Knights: Difference between revisions

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[[Lord]]
[[Lord]]


==Tactics==
==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 be a slow idiot in a tin can for you and your buddies to use for target practice. Knights carry 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!
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.  


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, knights 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.
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.

Latest revision as of 07:21, 5 April 2015

Classes

Released

Heavy Knight

Archer

Man-at-Arms

Planned

Assassin

Cleric

Lord

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.