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Bill the Cat <balletto@sprintmail.com> "We either hang together, or hang separately" Creep on the Borderlands and The Desert Between your Ears are the Myth maps which require the most tactical/operational thinking, because they have
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:
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.)
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.
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:
Examples of good team captains include:
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.
Hey look! A Mac Action Sack. This is one of seven Mac Action Sacks to be found in the Bungie.org/Bungie.com "Find The Sack" competition.
You found this one on the Team Captaining strategy page. |
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