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Carcassonne is a playable Couronne Bretonnia faction introduced in Total War: Warhammer. It is led by The Fay Enchantress and can be found in southern Bretonnia.

How they play[ | ]

General[ | ]

  • Bullet brt chivalryChivalry: Noble actions provide faction-wide bonuses, while acting unchivalrously incurs penalties.
  • Green knight effectThe Green Knight: When certain thresholds of chivalry are reached, Bretonnia can summon a unique hero unit.
  • Bullet brt peasantsPeasant Economy: Peasants work the land, and fight in armies. Recruiting too many peasant units hampers your economy.
  • Bullet brt unitsKnights and Peasants: Equestrian-based unit roster with a host of fast-moving skirmish cavalry and heavily-armoured shock cavalry.
  • Wh dlc07 unit formation lanceLance Formation: A unit ability on certain Bretonnian cavalry which confers bonuses and allows them to pierce enemy lines.
  • Vows and Troths: Complete challenges pledged by your characters to gain powerful rewards.

Legendary Lords[ | ]

  • The Fay Enchantress

Starting territory[ | ]

The Old World[ | ]

Carcassonne startpos

The Season of Revelation[ | ]

Mortal Empires[ | ]

Immortal Empires[ | ]

Faction effects[ | ]

Total War: Warhammer II[ | ]

  • PeasantImage of the Lady: +5 peasants available to the faction
  • ReplenishmentCasualty replenishment rate: +15%

Total War: Warhammer III[ | ]

  • PeasantPeasant Economy: +5 peasants available to the faction
  • ReplenishmentCasualty replenishment rate: +15%

Victory conditions[ | ]

Mortal Empires[ | ]

Short Campaign Victory[ | ]

  • TBA

Long Campaign Victory[ | ]

  • TBA

Immortal Empires[ | ]

Short Campaign Victory[ | ]

  • Occupy, loot, raze, or sack 30 different settlements
  • Complete the Troth of Virtue Vow with the Fay Enchantress

Reward

  • Agent Hero capacity: +3 for all Heroes

Long Campaign Victory[ | ]

  • Achieve the Short Victory conditions
  • Occupy, loot, raze, or sack 70 different settlements
  • Attain: 10000 Bullet brt chivalry Chivalry (Chivalrous)
  • Complete the final Errantry War battle

Reward

  • Agent Hero recuit rank: +10 (local province) (all provinces)

Diplomacy[ | ]

Diplomatic Traits[ | ]

When controlled by the AI, Carcassonne will have the following diplomatic traits:

  • Aggressive - Belligerent and wermongering, their armies reach far with little regard for defence.
  • Unreliable - Agreements hold little sway. This one is not to be trusted.
  • Underdog - Instead of trying to get to the top of the food chain, this one prefers joining a worthy faction in confederation.

Starting Agreements[ | ]

Carcassonne will start with the following treaties already in effect:

Mortal Empires[ | ]

Immortal Empires[ | ]

Strategy[ | ]

Immortal Empires[ | ]

Geography, faction limitations and density of nearby enemies conspire to make Carcassonne one of the most challenging start positions in the game. The Fay Enchantress has the tools to endure and succeed, but this is not a campaign recommended for beginners, even on easier difficulties.

Once the initial Greenskins are dealt with, there are two potential courses of action:

  1. The most important early goal is to take out Broken Axe as rapidly as possible. You simply don't have time to mess around and ideally you have Grom off the board within the first 9 turns. Strategically, one way of dealing with him is to wait for him to attack Bordeleaux, then march over to Orcal Massif and take it while he's gone, depriving him of his main settlement. Another option is to swipe Aquitaine in the same scenario, but only if you're confident you can defeat his main army the next turn. In either case, recruiting an extra lord ASAP will give you some vital holding power against the swarms of Orcs you'll be dealing with.
  2. A risky alternate option, however, may be to beat Talsyn to the punch by conquering Parravon as quickly as possible before dealing with Grom. This is a very high-risk, high-reward move, and likely makes for a much more difficult early game (which is already the most difficult part of any campaign) for the sake of longer-term benefits. If secured, Parravon's province is extremely valuable for recruiting cavalry armies because of the Pastures resource in Quenelles (which allows for cheaper local recruitment of cav and, later on, global upkeep reduction to all knights) and, even more significantly, the extremely valuable Peaks of Parravon landmark building in Parravon. If you don't take these settlements within the first few turns, then Talsyn certainly will, depriving you of these very valuable regions until much later in the campaign when (if ever) you are ready and willing to turn on the Wood Elves or you can afford to purchase them from Orion. On the flip side, taking the time to fight Parravon will give Grom (and Ikit, see below) that much longer to build up steam, and at that point he will likely have started recruiting a second army at Orcal Massif, making him that much tougher to deal with.

Your second biggest threat after Grom is going to be Clan Skryre, but they are very difficult to do anything about in the early game thanks largely to the existence of Warherd of the Shadowgave. You can camp-creep through Estallia and take Morghur out relatively easily, but by the time you do so Ikit will almost certainly have declared on you and will have three or four armies going under, around and through you to massacre your provinces. His underway stance allows him to jump straight from Skavenblight into Castle Carcassonne's region, a major advantage you do not have. Because of this, it may make better sense to adopt a defensive posture to the south by leaving one army in ambush stance in Carcassonne, and use your main army to secure the north. A level 3 settlement, walls and a Lord (either Prophetess or Lord) stationing should be capable of defeating any incoming invasion of Ikit. You can place as much Lords as you want, as Bretonnia has no supply lines issues. Place Prophetess in the settlement along with 2 Lords encamping outside isn't a bad idea but do remember that your settlement army must be capable of defeating Ikit, since he may intiate the battle by starting to fight with one of the Lords encamping outside instead of attacking the castle directly itself.

Mousillon can be a threat, but they have a lot of enemies and it's relatively easy to take them out and start putting their lands to good use. With your help, the Barrow Legion can be stopped before they snowball out of control as well. Doing this should give you bargaining chips with which to get trade deals and confederations out of nearby friendlies. In particular, getting a defensive alliance with Talsyn is incredibly useful since it will give you a more effective garrison in Castle Carcassone itself, and opens the possibility of filling out armies with vastly superior Wood Elf infantry and ranged units in the future. Rushing confederation with Couronne (ensuring you have enough chivalry to do this) is another tempting option.

Once this is done you should be in a better economic position to push through Estallia and kill Morghur without being overrun by the Skaven behind him, and once that is settled finally bring the war to the little bastards themselves. When Skavenblight falls, pat yourself on the back! The real difficulty of the campaign is over and you can take your glorious crusade wherever you damn well please.

Trivia[ | ]

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