in a general field battle. Trebuchets and archers are decent, but not the same as other factions' missile troops. [previewimg=30945074;sizeThumb,floatLeft;Diapositivo12.JPG][/previewimg] Thus, some lower tier armies are possible for sweeper armies, those that will not fight a stack of chosen, but can clear up minor enemies and settlements. FINAL CONCLUSION: Although the style may feel one dimensional, there are actually a lot of army comps to try and the outpost mechanic further enhanced this. Infantry may not hold for long vs powerful units, but not all enemies have powerful infantry either. Vs Skaven, Empire, Vampire Counts, Vampire Coast, Tomb Kings, Beastmen... you can go toe-to-toe with them. Bring your cavalry to help as soon as possible, that hammer to the anvil. They lack more variety in lords and heroes, growth is quite good, and upkeep is greatly reduced after the vows. You may find yourself with more armies than you actually need to defend and attack anywhere you wish. You army is basically: - Average infantry that requires buffs; - Average missiles that requires buffs; - Great cavalry; - Fantastic flying units; - Lacks strong anti-large infantry; - Lacks single entities. Replenishment is bad/average at best, mostly cause of climate issues. Louen's position is rather hard; still, you will have plenty of interesting foes to go up against, and he

Typically, and you can see in the pictures, you can use combinations of small numbers of infantry (or none, up to you), missiles, and cavalry.

Timing and terrain is really important with this faction: take too long to support the frontline and it may collapse; forget to charge one unit and it may lose a battle that it would win; charge uphill and you lose value.

You can certainly bring a balanced and varied army, but the cavalry is essential. I like to split between flying units and cavalry, with flying units being best to assault sieged settlements, and cavalry best in a general field battle. Trebuchets and archers are decent, but not the same as other factions' missile troops.

Thus, some lower tier armies are possible for sweeper armies, those that will not fight a stack of chosen, but can clear up minor enemies and settlements.

FINAL CONCLUSION:

Although the style may feel one dimensional, there are actually a lot of army comps to try and the outpost mechanic further enhanced this. Infantry may not hold for long vs powerful units, but not all enemies have powerful infantry either. Vs Skaven, Empire, Vampire Counts, Vampire Coast, Tomb Kings, Beastmen... you can go toe-to-toe with them. Bring your cavalry to help as soon as possible, that hammer to the anvil.

They lack more variety in lords and heroes, growth is quite good, and upkeep is greatly reduced after the vows. You may find yourself with more armies than you actually need to defend and attack anywhere you wish.

You army is basically:

- Average infantry that requires buffs;

- Average missiles that requires buffs;

- Great cavalry;

- Fantastic flying units;

- Lacks strong anti-large infantry;

- Lacks single entities.

Replenishment is bad/average at best, mostly cause of climate issues.

Louen's position is rather hard; still, you will have plenty of interesting foes to go up against, and he can definitely take down any other lord lategame with little support.

Have fun, please do comment below with your own thoughts over the faction.

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=2940448423					

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