Captains

***Captains*** are unique, and they are necessary when buying/capturing/razing villages. They also have a variety of tactics when attacking - all of which must be researched. Before captains can be created however, players must first research *Captains*, which is found in the military tab of the research tree. More than one captain per village is possible, depending on the amount of research you have completed.

Any attack which includes a captain will take three times as long as an attack which has no captains. When sent with an attacking army, the captain has a set of tactics he can use, which is dependent upon the level of your tactical research. To choose which tactics the captain will use, click on the captain figure *before* you launch an attack - this will bring up the tactical choices panel. Each command may be delayed for a certain period of time (5 to 200 seconds) before the action is performed.

Each time a captain is purchased, the cost will increase by 1,000 gold (e.g. the first captain will cost 1,000 gold, the second captain - 2,000).

**TIP:** More than one captain may be used at a time, each giving a different tactical command (dependent upon your level of research).

**TIP:** Captains do the same amount of damage as a knight, and have the most hit points of any troop.

**Tip:** Captains are essential for capturing villages, so it is vital that they survive the battle! It is therefore useful to place them further back from the rest of your troops, so reducing your chances of losing them.

## Using the Captain

Captains have multiple uses in *Stronghold Kingdoms*. They can not only capture/buy villages, but they can also lead armies, direct them, and if necessary, heal them.

In order to gain access to Captains, you must be at least Rank 12 (Alderman), and have completed the required levels of research ( please see the sidebar to the right).

### Buying/Capturing a village

A captain is required to purchase a new village charter or capture a village.

### Troop Skills

* **Delay**
	+ Delays the army within a five (5) tile area around the Captain. This skill can be used from the beginning, it is not Research dependant (via "Tactics").
	+ **TIP:** It can be useful to have certain troops hold back while archers or catapults fire.

* **Rallying Cry**
	+ Heals troops surrounding the Captain within a 5 tile radius using a series of small health boosts, taking effect over a long period.
	+ Strength of health boost on the Captain unit is double that of surrounding units.
	+ A green plus sign **+** appears above all affected troops, with the animation repeating throughout the duration of the effect.

* **Arrow Volley**
	+ Fires arrows at an area of the map, killing enemy troops.
	+ Targeted in the same way as catapult units, with the same maximum range.
	+ Multiple arrow volleys, taking effect over a period of a few seconds (when played back at normal speed).
	+ The Captain unit responsible for the Arrow Volley will not move forward until the volley has begun.
	+ Arrows from the volley do more damage than regular arrows.

* **Battle Cry**
	+ Increases the damage done to walls, buildings and moats by the troops surrounding the Captain in a 5 tile radius.
	+ A red exclamation point **!** appears above all affected troops, with the animation repeating throughout the duration of the effect.

* **Catapult Volley**
	+ Fires multiple rock volleys at an area of the map, taking effect over a period of a few seconds (when played back at normal speed).
	+ Targeted in the same way as catapult units, with the same maximum range.
	+ The Captain unit responsible for the Catapult Volley will not move forward until the volley has begun.
	+ Rocks from the volley do more damage than those fired by regular catapults.