Knight

Description

    Knights are well trained warriors, wielding mighty swords in combat that can severly damage any opponent at close range. Heavily armored and equipped with shields, Knights can still maintain their speed and mobility, marking them as the most versatile of the Human warriors.

Statistics

Hit Points : 50              Movement Range : 3
Power : 22                    Recovery Time : 1
Armor : 25%

Attack Pattern :
Slashes a single unit on an adjacent tile with his sword.

Special Abilities :
+ 80% Blocking from the front ( 40% from the sides )

Advantages/Disadvantages

    Knights are one of the toughest units to have. With their high attack damage, high armour, high health and high blocking chance, they are very powerful and can be relied upon to take out most unit in two hits.
    However, they are fairly slow, moving at 3 squares only , for a melee unit, it is susceptible to be being bashed from afar by spellcasters before actually reaching the enemy. They are also susceptible to being paralysed

Formation

    There are two main ways to use knights, offensively and defensively. Knights in offence mode tend to be better up the very front, able to get into the midst of the enemy, and taking out their units. With a cleric as backup, one knight can generally survive about 4 turns before going down. A line of three knights advancing is an awesome force to be dealt with.
    Knights, with their high block chance and high health also make great walls to wall off your weaker but more important units. With an stone golem to increase their armour, they are even more tougher. Used defensively, a stone golem is a good idea. Using knights to shield off your cleric or mages, they can be used to counter an enemy's attack plan.

Tactics

    When attacking with a knight, always look at the unit you are attacking cool down period. If you can, you can move your knight two turns in a row to reach the back armour and make sure the unit does not block your knights powerful attack.
    Another good tactic is to "wall hug" with knights. That is, move along the very edges of the arena keeping your back to the wall. That way, units may only attack from the front and side, allowing your knight to have an increased chance of blocking.
    If their cleric is in the open out the back, then you can ussually do a knight charge towards it to take it out.
    A knight deals a lot of damage, for this reason, it is a good idea to attack with it first, and then finish off the unit you attacked if possible with a weaker unit such as a scout.
    Being as beefed up as they are, charging with you knights will create an excellent distraction allowing other units such as witches to blast away at the enemy without harm.
    Also, witches can blast through knights without killing them, making them ideal for holding up guys for that witch to get into position. It can also be used to lure units into a bunched formation for your pyro.

Against

    Knights, despite their power, are still susceptible against many attacks, namely unblockable attacks. Two witch attacks can blast a knight down to 14 health, and with a scout doing 14 damage to it, a knight can get taken down very quickly if you focus your power.
    Fast units such as scouts and assassins as well as mud golems are very good at getting to the back armour of the knight.
    Freezing knights is also a good idea, because of their no block chance when they are frozen, your other units can attack it without fear of it blocking.

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