They continue to move up the hill towards the ridge where my men are valiantly holding their ground. Within a couple of minutes, the bulk of my men have been picked off while only a few of theirs lie dying in the sand behind them. At the front is a solid shield wall while at the back is a group of light archers just like mine. After a minute of firing potshots at distant cavalry, I spot a mass of troops moving up from one objective.
I rush out of the spawn, making full use of the Lightfoot perk, and quickly order my men to line up along a ridge overlooking a large hill that connects two capture points. In my second match, I select a light archer class. Knowing where to position your troops, who to partner up with, and what enemies you’re best equipped to engage can be the difference between winning and losing. It’s this dynamic that propels much of the action in Captain mode. Team balance is important too, as each unit type can be easily countered by at least two others – cavalry-heavy teams will struggle to take down even a single band of spearmen, while archers stand little chance against a cavalry chance unless protected by some heavy infantry. You also select two of six perks for that class, which allows you to define your style of play a little easier with bonuses to traits like movement speed, accuracy, and armour.
To that end, the results are mixed, but usually fun.Īt the start of each match you pick the class of troops you want to control – there are two types of cavalry, two archer classes, and three infantry styles. It adds capture points that periodically move around the map in an effort to shift the emphasis to tactical play rather than medieval massacres. For those familiar with the standalone expansion for the first game, Mount & Blade: With Fire & Sword, Captain is a more strategic version of Captain Team Deathmatch. This is Mount & Blade II’s Captain mode, a 5v5 multiplayer game type where each player brings between ten and 20 AI troops with them into battle.