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Man, this stuff goes deeper than I thought. I wish I was a better strategist. I kinda have an over abundance of Captains right now, for sure. And if I should look for special abilities, which would they be? Like which Orcs make best Warchiefs of my fortresses, and which are best assault leaders?
Overall it depends, but I just find that having a Captain that uses an Augmentation that he's immune to stops him from damaging himself more than a Political Debate where David Cameron ruins his reputation through four words, "They voted, I quit."
Immunity to fire, poison, arrows, curse and beasts is good.
Having a fire, poison, or curse weapon is good.
Any fear or weakness to fire, poison, beasts is BAD.
Bloodbrother is risky.
Everything else is mostly fluff. (although there ARE some good ability combos that can make them powerhouses, but that's another story.) Weaknesses to things like excecution, pinning, stealth and such are fine because only you can do those. Epic/legendary abilities are ok but minor compared to stuff listed above.
I have yet to notice this. I'm playing on Nemesis difficulty. I have two Fortresses conquered, and only a handful of Betrayals so far. One was from being demoted as a Warchief. Another who bled out in a Siege. The rest (2-3?) were related to Blood Brothers.
This. Even then, I throw the weak ones in pits; it ranks up their nemesis, and I usually can just dominate and recruit them instead.
Which makes me believe that some betray you out of not interacting with them. I almost always give my orcs tasking, and if their is no enemies left I tell them to fight in the pits as well. :D