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(Created page with "So, you know how to play. But you want to know ''"how to play?"'' You will read here below general team tactics and tactics for each released class. ==Class Strategies== {|...")
 
(Image alterations, added sections for the Sharpshooter and Man-At-Arms that lead to nowhere, grammar fixes, flowery language edits, tactic and strategy edits, updates and additions.)
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So, you know how to play. But you want to know ''"how to play?"''
So, you know how to play. But you want to know ''"how to play?"''
You will read here below general team tactics and tactics for each released class.
Here, you'll find strategies and tactics for each class and team.


==Class Strategies==
==Class Strategies==
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{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"
{| cellpadding="2" style="width: 100%;border: 1px solid darkgray;" align="center"
! style="text-align: center" | [[Image:Pvk2_skirm_dinah.jpg|link=Skirmisher Strategy]]
! style="text-align: center" | [[Image:Pvk2_skirm_kill_special_2x.jpg|link=Skirmisher Strategy]]
! style="text-align: center" | [[Image:Pvk2 capt cutlass dmg 1mil.jpg|link=Captain Strategy]]
! style="text-align: center" | [[Image:Pvk2_capt_kill_hook100x.jpg|link=Captain Strategy]]
! style="text-align: center" | [[Image:Pvk2 zerker kill bigaxe200x.jpg|link=Berserker Strategy]]
! style="text-align: center" | [[Image:SSElite.jpg|link=Sharpshooter Strategy]]
! style="text-align: center" | [[Image:Pvk2 husc kill all.jpg|link=Huscarl Strategy]]
! style="text-align: center" | [[Image:Pvk2_zerker_chop_dmg_100k.jpg|link=Berserker Strategy]]
! style="text-align: center" | [[Image:Pvk2 gestir spear dmg 1mil.jpg|link=Gestir Strategy]]
! style="text-align: center" | [[Image:Pvk2_husc_kill_special_2x.jpg|link=Huscarl Strategy]]
! style="text-align: center" | [[Image:Pvk2 heavyk kill shortsword.jpg|link=Heavy Knight Strategy]]
! style="text-align: center" | [[Image:GestirOld.jpg|link=Gestir Strategy]]
! style="text-align: center" | [[Image:Pvk2 archer kill 100ft.jpg|link=Archer Strategy]]
! style="text-align: center" | [[Image:Pvk2_heavyk_twosword_dmg_1mil.jpg|link=Heavy Knight Strategy]]
! style="text-align: center" | [[Image:Pvk2_archer_sword_dmg_100k.jpg|link=Archer Strategy]]
! style="text-align: center" | [[Image:MAATenderizer.jpg|link=Man-At-Arms Strategy]]
|-
|-
! style="text-align: center" | [[Skirmisher Strategy|Skirmisher]]
! style="text-align: center" | [[Skirmisher Strategy|Skirmisher]]
! style="text-align: center" | [[Captain Strategy|Captain]]
! style="text-align: center" | [[Captain Strategy|Captain]]
! style="text-align: center" | [[Sharpshooter Strategy|Sharpshooter]]
! style="text-align: center" | [[Berserker Strategy|Berserker]]
! style="text-align: center" | [[Berserker Strategy|Berserker]]
! style="text-align: center" | [[Huscarl Strategy|Huscarl]]
! style="text-align: center" | [[Huscarl Strategy|Huscarl]]
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! style="text-align: center" | [[Heavy Knight Strategy|Heavy Knight]]
! style="text-align: center" | [[Heavy Knight Strategy|Heavy Knight]]
! style="text-align: center" | [[Archer Strategy|Archer]]
! style="text-align: center" | [[Archer Strategy|Archer]]
! style="text-align: center" | [[Man-At-Arms Strategy|Man-At-Arms]]
|}
|}


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==Team Strategies==
==Team Strategies==
===As a Swarm===
===As a Swarm===
The strengths of the pirate team fits the dirty fighting tactics pirates are known for. Pirates have a relatively low health/armor pool but they have great speed. To balance this, Pirates can deal a great amount of damage in a short time but often they require an unaware or distracted opponent. Pirate Captains require cover or breaks in combat to reload their blunderbuss. Skirmishers need those as well to light and throw their kegs. The success of a pirate team is made of providing opportunities for your teammates to flank enemies, reload, and light kegs. Scurvy Dogs who play pirates also need to know when to fight, and when to retreat.


After pillaging the holy grail, Pirates need to keep moving and ambush players in close quarters. If pirates are flushed out to open areas, skirmishers and captains alike should try to take down archers who may pick off their carrier. A slow viking or knight trying to chase a skirmisher with the grail should be easy pickings for the rest of the pirate crew. On booty games a pirate victory is won by blasting the enemies defenses with kegs, finishing off the stragglers and making off with the treasure before they can recover. When defending as pirates, kegs make great defense in blasting an overwhelming enemy attack. When not blasting enemies, pirates should send scouts to warn of enemy attacks so their pirate buddies can ambush and prepare their kegs/cannon specials.
The Pirates' strength lies in their infamous dirty tactics. They have a low health/armor pool, but possess great speed. To balance this, Pirates can quickly deal a terrifying amount of damage, though they often require a distracted opponent. Pirate Captains require cover or breaks in combat to reload their blunderbuss. Skirmishers need those to light and throw their kegs. Sharpshooters need cover to aim their rifle, and reposition. Providing opportunities for your teammates to flank enemies, reload, and unleash gunpowder hell will lead you and your team to success. The scurvy sea-dogs of the Pirates also need to know when to fight, and when to shamelessly abandon ship.
 
====Trinket Wars====
When carrying the Grog, Pirates should stay on the move to ambush enemies in close quarters. If they're flushed out to open areas, Skirmishers and Sharpshooters alike should try to take down Archers who may pick off their carrier. A slow Viking or Knight trying to chase a Skirmisher with the Grog should be easy pickings for the rest of the Pirate crew.
 
====Booty====
When fighting over booty, victory is won by blasting enemy defenses with kegs, finishing off the stragglers with firearms, and making off with the booty before they can recover. When defending, kegs also make a great defense by blasting an overwhelming enemy attack. When not blasting enemies, Pirates should send scouts to warn of enemy attacks so their Pirate shipmates can prepare ambushes.
 
====Last Team Standing====
In a fight to the Last Team Standing, Pirates should immediately abandon their starting point and set a course for another team to avoid being surrounded. Skirmishers should bombard enemies with kegs to keep them back early on, then flank opponents to distract them from Captains and Sharpshooters who should finish them off quickly, before spreading out to reload, then regroup.
 
====Territory====
When trying to raid territory, Pirates should maraud between territories to catch would-be reinforcements and charge their specials, then blaze into an enemy territory to plunder it for all it's worth. Rather than mount a defensive, Pirates should keep moving to other territories to stay one step ahead of angry land-owners.




===As a Horde===
===As a Horde===
One viking well-versed in combat is a nuisance, a horde of well-versed vikings is an unstoppable fighting force. Vikings have a good health/armor pool and can deal great damage. In terms of speed, Vikings carrying a full arsenal of weapons or a giant stone axe may not be able to catch a skirmisher or archer. But with shields, and thrown weapons, they may never need to. Vikings are able to adapt to the battlefield ahead of them, drawing shields against a ranged attack, throwing spears/axes to soften exposed enemies, and finally obliterating enemies with big axes and long spears. To create victories as a viking you must fight like a viking. Unless you are severely outnumbered, a viking should never show his enemy fear or weakness. In most situations a retreating viking is often too slow to get away and will not have a seat in Valhalla.


After plundering the holy grail from weaklings, a viking team is at it's most powerful when they stick together and keep moving. Enemies trying to take the grail are going to try to figure out which way the vikings are going and wait in ambush with kegs, crossbows and special attacks ready. Vikings on the move should be able to crush these "smart" enemies before they pose a real threat. When pillaging treasure in booty, vikings are able to use their fighting strength get to the treasure room, take the treasure, and kill anyone who gets in their way. A viking shield can guard a door allowing teammates to escape with treasure very easily. When defending, a viking team should push out of their base and keep their enemies reeling. If the vikings try a turtle defense in their base they will be blown up by pirate kegs or turned into pincushions by archers in good position protected by knights. Only when overwhelmed should vikings fall back and try to ambush their enemies.
One Viking well-versed in combat is a nuisance, a horde of well-versed Vikings is an unstoppable fighting force. Vikings have a good health/armor pool and can deal consistent damage. In terms of speed, Vikings carrying a full arsenal of weapons may not be able to catch a Skirmisher or Archer, but with shields and thrown weapons, they may never need to. Vikings are able to adapt to the battlefield ahead of them, drawing shields against a ranged attack, throwing spears/axes to soften exposed enemies, or flat-out obliterating enemies with big axes and long spears. To secure victories as a Viking, you must '''fight''' like a '''Viking'''. Unless you are severely outnumbered, a Viking should show his enemy neither fear nor weakness. In most situations, a retreating Viking is often too slow to escape and will not have a seat in Valhalla.
 
====Trinket Wars====
When wielding the sacred Mead Horn against veaklings, a Viking team is at its most powerful when together and advancing on an enemy. Enemies trying to take the Horn carrier down will try to figure out which way he's going, and lie in ambush with kegs, crossbows, and special attacks ready. Vikings on the warpath should be able to crush these "smart" enemies before they pose a real threat.
 
====Booty====
When pillaging gold, Vikings should use their great strength to reach the treasure, take the treasure, and kill anyone who gets in their way. A Viking shield can guard a doorway, allowing teammates to escape with the gold unhindered. When defending, a Viking team should push out of their base and keep their enemies reeling. Only when overwhelmed should Vikings fall back and try to ambush their enemies.
 
====Last Team Standing====
When trying to obliterate the other teams, Vikings should waste no time in learning the locations of the other teams. Once learned, the Vikings should corner one team or the other and devastate them before the other team can get too close. If the other team closes in, the Vikings should switch targets while the first team is still reeling.
 
====Territory====
When trying to pillage territory, Vikings should surrounded attackers and defenders alike, boxing them in and cutting them down before capturing the territory. Vikings territories are defended by intercepting one team's attackers before they reach the territory, then falling back to unleash specials on the other team.
 


===As a well-oiled machine===
===As a well-oiled machine===
Archers can be annoying but close the ranged gap and he's just another frag and perhaps the 4th powerup "Free special attack". A heavy knight can be tough as nails, a giant blade cleaving you and your buddies, or he can also be a slow idiot in a tin can for you and your buddies to use for target practice. The Knight team carries both sides of the coin in terms of class balance. Alone an archer or a knight have weaknesses that can be severely exploited but together they are a deadly efficient war machine. An archer depends on a knight for protection against enemies in melee range, and the knight relies on the archers ranged attacks to nail enemies trying to kite the knight. Sounding much like Soldier-Medic combos in TF2. A knight can play in the "pocket" or go "roaming" for enemies. The pocket knight follows archers around and protects them from melee coming from the front or surprise attacks from behind. A knight roaming charges forward and keeps enemies from getting close to archers. An effective knight team finds the balance between archers, knights, and the role the knights are playing. Too many archers and you can get overrun in melee. Too many knights and you may get kited and weakened before getting to hit anyone with the big sword. Even with a mix of archers and knights, too many knights playing pocket can block shots and enemies may push forward with shields or parrots will get into melee range easily. Too many knights charging forward and your archers will get jumped by skirmishers and berserkers and may shoot teammates more than the enemy! In specific situations however, lots of archers and lots of knights can prove effective. Tight indoor quarters? You want a lot of knights. Open areas with elevation that is easily defensible? Get lots of archers. Volley!


When on a holy grail crusade, knights should push to a position where their archers can take advantage of of their range with heavy knight protection. Knights can also play lots of heavies in close quarters but be prepared for keg spam and shield/spear charges. When running the archer strategy you should have at least one knight playing pocket, and the remaining knights roaming. During breaks, the roaming knight should check around corners for skirmishers lighting their keg or captains loading their guns. When defending your king's wealth in booty, the knight team should work to have heavy knights between the bad guys and the treasure. Archers should cover the open areas or the chokepoints from a distance. After the base is safe from attack, the knights should consider pushing forward on the enemy's base allowing them to more easily defend fewer choke points. Sometimes even the most honorable knights must go to war, and a knight team will need to attack to reclaim their king's treasure. Attacking knights need to know when to hold a position and when to advance. 5 archers storming through a door are only going to feed the enemy special attacks to kill the heavy knights trying to catch up. It is advised to have the archers cover a door and wait for the knights to go first. When making the assault on the enemy base, archers should stay back and provide ranged support while the knights kill enemies and take treasure. Knights should pass the treasure they've stolen to an archer and then turn to fight or steal more. Archers can run the treasure back to the base faster than a heavy knight and a heavy can block a door with his shield if the enemies try to stop the carrier.
Archers can be annoying, or just another notch on somebody's axe, and perhaps the 4th pick-up "Free special attack". A Heavy Knight can be as tough as nails in plate armor, or he could be a slow idiot for enemies to use as target practice. Men-At-Arms can cripple their enemies' morale with blinding insults and scathing retorts, or cripple their own team's morale by speeding off and being slaughtered.
 
The Knight team carries both sides of the coin in terms of class balance. Alone, an Archer, Heavy Knight, or Man-At-Arms have weaknesses that can be severely exploited, but together they are a deadly efficient war-machine. An Archer depends on a Knight for protection against enemies in melee range, the Knight relies on the Man-At-Arms' speed to nail enemies trying to kite him, and the Man-At-Arms requires an Archer to weaken enemies to a manageable level.
 
A Knight can act as a bodyguard for an Archer, while a Man-At-Arms hunts for enemies. The guard Knight follows Archers around and protects them from assaults and ambushes; the hunting Man-At-Arms flanks and finishes off weakened opponents, or flushes them towards Heavy Knights; and the Archer shoots enemies trying to get past his teammates.
An effective Knight team finds the balance between Archers, Knights, and Men-At-Arms.
 
In specific situations, lots of Archers, Knights, or Men-At-Arms can prove effective. Tight indoor quarters? You want a lot of Knights. Constantly being given the slip by Skirmishers, Berserkers and the like? You need Men-At-Arms. Open areas with easily defensible elevation? Get lots of Archers. Volley!
 
 
====Trinket Wars====
When on a Holy Grail crusade, Knights should push to a position where their Archers can take advantage of their range with Heavy Knight protection. Knights can also send out Heavy Knights en-masse in close quarters, but they should be prepared for keg spam and shield/spear charges. With the Archer strategy, you should have at least one Heavy Knight guarding the Archers, and some Men-At-Arms roaming. During lulls in the combat, the Men-At-Arms should check around for Skirmishers lighting their kegs, Captains loading their guns, or Vikings trying to resupply.
 
====Booty====
When defending your wealth in booty, the Knight team should have Heavy Knights between the savages and the treasure. Archers should cover the open areas and chokepoints from a distance. Men-At-Arms should be in the middle of the defense, ready to help where needed. Knights should consider advancing on the enemy's base to more easily defend fewer choke points. Attacking Knights need to know when to siege and when to assault. Five Archers storming through a door are only going to feed the enemy special attacks to kill the Heavy Knights when they catch up. It is wise to have the Men-At-Arms and Archers regroup near the entrance to the enemy base, and let the Knights go first. In the assault, Archers should stay back and provide ranged support while the Knights and Men-At-Arms kill enemies and take treasure. Men-At-Arms should pass the treasure they've stolen to an Archer, then turn to fight or steal more. Heavy Knights can block doors with their shields if enemies try to stop the carrier.
 
====Last Team Standing====
When dealing wholesale slaughter, a Knight team should place Heavy Knights with shields in front to guard their weaker teammates, then advance cautiously to avoid being surprised by kegs and gunfire. Archers and Men-At-Arms should find Skirmishers trying to throw kegs and take them out before they have a chance. Heavy Knights should attempt to bash kegs away from their teammates if possible. Archers can suppress Vikings, and Heavy Knights can defend against and deter Pirates, allowing Men-At-Arms can cut them down.
 
====Territory====
When securing territory, Knights should approach from an angle that grants their Archers good line-of-sight, and preferably a chokepoint for Heavy Knights to fall back to in case of emergency. Once a territory has been secured, only a few Knights need to stay behind and defend it. The others can launch assaults on other territories.




==Miscellaneous==
==Miscellaneous==
===Gates===
===Gates===
In PVKII you are likely to encounter a portcullis on some maps which can be opened or closed using or lever, button or some other device.
You are likely to encounter a portcullis on some maps. It will be opened and closed using a lever, button or some other device.


It is important not to stand directly beneath the gate as it can drop on your head and crush you! The most exploited gate is located at the knight's base on [[Official Maps|bt_island]], in the same area where new players get trapped in the pool of water under the bridge. If you get trapped in that pool, then the only way out is through this gate which foes (mostly) will try and use against you.
It is important not to stand directly beneath the gate as it can drop on your head and crush you! The most exploited gate is located in the Knight's base in [[Official Maps|bt_island]], in the dungeon. If you get trapped in the nearby pool, the only way out is through this gate which foes (mostly) will try and use against you.


There is a brick and a lever that can be used to open or close this particular gate. If you're trying to pass through from that infamous pool of water then you're on the brick side, and you might be unlucky enough to have a knight perched on the other side waiting to hit the lever and drop iron spikes into your skull.
There's a brick on the inside, and a lever on the outside that can be used to open or close this particular gate. If you're trying to pass through from that infamous pool of water then you're on the brick side, and you might be unlucky enough to have a knight perched on the other side waiting to hit the lever and drop iron spikes into your skull.


If you find yourself in this situation then you may not get out for sometime. First of all, don't hit the brick to open it and try and rush out, because the knight will quickly retaliate by closing it on you. Eventually the knight may get sloppy and you may be able to quickly escape. Generally though, if he knows what hes doing, the only way you'll get rid of him is by waiting for a team member to come and stab him in the back. If the situation draws out, its often a good idea to send a team message requesting help. Remember though that other knights can come and help the first knight which really messes things up.
If you find yourself in this situation, you may not get out for sometime. First of all, don't hit the brick to open it and try to rush out, because the knight will quickly retaliate by closing it on you. Generally, if he knows his gate guard training, the only way you'll get rid of him is by waiting for a team member to come and stab him in the back. If the situation draws out, it's often a good idea to send a team message requesting help. Remember though, other Knights can come and help the first Knight.


If you're the one in control of the gate however here are some tips:
If you're the one in control of the gate, here are some tips:


* Try and get the enemy to stand beneath the gate. A good way of achieving this is to open the gate and position yourself in front of it, inviting him to come take a swing at you. If the enemy is careless, he will do so and once hes in position you can hit the switch and crush him. You don't have to be directly beside the switch to activate it. You just need to be fairly close to it.
* Entice your enemy to stand beneath the gate by positioning yourself in front of it, inviting him to come take a swing at you. If the enemy is careless, he'll run right up to you. Hit the switch and crush him.
* If you're trying to trap an enemy, crouch beside the lever in the corner, and keep your crosshair directly on the lever and whenever the gate opens quickly hit e, once.
* If you're trying to trap an enemy, crouch beside the lever in the corner, and keep your crosshair directly on the lever and whenever the gate opens, quickly close it.
* If an enemy gets too close to the gate and leans right against the grate trying to peek out then they can often be killed by activating it!
* If an enemy gets too close to the gate, they can sometimes be killed by activating it!


Another very important thing to note is that projectiles can be fired through the gaps in the gate, just directly aim through the gap. The is very useful and lets you get easy shots against enemies who can't walk through and slice you up with a blade.
Another very important thing to note is that projectiles and melee strikes of sufficient range can be fired through the gaps in the gate, simply aim directly through the gaps. The is particularly useful, and allows one to achieve easy shots against enemies who can't walk through.


==See Also==
==See Also==


[[Combat]]
[[Combat]]

Revision as of 09:24, 3 April 2015

So, you know how to play. But you want to know "how to play?" Here, you'll find strategies and tactics for each class and team.

Class Strategies

Class-Specific Strategies
Pirates Vikings Knights
Pvk2 skirm kill special 2x.jpg Pvk2 capt kill hook100x.jpg SSElite.jpg Pvk2 zerker chop dmg 100k.jpg Pvk2 husc kill special 2x.jpg GestirOld.jpg Pvk2 heavyk twosword dmg 1mil.jpg Pvk2 archer sword dmg 100k.jpg MAATenderizer.jpg
Skirmisher Captain Sharpshooter Berserker Huscarl Gestir Heavy Knight Archer Man-At-Arms


Team Strategies

As a Swarm

The Pirates' strength lies in their infamous dirty tactics. They have a low health/armor pool, but possess great speed. To balance this, Pirates can quickly deal a terrifying amount of damage, though they often require a distracted opponent. Pirate Captains require cover or breaks in combat to reload their blunderbuss. Skirmishers need those to light and throw their kegs. Sharpshooters need cover to aim their rifle, and reposition. Providing opportunities for your teammates to flank enemies, reload, and unleash gunpowder hell will lead you and your team to success. The scurvy sea-dogs of the Pirates also need to know when to fight, and when to shamelessly abandon ship.

Trinket Wars

When carrying the Grog, Pirates should stay on the move to ambush enemies in close quarters. If they're flushed out to open areas, Skirmishers and Sharpshooters alike should try to take down Archers who may pick off their carrier. A slow Viking or Knight trying to chase a Skirmisher with the Grog should be easy pickings for the rest of the Pirate crew.

Booty

When fighting over booty, victory is won by blasting enemy defenses with kegs, finishing off the stragglers with firearms, and making off with the booty before they can recover. When defending, kegs also make a great defense by blasting an overwhelming enemy attack. When not blasting enemies, Pirates should send scouts to warn of enemy attacks so their Pirate shipmates can prepare ambushes.

Last Team Standing

In a fight to the Last Team Standing, Pirates should immediately abandon their starting point and set a course for another team to avoid being surrounded. Skirmishers should bombard enemies with kegs to keep them back early on, then flank opponents to distract them from Captains and Sharpshooters who should finish them off quickly, before spreading out to reload, then regroup.

Territory

When trying to raid territory, Pirates should maraud between territories to catch would-be reinforcements and charge their specials, then blaze into an enemy territory to plunder it for all it's worth. Rather than mount a defensive, Pirates should keep moving to other territories to stay one step ahead of angry land-owners.


As a Horde

One Viking well-versed in combat is a nuisance, a horde of well-versed Vikings is an unstoppable fighting force. Vikings have a good health/armor pool and can deal consistent damage. In terms of speed, Vikings carrying a full arsenal of weapons may not be able to catch a Skirmisher or Archer, but with shields and thrown weapons, they may never need to. Vikings are able to adapt to the battlefield ahead of them, drawing shields against a ranged attack, throwing spears/axes to soften exposed enemies, or flat-out obliterating enemies with big axes and long spears. To secure victories as a Viking, you must fight like a Viking. Unless you are severely outnumbered, a Viking should show his enemy neither fear nor weakness. In most situations, a retreating Viking is often too slow to escape and will not have a seat in Valhalla.

Trinket Wars

When wielding the sacred Mead Horn against veaklings, a Viking team is at its most powerful when together and advancing on an enemy. Enemies trying to take the Horn carrier down will try to figure out which way he's going, and lie in ambush with kegs, crossbows, and special attacks ready. Vikings on the warpath should be able to crush these "smart" enemies before they pose a real threat.

Booty

When pillaging gold, Vikings should use their great strength to reach the treasure, take the treasure, and kill anyone who gets in their way. A Viking shield can guard a doorway, allowing teammates to escape with the gold unhindered. When defending, a Viking team should push out of their base and keep their enemies reeling. Only when overwhelmed should Vikings fall back and try to ambush their enemies.

Last Team Standing

When trying to obliterate the other teams, Vikings should waste no time in learning the locations of the other teams. Once learned, the Vikings should corner one team or the other and devastate them before the other team can get too close. If the other team closes in, the Vikings should switch targets while the first team is still reeling.

Territory

When trying to pillage territory, Vikings should surrounded attackers and defenders alike, boxing them in and cutting them down before capturing the territory. Vikings territories are defended by intercepting one team's attackers before they reach the territory, then falling back to unleash specials on the other team.


As a well-oiled machine

Archers can be annoying, or just another notch on somebody's axe, and perhaps the 4th pick-up "Free special attack". A Heavy Knight can be as tough as nails in plate armor, or he could be a slow idiot for enemies to use as target practice. Men-At-Arms can cripple their enemies' morale with blinding insults and scathing retorts, or cripple their own team's morale by speeding off and being slaughtered.

The Knight team carries both sides of the coin in terms of class balance. Alone, an Archer, Heavy Knight, or Man-At-Arms have weaknesses that can be severely exploited, but together they are a deadly efficient war-machine. An Archer depends on a Knight for protection against enemies in melee range, the Knight relies on the Man-At-Arms' speed to nail enemies trying to kite him, and the Man-At-Arms requires an Archer to weaken enemies to a manageable level.

A Knight can act as a bodyguard for an Archer, while a Man-At-Arms hunts for enemies. The guard Knight follows Archers around and protects them from assaults and ambushes; the hunting Man-At-Arms flanks and finishes off weakened opponents, or flushes them towards Heavy Knights; and the Archer shoots enemies trying to get past his teammates. An effective Knight team finds the balance between Archers, Knights, and Men-At-Arms.

In specific situations, lots of Archers, Knights, or Men-At-Arms can prove effective. Tight indoor quarters? You want a lot of Knights. Constantly being given the slip by Skirmishers, Berserkers and the like? You need Men-At-Arms. Open areas with easily defensible elevation? Get lots of Archers. Volley!


Trinket Wars

When on a Holy Grail crusade, Knights should push to a position where their Archers can take advantage of their range with Heavy Knight protection. Knights can also send out Heavy Knights en-masse in close quarters, but they should be prepared for keg spam and shield/spear charges. With the Archer strategy, you should have at least one Heavy Knight guarding the Archers, and some Men-At-Arms roaming. During lulls in the combat, the Men-At-Arms should check around for Skirmishers lighting their kegs, Captains loading their guns, or Vikings trying to resupply.

Booty

When defending your wealth in booty, the Knight team should have Heavy Knights between the savages and the treasure. Archers should cover the open areas and chokepoints from a distance. Men-At-Arms should be in the middle of the defense, ready to help where needed. Knights should consider advancing on the enemy's base to more easily defend fewer choke points. Attacking Knights need to know when to siege and when to assault. Five Archers storming through a door are only going to feed the enemy special attacks to kill the Heavy Knights when they catch up. It is wise to have the Men-At-Arms and Archers regroup near the entrance to the enemy base, and let the Knights go first. In the assault, Archers should stay back and provide ranged support while the Knights and Men-At-Arms kill enemies and take treasure. Men-At-Arms should pass the treasure they've stolen to an Archer, then turn to fight or steal more. Heavy Knights can block doors with their shields if enemies try to stop the carrier.

Last Team Standing

When dealing wholesale slaughter, a Knight team should place Heavy Knights with shields in front to guard their weaker teammates, then advance cautiously to avoid being surprised by kegs and gunfire. Archers and Men-At-Arms should find Skirmishers trying to throw kegs and take them out before they have a chance. Heavy Knights should attempt to bash kegs away from their teammates if possible. Archers can suppress Vikings, and Heavy Knights can defend against and deter Pirates, allowing Men-At-Arms can cut them down.

Territory

When securing territory, Knights should approach from an angle that grants their Archers good line-of-sight, and preferably a chokepoint for Heavy Knights to fall back to in case of emergency. Once a territory has been secured, only a few Knights need to stay behind and defend it. The others can launch assaults on other territories.


Miscellaneous

Gates

You are likely to encounter a portcullis on some maps. It will be opened and closed using a lever, button or some other device.

It is important not to stand directly beneath the gate as it can drop on your head and crush you! The most exploited gate is located in the Knight's base in bt_island, in the dungeon. If you get trapped in the nearby pool, the only way out is through this gate which foes (mostly) will try and use against you.

There's a brick on the inside, and a lever on the outside that can be used to open or close this particular gate. If you're trying to pass through from that infamous pool of water then you're on the brick side, and you might be unlucky enough to have a knight perched on the other side waiting to hit the lever and drop iron spikes into your skull.

If you find yourself in this situation, you may not get out for sometime. First of all, don't hit the brick to open it and try to rush out, because the knight will quickly retaliate by closing it on you. Generally, if he knows his gate guard training, the only way you'll get rid of him is by waiting for a team member to come and stab him in the back. If the situation draws out, it's often a good idea to send a team message requesting help. Remember though, other Knights can come and help the first Knight.

If you're the one in control of the gate, here are some tips:

  • Entice your enemy to stand beneath the gate by positioning yourself in front of it, inviting him to come take a swing at you. If the enemy is careless, he'll run right up to you. Hit the switch and crush him.
  • If you're trying to trap an enemy, crouch beside the lever in the corner, and keep your crosshair directly on the lever and whenever the gate opens, quickly close it.
  • If an enemy gets too close to the gate, they can sometimes be killed by activating it!

Another very important thing to note is that projectiles and melee strikes of sufficient range can be fired through the gaps in the gate, simply aim directly through the gaps. The is particularly useful, and allows one to achieve easy shots against enemies who can't walk through.

See Also

Combat