Team games split the map. Flanks touch the enemy early. Pockets sit in the middle, boom, and send Knights or siege sideways. Advice here is labeled as team play, not 1v1.
When to use it
2v2 and larger on land maps. Arabia flanks still fight Scouts. Arena pockets still Fast Castle.
Suitable civilizations
Franks and Khmer are comfortable pockets because Knights, elephants, and Scorpions arrive later. Britons can flank with archers. Mongols can flank with Scouts. Celts can pocket siege. Byzantines can hold a flank with cheap trash.
Map, mode, and patch
Team land. Khmer team bonus is Scorpions +1 range, which is a verified fact and a reason to park Khmer next to a partner who also likes workshops.
Steps and priorities
- Say the role. If two people think they are the pocket, the flank dies.
- Flanks: Feudal army, keep the pocket's woodline safe, do not disappear into a 1v1 greed contest.
- Pockets: extra Town Centers, then Knights or siege into the side that is losing.
- Share army composition. Four players all making Knights vs four players of Halberdiers is how teams throw.
- Use the team bonus. Khmer range on Scorpions is free. Celt workshops work faster. Frank Knights see farther. Briton ranges work faster.
How opponents counter it
Killing a flank while the pocket looks at farms. Sniping the Khmer Scorpion ball with BBC from the other pocket. Trading a relic cart through the middle.
How to adapt
If your flank is dead, the pocket has to make army now, not a fourth Town Center. If your pocket is dead, the flank has to raid, not take a fair fight vs two players.