Chivalry is Dead – Kobolds

Published by naughtyjester on

In this series of blog posts, we’re going to focus on each race one by one. Their strengths, their weaknesses, and what makes them play differently from the others. The first stop is Humans.

Kobolds

Kobolds! Ok, honestly one of my favorite races. Why? Look at that guy. There’s something seriously disturbed about him. So kobolds only have one real talent, and they’re somehow able to slip extra traps by the officials. We’re not sure how, we’re willing to ask. At this point everyone just accepts it. This definitely makes their play style unique as they really are all about closing off paths and forcing opponents into their traps to take advantage.

Team Ability

Sneaky

Kobolds select 2 perks instead of just one.

Ok, at face value this looks pretty simply One extra perk, meh. Until you look at their perks. First off, they have 4 to choose from vs the usual 3. Then you see that they’re all traps. These guys clearly have one path to victory, cheating. I suppose this blog post will also need to cover what some of these traps do.

Team Perks

Oil Trap

Add 2 Oil traps to your chariot.

Ok, the oil trap. This one is a bit unique. The first chariot that runs over it can’t change lanes for the remainder of its turn. Why is this important? Well, one idea would be to put it in front of another trap or obstacle. Suddenly the player is flying into other traps they were going to avoid. Want to keep the Elves in their lane? Same idea. Or, If you know someone needs to change lanes because of a turn, nope, you’re going to flow right through. Have fun with that flip check. 

Bees!

Add 2 beehives to your chariot.

Yeah, you heard that right. Beehives. Now I don’t know what official was paid off to allow this but kobolds have one trap that’s unique to them. They attempt a driver attack and if they succeed they toss the beehive at the driver instead. This causes a small damage drain, 1 point per turn until they manage a driver check to remove it. Also, and this is currently in testing, they can’t use their unique racial abilities while they’re affected. 

Bear Trap

Add 2 Bear traps to your chariot.

Bear traps are really a slowdown device. They cause a drain on chariot speed until the driver is able to successfully remove the trap with a successful driver check. These driver checks you need to pass with a specific threshold.

Spike Trap

Add 3 Spike Traps to your chariot.

Damage. That’s pretty much what these do. Any section of a chariot that runs over the trap takes automatic damage to the animals and chariots (whichever part hits the trap). Super useful if you see a struggling chariot and want to create that little push that leads to a flip check.

Strategy

Kobolds are all about the situation. Just throwing out a trap isn’t very useful, everyone will just avoid it. But find a good chokepoint and drop a few as you pass, now you have some damage. The best trappers though will create situations where they force the opponent to head the direction they want. That’s why Kobolds are so much fun to play. 

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