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Re: The Ghost King
It seems to me that the Ghost King is more suited for nations with no or weak bless options.
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Re: The Ghost King
As I've already said I used him for Helheim which is usually considered a bless nation... I agree that if you want a bless rush strategy, you should use someone else - someone with more than one starting path, especially with high starting path(s).
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Re: The Ghost King
I think in general if you want an SC there are better choices than the GK. And if you want a Rainbow or artillery support mage Pretender there are better choices than the GK.
That really leaves just those nations that need an SC but also needs magic diversity on their pretender. Jomon fits the bill here for one. They completely lack Death (gems or paths on mages) and need it for most of their summons. They also need other paths to recruit some of their better summons (Fire & Death for Dai Onis for example). They also need an SC to make up for their poor starting army and high resource costing troops. A GK works quite well for them. They don't really benefit much from a bless (none massable sacreds and mages not sacred) and their starting army can support the GK to make up for the fact he isn't top draw in the SC department. Jomon also can't get a Prince of Death which would otherwise be a better choice. And Lichs or Master Lichs won't really handle the SC/army support side earlier enough to be viable. So I think he is a niche pick at best in mp. Jomon being one power that can benefit. As the combination of SC, then site searcher, then summoner/forger works well for them. In sp of course his flexibility makes him a more reasonable choice. |
Re: The Ghost King
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Re: The Ghost King
The real reason is that he is much more thematic for many nations! http://forum.shrapnelgames.com/images/smilies/cool.gif While you surely can make PoD with, say, Growth 3, it would be complete crap from style point of view!
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Re: The Ghost King
Yeah, but Growth 3 Ghost King doesn't make a lot more sense.
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Re: The Ghost King
The Ghost King is a nice choice for a nation that doesn't need a strong bless, could use an awake SC, needs magic diversity, and benefits from high dominion. A nation like MA Ulm.
Some modest magic (Air2 for Mistform & Cloud Trapeeze, N2 for Personal Regeneration & Resist Elements, E1 for Ironskin & Iron Will, S1 for Personal Luck<font color="brown"> (EDIT: as triqui points out, this makes him vulnerable to Astral Duels...better to skip the Astral & forge him some luck instead, he's got the slots) </font> , W1 for Quicken Self, D3 for an eventual Soul Vortex) and Dom10 for Awe are yours for just Drain3, Cold2. Forge a Black Steel plate on turn 1, equip & send him to solo weak indies on turn 2...Alt1 [<font color="brown">(Air Shield)(Barkskin)</font>Attack Closest] takes all but unlucky Heavy Cav. Alt3 [(Mistform)(Ironskin)<font color="brown">(Quicken Self) </font> Attack Closest] <font color="brown"> still </font>beats any elephant rush. Relegate him to site searching detail when your finished expanding, Cloud Trapeeze him for counter-raiding. Dom10 spreads that Ulm-friendly dominion fast: Drain3 means your Ulmish knuckleheads actually survive the occasional mind burn, & Cold2 amplifies his frost aura. With an awake SC, you can divert your funds to making those beautiful guardians to counter the bless-rushers. One-shot ANWSDE site searching + cheap Ulmish forging rates + full slots = long-term usefulness. Works well for quite a few other nations too, but MA Ulm makes for a nice example. <font color="brown"> Most other nations will need to wait until turn 2 to forge the Black Steel Plate, so just have him research Alteration on turn 1. </font> |
Re: The Ghost King
The ability to forge a decent armor on the first turn does indeed make the ghost king far more appetizing. Apart from Ulm I think early and mid Agartha can do that. Can't think of any others off the top of my head.
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Re: The Ghost King
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