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HOLYGRAIL

Mustering the host…0%
Warband Tactics

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.

Holy Grail is a combined-arms order: infantry, archers and cavalry fighting as one, each arm covering what the others can't. No single arm wins a battle — the combination does, and that's why we drill together rather than as a crowd of duelists.

The arms

Infantry — the shieldwallthe body of the host.

  • Holds ground and anchors the fight (The Shieldwall).
  • Soaks the enemy charge and pins them in place.
  • Spears in the line keep enemy cavalry off everyone behind it.

Archers — the pressurethe fight before the fight.

  • Soften and break the enemy as they cross open ground (Archery).
  • Interrupt charges and focus-fire called targets.
  • Need the line to screen them, since they're fragile up close.

Cavalry — the hammerthe decisive blow.

  • Flanks, breaks wavering formations and runs down routers (Mounted Combat).
  • Needs the wall to pin the enemy so the charge has something to hit.

Medics — the staying powerwhat keeps it all standing.

How the arms cover each other

The whole is a set of locks and keys. Archers need the wall to keep them from being charged; the wall needs the archers to soften the enemy and the cavalry to chase a beaten foe; the cavalry needs the wall to fix the enemy in place so a charge lands on a target that can't simply turn to face it. Pull one arm out and the others get exposed — which is exactly what we do to the enemy.

Don't swing through your own line

Fighting shoulder to shoulder carries one tax worth drilling into every new member: the ally damage debuff. Swing your weapon through an ally before it reaches the enemy and your own damage collapses. It never harms the ally — it only punishes *you*.

Combat log showing the ally-damage notification highlighted after a swing passes through a teammate
The ally-damage notification (highlighted) fires when your swing clips a teammate before the enemy — the hit on the enemy lands for a fraction of its damage.
  • One-handers — hitting an ally first cuts that swing's damage by 70%: an *ally-then-enemy* blow lands for just 30%.
  • Two-handers — each ally in the arc eats one of your [cleave](/wiki/combat-guides/weapon-types) stacks. A clean cleave through three enemies reads 100% / 60% / 30%; clip an ally first and it becomes none / 30% / 30% — and three allies in the way can zero out the whole swing.
  • The danger bubble is large — you don't have to visibly pass *through* a teammate, only swing too close to one.

This is why a real line spaces out and angles its swings rather than bunching up — and why a disciplined warband out-damages a mob of the same size. Stand clear so your neighbour lands clean, and they'll do the same for you.

Fight as a unit

This is why Holy Grail trains as a unit, not a mob. If that's the way you want to fight, join the muster and read about the guild.