Knight of the Kingsguard – Goodgame Empire

Knight of the Kingsguard

Offensive Melee

A reliable offensive infantry unit for the mid-game. In attack and in a mixed wave with ranged units, it justifies its cost; forget about it for defense. It's no miracle that will win the game by itself, but as an offensive component of the army in the mid-game, it fits well.

132Attack
18Melee defense
5Ranged defense
28Speed
4Food upkeep

Quick overview

TypeOffensive, Melee
SourceBarracks level 5
Cost164
RecommendationSituational

rating

Attack
Defensive
Cost
Speed

The Royal Guard Knight is a purely offensive infantry unit in the mid-game with an attack of 132, which is a decent amount for its stage. It costs 164 coins and consumes 4 food, so it's not cheap waste, but also not something that will break your economy. You recruit it in the Barracks up to level 5, so you won't touch it at the start of the game. In short: you take it for the attack and nothing else.

How to use it

In practice, it's a classic sword for breaking through defenses. You send it to attack castles and camps where enemy infantry is sitting, and with an attack of 132 in an offensive wave, it will do a solid amount of work. However, don't put it in defense; its numbers of 18 against melee and 5 against ranged are laughable on the walls, more about that in the mistakes section. A speed of 28 is a common value for infantry, so keep it in mind when planning moves to more distant targets; cavalry will arrive there sooner.

What to combine it with

Send it in a mixed offensive wave with ranged units. This sword pressures the melee defense, while ranged units pressure the enemy's ranged defense, so together they will break both types of defenders. One type of attack alone is easily countered, so never send it as the only type. Star upgrades make sense mainly for attack (4 stars potential); for defense (1 star), it's a waste of time. But don't forget about the cost stars (3 stars): for a unit costing 164 coins, the reduction in costs during mass production will show real benefits.

Weaknesses and what to avoid

Don't send it alone and unsupported. Interestingly, against strong ranged defenses, this knight is relatively more resilient; being an attacker, a ranged defense of 5 doesn't hit him as hard as a regular defender, and he attacks melee defenses excellently. Still, it holds true: one type of attack can be countered, so without ranged units behind you, you'll get through, but at a high cost. And don't build it at all until you have Barracks at level 5; until then, stick with cheaper units.

Pro player tipIt pays off only when you have Barracks at level 5 and a stable supply of coins and food; 4 food per unit adds up quickly with a large army. Experienced players keep it purely as an offensive reserve and handle defense with completely different units. Invest stars mainly in attack, but if you're churning it out in large numbers, also take cost stars (3 stars potential); saved coins will add up with a pile of units.
Common mistakeA common mistake is to place it on the walls as a defender because "knight sounds strong". However, its defensive numbers of 18 and 5 are poor, and it's completely useless in defense; it will die on the walls before it can do anything. The second mistake is sending it in an attack alone; one type of attack can be easily countered by the enemy, and you'll unnecessarily leave a lot of corpses on the ground without support from ranged units.

Related units

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