Combat guides
A field manual for the war for Stoneholm — from your first directional block to holding a breach with the warband. 25 guides across 5 disciplines, written for Holy Grail's line-fighters, archers and riders.
Fundamentals
9The bedrock of every fight — read these before you draw steel.
Combat Basics
How fighting works in Gloria Victis end to end — skill-based, directional, no auto-aim. The mental model behind every other guide here.
Attack Directions & Power
Directional swings, the charged power attack, feinting and interrupts — the moment-to-moment mechanics of throwing a blow that lands.
Stamina & Endurance
Stamina is the real health bar. What drains it, what happens when it's gone, and the discipline that keeps you on your feet longer than the other guy.
Damage Types & Armour
Slashing, piercing and bludgeoning versus light and heavy armour — why the right weapon for the target beats raw damage, and what armour penetration does.
Armour & Shields
The full armour reference — light, medium and heavy weight classes and what each is weak to, the four-piece set bonus, how armour trades damage and stamina for protection, light vs heavy shields, shield resistance, and unlocking every tier through Character Development.
Blocking, Parrying & Shields
Active, directional defence: reading the red/green block indicator, the four-attacks/three-blocks rule, perfect blocks versus turtling, shield and weapon block resistance and how each breaks, chambering to parry a blow outright, and shield versus a two-hander's guard.
Kicks, Bashes & Feints
The tools that crack a turtle: kicking to break a guard, shield-bashing in the press, and feinting to bait a block. How and when to open someone up.
Health, Bandaging & Revives
Health and regeneration, bandages and bleeding, combat mode, and being downed and revived — how to survive the fight and the minutes after it.
Attributes & Builds
GV has no fixed classes — every fighter is a freeform spread of STR/CON/DEX and ability points. The attributes, what each point actually gives you, weapon damage scaling by armour weight, the three trees, and the archetypes most players settle into.
Melee
6Sword, shield, spear and the dance of distance up close.
Weapon Types
One-handers and shields, two-handers, spears, daggers and ranged arms — what each class trades in reach, speed, damage type and whether it frees a hand for a shield.
One-Handed Weapons
Axe, dagger, mace, spear and sword in one hand — directional damage by attack, armour penetration, and what each is best against. Figures are for crafted weapons.
Two-Handed Weapons
Axe, bardiche, guisarme, glaive, halberd, hammer, lance, spear and sword on the two-hander — directional damage, armour penetration, cleave and the cavalry arms. Figures are for crafted weapons.
Weapon Lengths
Every weapon's reach in in-game "units", from the 2.9-unit dagger to the 13-unit two-handed lance — who lands first, and why higher-tier weapons of a style run longer.
Dueling & Footwork
Winning the one-on-one: it's almost turn-based — attack after a block, control distance with footwork, and outlast the other fighter's stamina.
Fighting Outnumbered
Staying alive against several enemies at once — refusing the fair fight with terrain and chokes, not overextending, and knowing when to run.
Ranged
3Bows and throwing weapons — winning the fight before it closes.
Archery
Bows up close and at range — drawing to full power, leading moving targets, managing arrows, and what an archer actually does for the warband.
Throwing Weapons
Any one-handed weapon can be thrown — daggers, axes, spears, torches, sickles and rocks. No ability required, but they share one ammo pool with your arrows. Throw counts, range falloff, and slowing cavalry mid-charge.
Surviving Archers
Crossing open ground under fire — shields up, using cover and broken line-of-sight, and closing the distance so an archer can't kite you.
Cavalry
3Fighting from the saddle — the hammer of the host.
Mounted Combat
Fighting from the saddle — what the warhorse brings, how mounted melee and the charge break formations, and how to bring cavalry down when you're on foot.
The Couched Lance
The cavalry charge proper — couching a lance at the gallop, the momentum it needs to land, and resetting for the next pass instead of bogging down.
Mounted Archery
Shooting from the saddle — kiting at speed, the arrow and accuracy trade-offs of firing while moving, and the Cavalry-tree abilities that make it work.
Warband Tactics
4Where individual skill becomes a battle line — formations, sieges, combined arms.
The Shieldwall
The line is the unit. Forming and holding a wall of shields, rotating tired fighters out, and fighting where numbers can't all reach you.
Combined Arms
How Holy Grail actually fights — infantry, archers and cavalry each covering the others' weakness, with medics keeping the whole line on its feet.
Sieges
Attacking and defending fortifications — siege points and engines, ballistas, splash damage, holding a breach under fire, and the long grind of taking a castle.
Callouts & Focus Fire
Turning a group into a unit through voice — calling targets, concentrating damage, and the short, clear comms that win chaotic fights.