The HOTT Tactical Manual
Knights

Summary
Mounted troops. Cost 2AP. Move 400p on road, 300p in good going, 200p in bad going. Combat factors are +3 vs foot or Stronghold, +4 vs mounted.
If they lose a close combat to Behemoths, or to Magicians, Shooters or Artillery they contacted this bound, or when they are in bad going, then they are destroyed. Otherwise they recoil.
If they are doubled in combat they are destroyed.

Ian Thomson writes:
Keep them out of the way of behemoths - well out of the way.

At the same time, keep them out of the way of troops in bad going.

Apart from that, CHHHAAAARRRGGGEEEE!!!!!

Jeff Bolton writes:
When I first started with HOTT, I thought that knights were THE 2AP element for me. They moved faster than the norm and they hit pretty hard. They also had a few out-right kills that they could dish out.

But then, cold reality set in. (Which it usually does in Minnesota about this time of year. Brrr!)

Frankly, I am no longer a fan of knights. I think that they are too inflexible for the way that I like to use an army. They require a LOT of protection on their flanks. I use them only when they fit into the "feel" of the army. (I mean, who ever heard of King Arthur and the RIDERS of the Round Table?) Yes, my 2AP Mounted element of choice is now the RIDER. The greater speed of a rider element more than compensates for the advantages that knights might have in other areas.

My Absolutely favorite tactic is to take three elements and hit my opponent right upside the flank of their main battle-line. Knights just didn't work for that as well as riders. Indeed, I've had a high success rate against knight-based armies with my rider armies.

Alan Saunders writes:
Knight generals are something of a liability, as the +1 means they tend to win more combats, meaning they pursue when their supports don't. This often leaves them cut off and overlapped on both flanks; a fatal combination. My Chinese army has a knight general and has lost more games through his death than for any other reason.

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