It’s time we continue our archer lessons in Chivalry: Medieval Warfare with more tactics, this time covering the newly implemented addition to the arsenal… The Sling. We’ll look specifically into the playstyles in which the slinger can thrive, the advantages, and the shortcomings of this new weapon. Together, we shall bring the pain, Jerusalem style.

Archer Class+: The Sling

With Chivalry‘s Patch 1 update and colossal additions made, augmenting my Archer Tactics guide to include the archer’s new weapon has been long overdue. I present to you, in a guide of its own, The Sling.

The Sling–


  • Fast firing rate.
  • You can sprint while holding the shot.
  • Projectile type 1 has infinite ammo.
  • Projectile type 2 flies very fast with little arc.
  • Versatile: good at long, medium, and short ranges.
  • Also completely unprotected.
  • Also susceptible to enemy archers.
  • Short delay to shoot when fire button is released.
  • Delay risks accuracy on moving targets.




This weapon is truly a cruel mistress, an extremely difficult beast to tame. It is unlike all other archer projectile weapons: in contrast to the bow, the javelin, and the crossbow, it does not shoot its missile the moment you release the fire button. Instead, there are small windows of time while charging where you are able to release — a rhythm to the sling, which you must anticipate in order to shoot accurately. This is especially true when trying to pin moving targets; the exact moment of release needs to be known if you are to adjust the flight path to connect with an enemy.

Another unique trait of the sling is the fact that its damage output is related to how long you have charged the shot – I once twirled a lead ball for 45 seconds and managed a 1hit kill on an enemy archer’s torso. This funky little nuance allows you to choose between conservative but heavy damaging shots, and a weak but constant barrage. Each has its strength and weakness – the former requires a marksman’s aim to count consistently, and the latter serves as a great support role, interrupting enemy swings and helping out your teammates in the fray.

SLING SECTION 2 – Strategic Upper Hand

One of the advantages the sling archer has over the other three loadouts is the ability to sprint while charging the throw, giving them full and unrestricted mobility even while engaging. This allows you to stay out of meleer focus while charging up a shot to send out when a friend takes the heat off your back.

The basic gist of archer survival remains the same as with the bow and crossbow tactics: stay out of sword and spear range.
When an enemy does come charging at you, you can risk letting loose a shot to flinch their swing wind up, allowing you to switch to your secondary safely, where parrying and kicking becomes enabled. Of course, this is a gamble. Your odds increase greatly if your enemy is dim enough to charge at you in a straight line. The brief moment of amnesty you get from flinching your opponent is sometimes enough to turn the tables, because it acts like a parry without needing to put yourself in the danger zone of actually being there to parry.

The slinger can also excel at picking off retreating enemies, if they’re also too distracted to weave as they flee. Straight line retreats will be your best friend, so make a habit of keeping an eye out for wounded stragglers.

But undoubtedly, the places you will be of most value as a slinger are outside of door ways an in narrow corridors. With movement restricted and your flanks protected, enemies are much easier to peg, even in mid-fracas.

SLING SECTION 3 – Disclaimer

This is in no way an easy or glory-grasping weapon to use, but the potential for strategic use in a coordinated team effort shouldn’t be underestimated. An on-point slinger assisting melee classes with rapid-fire rounds wouldn’t give an enemy time to breathe, let alone fight back when they’re constantly having their swings and parries interrupted. Should the enemy try to run his wounded ass out of the fight, the slinger will be there, prepared to finish the job.

There’s also nothing like the satisfaction of smashing an opponent’s face to bits with a lethal headshot.


Finally, we are now ready to move on to the Man-At-Arms. Stay tuned for the next installment of Chivalry: Medieval Tactics, bettering your chop&stab&shoot game since 1085 AD.