From what I can gather based on how people have interacted with Coxwell, people do not like being the peasant. At all. Only reason why peasant works in Courtyard is because everyone at the start of the game is a peasant. Perhaps this would be a suitable replacement?
Town Militia
Base class: Beginner Mode Bot
Slot 1: Random Weapon Pool 1
Slot 2: None
Slot 3: Random Weapon Pool 2
Slot 4: ????
Random weapons:
Redundant entries indicate higher probability
Pool 1:
Shovel
Shovel
Pickaxe
Pickaxe
Glaive
Pool 2:
Knife
Knife
Knife
Knife
Mallet
Throwing axe
Ability: ????
Charge time: stupidly slow (same as 2 Ambusher medkits)
Action: Pulls out a chicken out of nowhere. Not even a spicy one. Just a regular, unignited chicken
Sprint attack: None?
Dunno if a sprint attack should be something that militiamen should have access to personally. I could see Eagle Eye working since you wouldn't spawn with a bow and have to scavenge for one in order to use it. Figured the having of a sprint attack should be a topic of discussion
Even with my suggestion above, I personally think that the peasants in Courtyard SHOULDN'T be touched. Rather, for LTS games, I wonder if it'd be possible to enforce custom classes in the first round, where you'll always be a peasant regardless of loadout choice.
Hypothesis: peasants will remain easy to kill, but changing them from 60HP peasants to better-equipped militiamen would allow a difference in player skill to overcome the inherent disadvantages of map-enforced spawns as a deliberately weaker unit, rather than just unconditionally be a free kill for the attacking team. On Coxwell specifically, a town militia on the final objective can actually be a threat when hunting down the last remaining soldiers