Knights

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Classes

Released

Heavy Knight

Archer

Man-at-Arms

Planned

Assassin

Cleric

Lord

Tactics

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!

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.