To be the captain of the team is a four-fold job. One has to select the units, divide the units, organize a plan and then monitor the completion of that plan. Each task has its pitfalls each task can make or break a Captain. This section will try to discuss the issues a Captain must deal with regardless of strategy, game, or map. UNIT SELECTION Unit selection is a balance. The balance between how many soldiers you have and the complexity of the units selected. Some units require close to constant supervision. The more of those units selected the more attention the team's units as a whole require. The task of a Captain then is to look at the resources of his team, and then select units based upon the complexity he believes his soldiers can successfully control. Keep in mind your strategy and the various ways in which it can be accomplished. Look for the path that is most effective for your goal but requires the attention that your soldiers can handle. Ghols, Trow, Forrest Giants, Dwarves, Wights, and Fetch all require high amounts of attention. Complex moves such as pus ghols, Forrest Giant/Trow hit and runs, or Dwarven artilary all require the constant attention of one soldier. Tis better I Believe to have a force that is less complex but more expertly controlled than a complex force in which the soldier's attentions are all over the map. In my own games I do not try complex maneuvers until I feel that each soldier in the group will probably be under staffed as to his possible attention. DIVIDING THE UNITS My suggestion for Captains regarding this choice is the same as the old military saying KISS. Simply, Keep It Simple Stupid. Don't ask your soldiers to be everywhere at once. When you ask a soldier to look at two different spots on the map, you're stressing that soldier. When you ask them for three spots, you are greatly increasing the chances that someplace his units are going to be abused. Try to give units that can be worked together as one force. An example, Fetch and Zerks or Forrest Giant and Journeymen. Don't give a soldier the Ghols with pus, and a Trow and tell them to go to separate areas. Try to pick units that work together and can support one another if needed. Split up the complexity of the units. Don't give a soldier two groups of units that require micro-management unless those two unit types will be used in the exact same area. If you must split the soldier to two different areas, try to give the soldier one unit complex, and one simple. Try to set that soldier up in a situation that will be less action packed with the simple units, so his attention can be on the complex unit. Soldiers might complain about the units you give them. If it your plan that certain groups are represented in a certain manner then that is your goal, if a player gets shorted in the process that is unfortunate but must be dealt with by the soldier. On the other hand try not to waste a soldier by given them far less units than they could probably handle. When a soldier complains I look first to whether I could in fact use them more effectively, if so I compensate. If I do not see a method, I quickly explain they are getting those units for now. If the soldier continues to whine throughout the game, my reaction is to remove all of his units and control them myself as best I can. In general, as Captain your attention will probably be the most taxed, especially on the bigger maps, so give yourself the least complex units to handle. ORGANIZING YOUR PLAN Regardless of your plan the most important factor for Captains is COMMUNICATING the plan before the game begins. Your soldiers are waiting for your commands, they are waiting for the directions you have for victory, don't leave then hanging. You have many separate minds in one army, the linchpin which directs these soldiers to act like a single army, is the captain's instructions. I personally rarely care which units I am given, but I DO care that my Captain, always give me a plan. The more specific the plan the better. Draw on the map, give the soldiers paths to follow. The more specifc you are the more clearly the soldiers can attempt to attain your goals. I can't stress this enough COMMUNICATE YOUR PLAN WITH THE SOLDIERS! MONITORING THE SOLDIERS There are two mistakes a Captain can make here, one is over management of the units and the second is no management. The mistake many Captains make is to attempt to control the units they have already given away and are being actively controlled by a soldier. Two minds cannot control one unit effectively. You undermine your soldier's effectiveness most of the time when you control that which he is already controlling. I personally can't stand it when a Captain controls units which I am actively controlling. I would suggest and always prefer to have units reassigned away from my control than fight for control. The Captain's job is to communicate to his soldier's his desires as a first attempt to control any situation. If that does not work, due to the difficulty of the explaination then controlling the units is perhaps proper. On the other hand, if a soldier has gone completely rogue and is obviously not listening to any of your plans you have all the rights to grab his units back and deal with the situation as best as possible. Clearly though if you see an impending doom about to unfold on a soldier's units and you are certain he has no idea, by all means grab them and move them. As a Captain you need to also at times drive other soldiers units when they need to concentrate elsewhere. But the key here is to control your soldier's troops the least amount as possible. Trust in your soldiers, you can't control all the units on the map. Finally, be the generous winner. True tis your plan that won the game, but your soldiers are the men that completed that task, had they not done their jobs well, no plan would have succeeded.