Monday, May 17, 2010

The Zatikon Underdog: The Captain

Special Abilities: Coordinate Type: Skill

Whenever this unit performs an attack, all allies able to attack will also attack the same target. These additional attacks do not cost commands, but do use the individual units actions and skills or spells. In coop or 2 vs 2 mode, units from an allied player are unaffected.

Welcome to THE UNDERDOG! The past week(s) focused on a more noble side of Zatikon, as The Diabolist has less friends than imagined since he didn't receive a single comment! Our charismatic captain is much more likable, often compared to the likes of Captain Jack Sparrow, Gladiator Maximus Decimus Meridius, Robin Hood, Joan of Arc, and Jason of the Argonauts. With his ability to lead the mislead, we find a captain goes perfectly with any band of misfits.

With leadership comes efficiency. Loners will unite to act together under the same command, and this translates literally in Zatikon play. While the captain himself is a fierce warrior, a cross between a bowman with three attacks and an archer with more mobility and life, his ability to use one command and have several pieces all attack makes any battle he is in a slaughter fest.

His major weakness is simply getting other pieces in position to follow orders. Like a middle school gym teacher, it's not so easy to get a group of barbarians and berserkers into a straight line! For this reason, the captain really likes to work with any piece with a range of more than one square.

Pikemen, bowmen, shamans, archers, fire archers, longbowmen, confessors, and, of course, fellow captains all work well under his command. Still, there is one lost soul which under the right leadership shines the brightest: The Fanatic!

With a range of two and the ability to re-position enemy pieces, a few fanatics can bring a werewolf, dragon or paladin within range of multiple attacks unleashed under the single command of a captain!

While captains and fanatics make for a medium-ranged army full of attacks every turn, their armor level is sacrificed for speed. Not to mention the fanatics simply don't have an attention span of more than a few seconds, so this army likes to head full steam on to that castle by turn 3! Thus, 2 generals start out the positioning, using up 300 points, and letting the entire army deploy the first turn.

Here's what it looks like so far:

2 generals

2 captains

3 fanatics


1 Abbey!

With the Abbey, those fanatics start out like scouts with a range of 2, and able to move pieces back into the range of the captains for certain death. The healing ability is rarely useful, as attacked units don't often survive, but the forgiveness vs confessors can save the day! Variations can utilized the Abby more, adding a paladin at the front, or even 5 fanatics to start instead of 3.

After the Abbey, we're left with 150 points. This is probably best used with an archer to shower long range with coordinated Captain attacks. Other potentials include a Confessor if 50 points are freed up, a Paladin in the front ranks, or even a Templar 3rd option that the fanatics bring enemies to for a kill and constant heal.

With the Archer, the first 2 turn set up is simple: Turn 1 deploy both Generals, Abbey, 3 fanatics, 2 Captains at the castle corners, and Archer right in the middle. Next turn move the Captains to the corners, Archer next to one of them, and a fanatic as needed to provide pressure. After that its an onslaught as the opponents are pulled into range. Mages with 5 range can be attacked by Captains and Archer, and anything within 4 or 5 can be brought forward by a single fanatic for the beat down.

For co-op or 2 vs 2, any partner adding an Armory makes this army double the danger. Fanatics with 4 power and 2 armor combined with similar captains that can be healed when not killed makes for unusually fast games.

Is the Captain really an Underdog at all? There's no reason that he should be unpopular, and he certainly isn't a weak piece or over priced. Still, just like Maximus and my 7th grade gym teacher Mr. Sullivan, he has to deal with a group of savages, and for this he deserves to be cheered for!


  1. Another great underdog post! While the Captain does not currently see much play, he certainly does allow for some very interesting possibilities on the battlefield. After reading this post I will definitely be giving that unit a bit more consideration next time I use him or go up against him.

  2. Another great combo I discovered is using the Captain with the Barracks and at least 3 footmen at the start! The footman's ability to move 3 and attack triggers with an attack from the captain! Not only that, but being able to deploy the captain turn 2 above the barracks saves commands, rushes the opponent, and saves commads on the second turn! Give it a try!

  3. Good idea, it's awesome tinkering with underplayed units like the captain and discovering unit combos that allow for some interesting tactics and strategies.