The rank of captain is bestowed upon competent guildmembers by the head of a guild. It allows the captained guildmember to interact with (if applicable) the guild's military and military-resources. It is a guild-rank for non-pacifists only. The guild-rank of fieldleader is the equivalent, for pacifists, affording similar privileges. Captains can command guild legions and guild defences in the same way those of city-rank "colonel" can command city legions and defences.
Familiarise yourself with HELP YOUNGSTERS for important information on the constant, gradual flow of maturing prospective guildsmen - enlistable men from cities and villages around the land. See HELP ENLISTING for details on bringing the enlistables into the fold and HELP BECKONING for privileged information on aiding the process of gathering far-flung youngsters to a guildhouse.
GUILDHOUSE Tactical rundown of guild-house constructions.
HELP FORTS Information about fortification usage.
HELP SUMMARY Step by step summary of need-to-know war info.
LEGIONS Summary of legions within your potential sphere.
LOCALE/BANNER [<dirctn>] To review legion formations, types, sizes.
See HELP 22 to see the index of Section 22 - the central resource for all things battlefield/warfare in Avalon. HELP COMMANDING is a perfect summary of "need to know" content/commands.
Would-be commanders should start at the beginning and work through, ideally with a legion under your command and plenty of equipment. Resources can be found on the Battleisle to help with this (see HELP BATTLEISLE) so you can practice without using valuable guild (or city) resources.
Training of legions is important even if you are not involved in the battlefield engagements. See HELP LEGION, HELP SPECIALIST and HELP TRAINING may be worth perusing. Enlistment is also crucial and the contents of HELP 21 (Section 21) detail the non-battlefiled side of Avalon military affairs: spheres of influence, tributes, rank and command, occupation and conquest.