Chevaliers de Lyonesse

is a playable faction introduced in Total War: Warhammer II - Chevaliers de Lyonesse free DLC. It is led by Repanse de Lyonesse.
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.
== How they play ==
=== General ===
* Chivalry: Noble actions provide faction-wide bonuses, while acting unchivalrously incurs penalties.
* The Green Knight: When certain thresholds of chivalry are reached, Bretonnia can summon a unique hero unit.
* Peasant Economy: Peasants work the land, and fight in armies. Recruiting too many peasant units hampers your economy.
* Knights and Peasants: Equestrian-based unit roster with a host of fast-moving skirmish cavalry and heavily-armoured shock cavalry.
* Lance 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.
=== Faction specific ===
* Eradicate enemies of fellow Bretonnian factions to be given the option to form errantry confederations.
* Garrison your armies in settlements to provide them with water supplies, granting them temporary immunity to desert attrition
* Starts with Unique Paladin Hero, Henri le Massif
* Slightly diferent tech tree compared to the other Bretonnia factions.
== Legendary Lords ==
*Repanse de Lyonesse
== Starting territory ==
=== Eye of the Vortex ===
*Coast of Araby
=== Mortal Empires ===
*Coast of Araby
=== Immortal Empires ===
* Copher, Coast of Araby([ map])
== Faction effects ==
=== Total War: Warhammer II & III ===
*Control: +3 (all provinces)
* Upkeep: -50% for embedded Heroes
* Melee defence: +8 for Questing Knights
* Diplomatic relations: -80 with Vampire Counts, Vampire Coast and Tomb Kings.
== Victory conditions ==
=== Eye of the Vortex ===
* TBA
=== Mortal Empires ===
==== Short Campaign Victory ====
* TBA
==== Long Campaign Victory ====
* TBA
=== Immortal Empires ===
==== Short Campaign Victory ====
* Occupy, loot, raze, or sack 30 different settlements
* Destroy the following faction(s): , 
Reward
* Hero capacity: +3 for all Heroes
==== Long Campaign Victory ====
* Achieve the Short Victory conditions
* Occupy, loot, raze, or sack 70 different settlements
* Attain: 10000 Chivalry (Chivalrous)
* Complete the final Errantry War battle
Reward
* Hero recuit rank: +10 (local province) (all provinces)
== Diplomacy ==
=== Diplomatic Traits ===
When controlled by the AI, will have the following diplomatic traits:
* TBA
==Starting Agreements==
 will start with the following treaties already in effect:
=== Mortal Empires ===
* War with: 
=== Immortal Empires ===
* War with: 
==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.
Category:Total War: Warhammer II Bretonnia factions
Category:Immortal Empires factions
Category:Bretonnia factions