The bretonnian Dukedoms consist of only 1-2 clans each, which explains the low strength value, but their noble units are crazy good. Boosting them with the perks from the Knight of Betronnia career path as well as captain perks from riding and polearm turns the Grail Knights into absolute killing machines. Btw. can you showcase a vampire castle like Oberstyre or Templehof (not the towns, they are quite straightforward) before you end this series, whenever that may be? Whoever designed that scenery deserves a special round of applause I think. It's also the second most frustrating siege layout for an attacker I've come across in any M&B mod ever, but it looked really cool while my forces got absolutely murdered. ;)
@ReformistTM, I'd be interested in watching you play the Brettonian campaign or, especially, a Blood Knight campaign. The Blood Knight career steers you toward an elite vampire army rather than skeleton chaff. After playing with the Carstein vampire though everyone else seems week by comparison. Loving the series!
2:35 Demigryph, not Gryffon, a Gryffon would be almost double in size and has wings, ^^ and will come later too ^^ maybe that sounds now a bit mean but seeing you beeing afraid to die, even as an OP Vampire, and also almost dying here and there makes me happy because that means we have make a good job with balancing the strength even it is far away from finish and the balance is also only roughly ^^ the counter against VC is easy, VC is mostly coming with quantity and spells, while other factions mostly comes with quality and depending on who and what also Spells, Prayers or Artillery that also can easily kill a lot of Units, ^^ VC or only Vampires only feels so OP for yourself, because you as Player have the advantage of the Mistform and also use your Magic more tacticle then the AI, without you in the Army it would need almost double the size of a Army to fight on equal lvl with a Army of other factions ^^ also the balance on the Map is at the moment not what it has to be, that there is almost no war seems to be through the massive amount of Bandits, that kill of Peasants and Karawans and therefore destroy the economy, the big amount of Bandits is what we have planned because that is what Warhammer is, a grimdark world where you can die on every corner, ^^ we have to see in the future that we can protect the economy a bit for the Bandits so that they damage it not that much, so it can be that through this some factions seem weaker then they actually should be, or make less war then they normally would make, ^^ playing as a Vampire is not that Problematic with that, but when playing other factions it is suggested hunt down and reduce the bandits a bit ^^ only the Empire has Warrior Priest and tons of Wizard from different Lores of Magic, but for that Bretonnia has the Demsel that later will be a Prophetess, and these also have Prayers and can learn three lores of Magic ^^
Absolutely agree! Thanks so much for sharing your thoughts and providing insight into the plans for the future of the mod. I can't wait to play as Bretonnia/Empire next! :)
Bretonia is likely low strength because they war with their neighbors to the north. The swamp that their enemy lives in gives a constant, and very strong attrition debuff. Being in it only briefly enough to travel to the nearest town and back will wound 20ish troops. Now imagine them trying to siege. The cavalry is really nice though, Only the Chaos Portal troops give you any sort of a challenge in a field battle, though they significantly weaken if they get bogged down or congested. I have a suspicion that their religion is the strongest as well, but I haven't made it that far yet, so that's unsupported. My complaints about Bretonia, are that the larger concentrations of enemy territory are quite distant, this will change of course later in development when more factions are added. Their magic users are underpowered, they have some great synergy in spells when paired with the cav in field battles, but are otherwise unremarkable, more supportive than anything. They're balanced, but could use some refining. My suggested route would probably be to strengthen their magic buffs to give them a little more of a chance in sieges. I think they could do with a couple of more Shrines as well, they're rather sparse for the extensive territory.
Bretonnia has Damsels in the place of Battle Priests or Necromancers, at least in the Total War game. No idea if they are in this mod atm or not. I've picked up a little bit of knowledge from the community that plays the Total War Warhammer series.
They originate in the original Warhammer Fantasy tabletop game that Games Workshop released, as they are also part of the lore of course. That is why they are in the Total Warhammer franchise, and that is why they are in this mod as well. I think so at least.
0:59 that demigryph knight is so cool! 2:29 no, they're demigryphs, while gryphons are massive and they are used by Empire generals. They also have nice lore. 19:30 Look how chad they did Karl Franz! 20:00 Bretonnia have high quality units? Only their knights, their melee infantry is garbage
Umm.. maybe i'm wrong, but i don't think people replay M&B campaigns for the efficiency sake, min-maxing every aspect of it. Most of the people i've interacted with, play for the roleplaying aspect of it. For example, in base game Battania is one of the worst factions, and Sturgia once had pretty bad AI and troops. Yet people played and still campaigns as Sturgians and Battanians. Because they play as a character. Now you do min-max given tools (using the best troops and strategies fit for the culture), but speedrunning isn't the goal for huge majority of players. And knowing anecdotally how being OP is the biggest killer of playthrough, i'd say the weaker the faction, more people will enjoy playing it. That being said, Vampires need rebalancing. Maybe make troops better or something, but soloing garrisons of 600-700 isn't right. And can feel stale real quick (since you're using same 2-3 spells in the same order every time)
It is exclusive. Friendly archers can't hit the player or their own troops. However, siege equipment, spells and other AoE as you mentioned, can hit friendly targets when the AI uses them.
@ReformistTM thanks for the response! I figured out the issue. I was playing Realms Forgotten with my little warband and had given my archers arrows that apparently COULD hurt my troops. I posted in the discord and 3 different people told me I was crazy and that friendly fire from your troops has always been a thing. Which doesn't line up to what I've seen playing mount and blade for over 12 years 😂
I'm not part of the modding team, but yes. Vargheists, Crypt Horrors, Minotaurs, Rat Ogres, Pegasus Knights(the pegasi(pegasus is the singular form, while pegasi is the plural form) counts as monstrous units), Trolls, Giants I assume, etc. Most of which is part of the lore, which is also found only in the Old World, will be added.
I've asked the a 100 times on steam workshop page this and the won't tell me. What game version do I have to play this on? There is no version 1.2.3 in my betas tab.
The bretonnian Dukedoms consist of only 1-2 clans each, which explains the low strength value, but their noble units are crazy good. Boosting them with the perks from the Knight of Betronnia career path as well as captain perks from riding and polearm turns the Grail Knights into absolute killing machines.
Btw. can you showcase a vampire castle like Oberstyre or Templehof (not the towns, they are quite straightforward) before you end this series, whenever that may be? Whoever designed that scenery deserves a special round of applause I think. It's also the second most frustrating siege layout for an attacker I've come across in any M&B mod ever, but it looked really cool while my forces got absolutely murdered. ;)
the spells are countered by artillery plus really good units
@ReformistTM, I'd be interested in watching you play the Brettonian campaign or, especially, a Blood Knight campaign. The Blood Knight career steers you toward an elite vampire army rather than skeleton chaff. After playing with the Carstein vampire though everyone else seems week by comparison.
Loving the series!
Absolutely love when his summosn reach critical mass and begin overpowering the defenders from the inside! just gives that true necromancer feeling
Just watched 14 and 15 drops, excellent timing
A Bretonnian playthrough with Grail knights would be great.
You might want to appoint a few Unit Commanders for the foot archers and cavalry archers.
exactly, and I believe the Skaven would be a similar gameplay: a swarm of troops with lots of poison magic and debuffs, a total chaos
2:35 Demigryph, not Gryffon, a Gryffon would be almost double in size and has wings, ^^ and will come later too ^^
maybe that sounds now a bit mean but seeing you beeing afraid to die, even as an OP Vampire, and also almost dying here and there makes me happy because that means we have make a good job with balancing the strength even it is far away from finish and the balance is also only roughly ^^
the counter against VC is easy, VC is mostly coming with quantity and spells, while other factions mostly comes with quality and depending on who and what also Spells, Prayers or Artillery that also can easily kill a lot of Units, ^^ VC or only Vampires only feels so OP for yourself, because you as Player have the advantage of the Mistform and also use your Magic more tacticle then the AI, without you in the Army it would need almost double the size of a Army to fight on equal lvl with a Army of other factions ^^
also the balance on the Map is at the moment not what it has to be, that there is almost no war seems to be through the massive amount of Bandits, that kill of Peasants and Karawans and therefore destroy the economy, the big amount of Bandits is what we have planned because that is what Warhammer is, a grimdark world where you can die on every corner, ^^ we have to see in the future that we can protect the economy a bit for the Bandits so that they damage it not that much, so it can be that through this some factions seem weaker then they actually should be, or make less war then they normally would make, ^^ playing as a Vampire is not that Problematic with that, but when playing other factions it is suggested hunt down and reduce the bandits a bit ^^
only the Empire has Warrior Priest and tons of Wizard from different Lores of Magic, but for that Bretonnia has the Demsel that later will be a Prophetess, and these also have Prayers and can learn three lores of Magic ^^
Absolutely agree! Thanks so much for sharing your thoughts and providing insight into the plans for the future of the mod. I can't wait to play as Bretonnia/Empire next! :)
Great lore vision and balance!
Bretonia is likely low strength because they war with their neighbors to the north. The swamp that their enemy lives in gives a constant, and very strong attrition debuff. Being in it only briefly enough to travel to the nearest town and back will wound 20ish troops. Now imagine them trying to siege.
The cavalry is really nice though, Only the Chaos Portal troops give you any sort of a challenge in a field battle, though they significantly weaken if they get bogged down or congested. I have a suspicion that their religion is the strongest as well, but I haven't made it that far yet, so that's unsupported. My complaints about Bretonia, are that the larger concentrations of enemy territory are quite distant, this will change of course later in development when more factions are added. Their magic users are underpowered, they have some great synergy in spells when paired with the cav in field battles, but are otherwise unremarkable, more supportive than anything.
They're balanced, but could use some refining. My suggested route would probably be to strengthen their magic buffs to give them a little more of a chance in sieges. I think they could do with a couple of more Shrines as well, they're rather sparse for the extensive territory.
Oh I have no doubts that Bretonnia will become much improved when their faction is finalized in later updates.
Bretonnia has Damsels in the place of Battle Priests or Necromancers, at least in the Total War game. No idea if they are in this mod atm or not. I've picked up a little bit of knowledge from the community that plays the Total War Warhammer series.
They originate in the original Warhammer Fantasy tabletop game that Games Workshop released, as they are also part of the lore of course. That is why they are in the Total Warhammer franchise, and that is why they are in this mod as well. I think so at least.
before telling everyone to charge, I suggest you change their formations. They may bug out otherwise. I usually set everyone to loose formation
0:59 that demigryph knight is so cool!
2:29 no, they're demigryphs, while gryphons are massive and they are used by Empire generals. They also have nice lore.
19:30 Look how chad they did Karl Franz!
20:00 Bretonnia have high quality units? Only their knights, their melee infantry is garbage
I'm doing a playthrough of this as a Witch Hunter. I'm not sure how I will do in these Sieges without the ability to kill 500 units by myself tbh.
Use stones or fire barrels to take out the caterpolts on the battlements
Ah yes, I should do that! :) Thanks!
Do a heavy Cav character if you do Brettonia plathrough.
Thank you. Nerfing vampire's would make them irrelevantly weak. Nobody would play them, whats the point of playing them when you can't win.
Umm.. maybe i'm wrong, but i don't think people replay M&B campaigns for the efficiency sake, min-maxing every aspect of it. Most of the people i've interacted with, play for the roleplaying aspect of it. For example, in base game Battania is one of the worst factions, and Sturgia once had pretty bad AI and troops. Yet people played and still campaigns as Sturgians and Battanians. Because they play as a character. Now you do min-max given tools (using the best troops and strategies fit for the culture), but speedrunning isn't the goal for huge majority of players. And knowing anecdotally how being OP is the biggest killer of playthrough, i'd say the weaker the faction, more people will enjoy playing it.
That being said, Vampires need rebalancing. Maybe make troops better or something, but soloing garrisons of 600-700 isn't right. And can feel stale real quick (since you're using same 2-3 spells in the same order every time)
You can unilaterally deckare war at a cost of influence. Your faction may kick ya out tho. Lol
I've got a question. Can your own archers kill your own troops with their arrows or is friendly fire exclusive to yourself or with AOE and artillery?
It is exclusive. Friendly archers can't hit the player or their own troops. However, siege equipment, spells and other AoE as you mentioned, can hit friendly targets when the AI uses them.
@ReformistTM thanks for the response! I figured out the issue. I was playing Realms Forgotten with my little warband and had given my archers arrows that apparently COULD hurt my troops. I posted in the discord and 3 different people told me I was crazy and that friendly fire from your troops has always been a thing. Which doesn't line up to what I've seen playing mount and blade for over 12 years 😂
Is there plans to put in monstrous units? Vargeist crypt horrors etc. ?
I'm not part of the modding team, but yes. Vargheists, Crypt Horrors, Minotaurs, Rat Ogres, Pegasus Knights(the pegasi(pegasus is the singular form, while pegasi is the plural form) counts as monstrous units), Trolls, Giants I assume, etc. Most of which is part of the lore, which is also found only in the Old World, will be added.
I've asked the a 100 times on steam workshop page this and the won't tell me. What game version do I have to play this on? There is no version 1.2.3 in my betas tab.
It's version 1.2.0. Game version, mod load order and list in the description.
First❤
How to use mistform?
Press left alt by default once it's charged.