While it might not look like it on the battlefield of Chivalry 2 with all the limbs, blood, and fire, there are actually different classes that have different roles beyond impaling your enemies. A Footman is the game's support class.
The Footman's job is thus to keep the rest of the team alive through heals and ranged defence, but with so much out there trying to kill them, it can be tricky to use the Footman's abilities to your advantage. This guide will walk you through everything you need to overcome the overwhelming opposition in Chivalry 2.
Other Chivalry 2 guides: Beginner's Tips and Tricks, Knight Class, Vanguard Class, Archer Class
This is fantastic for your team since respawning can take a player out for nearly a minute so make sure to throw them down when you see teammates with the green cross above their head. Remember, though, that the kit heals slowly and will be interrupted if they take any more damage when it's working. It can be life-saving during a fight, but if you happen to spy a wounded comrade between waves of attacks, send it their way before the next battle starts.
The bandage kit cooldown is reduced for healing and picking allies up, too, so if you see a downed friend and you can get them up safely, it's well worth doing so. And with your polearm, you can try and push the enemies back before they can deliver the fatal blow.
You can also use this to help your team out as well. If you're in a small band and your starting to get flanked, use this range to keep one side at bay and pray that your teammates can use the advantage to open up their side of the fight.
Likewise, use your allies to make your range even more effective. If a frontline develops, make sure you're one back from the threshold. This way, you can use your thrust attack between your allies to deliver damage, safe from most counter-attacks. It also means you can see who needs help easily and without having to wheel around the whole battlefield. Even if you're not in a full phalanx, keeping behind a single Vanguard or Knight can make you a much more effective fighter than trying to flank and exposing yourself.
A Footman is at his best with teammates around, where you can reach in with a few jabs, and they can deliver the rest of the damage when it's safer. Your own swing is effective, with a wide arc and decent length, but your damage isn't as great and you'll quickly get mowed down.
Obviously, this does not mean you should abandon your teammates at every turn (do not abandon your teammates at every turn), but it's essential to keep in mind that a tactical retreat is an option and discretion is the better part of valour, should it come to that.
Run in a straightish line for long enough and you'll be able to activate your charge ability, which in the polearm's case is basically a joust without the horse. You put the pointy end of your stick in front of you and impale the next person you run into.
This can be deadly, even for people at full health, and is much easy to aim than some of the other charging abilities. So that means when you see a fight off in the distance and your team heading in to join the fray, you should be at the front of the pack, leading the way weapon first.
Once you get into the action, though, make sure you're keeping track of your teammates, and think about dropping behind the knights and vanguards to extend the advantage of your reach.