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Team Captaining
Bill the Cat <balletto@sprintmail.com>

"We either hang together, or hang separately"
A short primer on the job of the team captain on Creep and Desert

Creep on the Borderlands and The Desert Between your Ears are the Myth maps which require the most tactical/operational thinking, because they have

  • Two starting positions, but many players
  • A large amount of unit points to allocate
  • Lots of space to maneuver in,
  • Long distances between map edges
  • Various terrain features to take advantage of

The man who must do the thinking, make decisions, communicate decisions, and ensure they are carried out is the team captain. Without a good team captain, the team is merely a gathering of individual players who can't and won't coordinate their actions, thus making defeat much more likely.

The three most important things a good team captain will do for his team are:

  • Make sure the game objectives are met.

It's pretty embarrassing when after kicking the snot out of the bad guys in battle, your team loses the game because all of the territories have been taken, or a sudden ghol charge captures your team's flag, or your melee units can't get to the hill in time to take it. It's the captain's responsibility to ensure that every action on the battlefield works towards the ultimate goal (get the flag, hill, territories, etc.)

  • Create situations where he has an overwhelming advantage.

A key principle in Myth is that you must concentrate your forces at the proper time to quickly overwhelm your foes, with a minimum of friendly losses. Concentrating your forces is pretty easy in single player FFA's, where you are the only person controlling your entire force. It's much more difficult to achieve this overwhelming concentration of force when you have 2 or more players controlling your force, not all of whom have the same tactical skills. The captain must take great pains (including taking units away from dumb players) to ensure that his force is concentrated at the right time, and not caught by the bad guys and cut up piece by piece.

  • Win the battle of information.

If the brain is to function correctly, it must have information and data to work with and process. The same principle applies to captaining in Myth. Multi-player team games give the captain the opportunity to dedicate a player to scouting duties. This scout should be equipped with the ghol pack, and be instructed to find the enemy, and don't lose track of them. The scout should especially try to find enemy wights before they get hidden in deep water, and destroy them if possible. The scout must avoid battle until he can attack and overwhelm soft targets (archers, dwarves, etc.). The smart captain will use the information gathered by the scout and plan for the moment where the good guys concentrate and overwhelm the bad guys, and avoid bad guy traps and ambushes. The corollary of the above is denying information to the bad guys. If possible, the enemy scouts/ghol pack must be drawn into battle and defeated early, since the relative strength of the ghol pack increases after the main battle has begun. The smart captain will seek to deny information to the bad guys regarding his force's strength, destination, and objective, until it's too late. The battle of information is not won until everyone on your team knows what's going on. The team captain must be constantly communicating the situation and his orders to his team members. He must also make sure that his team members act on the information appropriately.

Examples of bad team captaining include:

  1. When asked what the plan is, he answers, "go forth and kill the bad guys"

  2. He spends all or most of his time controlling his little group of units, while ignoring the big picture

  3. He allocates units to players based on how much the players whine, rather than the tactical plan and current situation

  4. He ignores the information gathered by the other players

  5. He forgets the objective of the game, and concentrates on killing the bad guys in his immediate field of view

  6. He sends small batches of units galloping around the map, only to see them get overwhelmed by superior groupings of bad guys

Examples of good team captains include:

  1. When asked what the plan is, he provides a detailed explanation of what everyone is to do, complete with a drawn diagram

  2. He delegates all or most of the units to his players, leaving him time to be captain

  3. He allocates units based on the tactical plan and player skills. eg.) all ghols to the player that knows how to use them and is willing to be a good scout, combined arms formations (warriors, thrall, and archers) to other players, wights to dedicated wight experts, etc.

  4. He designates a player as the team scout, equips the scout with the ghol pack, and makes sure the scout doesn't stop scouting until the battle is joined; he also instructs players to notify the team when special events happen, eg.) wight sightings, dwarf sightings, movement of ghol packs behind friendly forces, etc. He uses the information gathered both by the scout and other players to maneuver and lead his forces into battle at the correct time and place, and overwhelm the enemy

  5. He keeps the objectives of the game in mind, and uses these objective to put the enemy in a bad tactical situation, eg.) capturing 5 of six territories, etc., forcing the enemy into bad tactical moves

  6. He concentrates his force at the right moment, and overwhelms the enemy, suffering a minimum of casualties

When a group of players acts as a successful team, they can be almost unbeatable. If the team captain performs his tasks correctly, and the team players work with the captain, the team will be extremely successful.

- Bill the Cat

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You found this one on the Team Captaining strategy page.
This contest ended on July 8, 1999... we just haven't removed the evidence yet.

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