* KNIGHT: The short-stepping Knight can get left behind if the battle moves away, so the best bet is to keep them in the centre. They are often best placed on c3 and f3 in the opening, although a Pawn on c3 may be needed to support d2-d4. Later, e5 and d5 are useful squares to occupy when they can threaten Pawns on c7/f7 and pinned Knights on c6/f6. They may be driven away from e5/d5 by pawns; best are squares where the opponent cannot - or dare not - chase them with pawns. If Black has moved his Pawns from c7 to c5 and from e7 to e5 then a Knight on d5 can never be driven away, only exchanged for another piece. When this happens, you can try to recapture with another piece which also cannot be driven off. But another good square for a Knight, when pawns are on e4 and e5, is f5: here it threatens the pawn on g7, and if ever Black pushes it away with g6 then a hole appears on h6 for the Knight to hop into, perhaps giving check.
"Wisely and slow. They stumble that run fast." -- William Shakespeare, Romeo and Juliet.