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Stats

Core:
Nora Cost: 85
Damage: 15
Speed: 6
Range: 2-4
Defense: 3
Hit Points: 50

Abilities:

Amphibious
Attack - Pistol
Fearless
Independent
Ponderous
Scramble
Stab
Tortun's Trade
Turtle
Unstoppable

Upgrades:

Restrict
Command: Charge
Pin Down
Stat Bonus - Defense 1

History

Analysis

Recommended Builds: Pin Down/+1 DEF or Command: Charge/Pin Down
Rating: ***



The Captains have fairly short range, and thus only really shine after battle has been joined. However, if a Captain manages to get two attacks off in a turn, he can make a Tortun powerturn even stronger. Between a Captain's scramble and a Bonesplitter Maul, getting off a Devastating Combo from Mr Tuttles becomes very doable.


While he doesn't come close to the Hamslammer in his control capacities, Pin Down is nevertheless almost as good as stun against melee units. It has great synergy with the other ranged tortuns, by letting them get out of a combat zone intact.


While captains have fair stats, they are not nearly as efficient as the Broadside or Grenadier. They are okay early deploys, because their attacks will allow other tortuns to get to the fight sooner. Consider how long you expect the game to go if deciding between saving for a Captain or deploying a less expensive ranged tortun. A Captain works best when he will have a large number of allies to boost.

Note that while they are very, very good units, they are not necessary for a tortun BG. If you run two mortars, two broadsides, and two grenadiers, you have a decent ranged array. In KF/FS, you have undertow as your chief enabler, and in SL/Tortuns, you have benediction, so scramble is never strictly necessary either.
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