Upon Alberic's tunic is proudly displayed the crest of Bordeleaux - the tri-forked Trident of Manann, God of the Waves and Storms. Like Manann, Alberic of Bordeleaux is tempestuous as the sea; as relentless as the tide. He is strict and courageous, hailing from a long line of powerful Dukes who have led Bordeleaux, with the patience of the unremitting ocean, to security and prosperity; Alberic intends to be no different. Much like the waves that crash endlessly against the Bretonnian shore, so too does Alberic never cease. Whilst many do not see his progress, it is affected slowly but with the inevitability of nature.
Campaign Effects (as starting lord)
- Additional Starting Units
- Lord Effects
- ↑ Armoured & Shielded: Armoured units can block damage from any source apart from Armour-Piercing damage. Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.
- ↑ Anti-Large: Anti-large units have an advantage against targets that are at least as large as a horse. This advantage can be a damage bonus against large targets or an attack that focuses on a very small area. However, some units are simply better against large targets because their attacks are slow and easy to dodge by skilled melee combatants.
Added in Total War: Warhammer II:
Alberic is a strong Lord that is somewhat overshadowed by the superior combat and regenerative abilities of King Louen in multiplayer. That being said, Alberic's Trident allows him to disrupt clumps of infantry and missile lines similar to Seafang. Secondly, the Braid of Bordelaux gives nearby units +8 Bonus vs. large, which is very useful for giving some of your knights an edge over cavalry or monstrous units. It can also be helpful when fighting nearby some men at arms who are slowing large units down. While Alberic does not provide the raw damage and the ability heal that Louen does, to a smart player (with the support of healing magic) he can make surrounding units stronger and wreak havoc on enemy infantry.
His campaign game play lends itself to lucrative trade agreements and commerce as well as experience and boosted stats for Knights. +10 Defence for Knights of the Realm is a near 50% increase and puts them from meh defence to decent melee defence (arbitrary standards but you get the point).