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Chevaliers de Lyonesse Chevaliers de Lyonesse is a playable Couronne Bretonnia racial faction introduced in the Total War: Warhammer II - Chevaliers de Lyonesse free DLC. It is led by Repanse de Lyonesse and can be found on the Coast of Araby.

These knights from Lyonesse are on a holy errantry war far from their homeland in fair, verdant Bretonnia. They have travelled far to the south, to the searing desert lands of Araby, gaining a foothold in Araby's coastal cities which bustle with trade in the many bazaars.

They have a slightly diferent tech tree compared to the other Bretonnia factions.

How they play[ | ]

A summary of Bretonnia gameplay:

  • Units: Strong knight cavalry, backed up by cheap peasant infantry. Plenty of flying units.
  • Regiments of Renown: These are unique, more elite versions of regular Bretonnia units.
  • Chivalry: Noble actions provide faction-wide bonuses, while acting unchivalrously incurs penalties.
  • The Green Knight: A unique hero unit that becomes available to summon after reaching certain thresholds of chivalry.
  • Peasant Economy: Peasants both work the land, and also fight in armies. Recruiting too many peasant units hampers your economy.
  • Lance Formation: This special formation, unique to Bretonnia, allows their cavalry to pierce through enemy lines.

Background[ | ]

"Repanse de Lyonesse, or the ‘Damoiselle de Guerre’ as she is known throughout Bretonnia, is a revered knight of the Chevaliers de Lyonesse. Armed with the mighty Sword of Lyonesse and fighting beside her trusty paladin companion, Henri Le Massif, she embodies the unrelenting crusading spirit of her brethren."

Repanse de Lyonesse was a famed Bretonnian Paladin who later became the Duchess of Lyonesse. She was known as the "Damoiselle de Guerre" or "Damsel of War."

She commanded an elite Bretonnian army known as the Chevaliers de Lyonesse, famous for saving the land of Bretonnia on numerous occasions. Now, she travels to the lands of Araby, where the strongholds of the Entranty orders are under siege from the hated unliving. In the name of the Lady, the greatest daughter and Damsel of Bretonnia goes to war in desert sands of Araby and Nehekhara, where the tyrants of the sands await their judgement.

In campaign[ | ]

Lord choices[ | ]

Faction effects[ | ]

Lord effects[ | ]

Additional starting units[ | ]

Start position[ | ]

Eye of the Vortex
Mortal Empires

Victory objectives[ | ]

Immortal Empires[ | ]

Short Campaign Victory[ | ]

Long Campaign Victory[ | ]

  • Occupy, loot, raze, or sack 70 different settlements
  • Attain 10,000 Chivalry
  • Complete the final Errantry War battle

Diplomacy[ | ]

Starting agreements[ | ]

Mortal Empires:

Diplomatic traits[ | ]

  • -80 with Vampire Coast, Tomb Kings and Vampire Counts.

Strategy[ | ]

Click here to add a strategy!

The goal of the this faction is clear: destroy all Undead. Fortunately you are surrounded by them and fellow Bretonnians. Repanse is able to confederate the nearby Bretonnian factions after attacking nearby Undead factions. After destroying your initial threats, you should focus on consolidating the northern part of the Southlands. Wipe out Arkhan, confederate Bretonnians, (friendship with Greybeard's Prospectors will possibly be beneficial, but it can go either way). Take down Snikch and Tiktaq'to if they become problematic, but Settra and the rest of the Tomb Kings are your mid game goal. After that the world is your oyster.

In terms of play style, Questing Knights gain a solid boost to their melee stats under this faction, public order is slightly easier to manage, Heroes are less expensive, and all Undead hate you. Notably, Henri is an absolute beast and can tear apart most units when fully levelled. He offers a significant anti-large that teams up nicely with Repanse herself.

A handy tip with playing this campaign is to keep a Grail Reliquae in each of your armies to counter the Fear trait that is on almost every Undead unit. It makes it a lot easier to manage battles as peasant units won't end up scattering everywhere because they're flipping between breaking thanks to stacked Fear/Terror debuffs, and rallying because they're outside of the debuff range and haven't take many casualties.

In terms of Technologies, anti-Undead techs should be rushed first. These will improve your army's early-to-mid game development by getting units to rank 7 faster, in addition to providing buffs that will improve the ability for your poor infantry to fight undead armies. Of note is that the techs reducing attrition from vampiric corruption stack, leading to a combined 50% reduction. This is especially useful in Mortal Empires campaigns, as the Vampire Counts have a reasonable chance of dominating the Empire's territory, which you will eventually want to conquer for yourself.

It is worthwhile early on to send a hero (or a lord with a small army) north to Ulthuan, as you will find that most of the High Elf factions will be eager to trade with you. This also means that you should be looking to secure resource locations quickly in order to build up a strong trade income. If you do send a lord, have them clear up the sea encounters to level them a bit, find items, earn gold, etc. It is important to find items that buff unit leadership (e.g., Crown of Command or various banners) to help counter the fear/terror effects of undead units that will cripple your low-leadership infantry. It is generally advisable to avoid wars with pirate factions, as doing so will delay your ability to leave your starting coastal regions unguarded and secure the inland regions of the Southlands.

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