Fun with Govannon

smusebaer

Warlord
Joined
Oct 12, 2006
Messages
218
Last game I tried the Amurites, and it was real big fun. My first enemy was crushed by Skeletons (a few Combatmages with Air 2 and combat prom. , Death 1 through teach Summen Skeleton). In this war I had the idea of mobile hawk defence. Train 10 hawks, teach them summon Skeleton. Works great.
After that I constructed my real mage Army. I mass produced Adapts, with 4 mana nodes they get 2-3 free upgrades (Air+Mind). With "cave of the Anchestors" (7 Mana= +7 Exp.), Comand (+2Exp)post (Valendia the even is organized) and Apprenticeship (+2 Exp), this could be a Mage. Fire, Shadow, Chaos, Death and body can be teached by Govannon. I constructed about 30 adapts, changed my Mana Nodes ( 2* Body, 2* Air), and upgraded to mages. After That the worldspell, and hello Archmage. At that point I played with Fleshgolems.

And with them you can multiply Archmages. Nearly all my 30 adepts had enough Exp for Archmage after my Worldspell. First I upgrage my first 4 Archmages (With free Body 1-3, Air 1-2, and the other free levl 1). Now you Craft Flesh golems, ans sacrifise the Archmages. Repeat that as you like. Finish with a few combat units for additional promotinos (Warrior * Mutate, pick only the good ones).

That game was realy fun.

The only problem was, that the info box was a little bit too full.
 

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Have you tried teaching priests and druids yet? Turning Druids and High Priests into Archmages is also fun :D

My Amurite mage-army usually ends up being Adepts (lots of free XP from Cave, CP, etc) taking Combat promotions, upgrading with 3 Earth mana for free Stoneskin, and then getting Combat V or Air II with any leftover XP. Mages with Combat V, stoneskin, and maybe dance of blades and blur make remarkably good frontline combat units after a few Maelstroms.
 
They were nerfed so they couldn't use spells before the the spell system over haul of version 0.31. The old was of nerfing by removing the Channeling, Sorcery, and Divine promotions is no longer adequate.
 
My first Idea was to teach raise skeleton to the arcane barge, but that is not possible. :sad:

Yes of course I teached it all kind of troops. And it´s crasy to use shadowmagic as am emperian priest.

If Archmages couldn´t be crafted into an fleshgolem (or all arcane units), the would be no Archmagegolems. Or just limit the number of fleshgolem to 4.
 
I think flesh golems should stay this way, but construction be nerfed. The spell should have like a 30 turn delay, so to make uber golems takes time and many mages, but is still possible and a worth the investment. If you see the Amurites doing this, DoW ASAP, lol. That or build a flanking 3 + Drill 4 army of Horsemen to eat away at their uber-golems.
 
I did something similar, but I went with octopus overlords for hemah for a extra early archmage including govannon and I used a scientist to bulb alteration for happiness by enchantment mana, then got necromancy and never went for elementalism because I could get govannon to teach fire 1 to everyone already, then I mass produced adepts and warriors, and had around 80 skeletons going at 0% science.

I never thought of using hawks for summoners, seems kinda odd having a army of hawks rampaging across the land with undead.

It's pretty overpowered, I could make enough skeletons in one turn to take out acheron with the other half of my army destroying two civilizations at once.
 
Each hawk just one bone...

I also think the Skeleton are overpowered. Especialy If you have a few good Mages to summon them on the way to the enemy. But upkeep limits them. In early game I normaly lack the adapts to summon a lot of them, and in the late game they are pretty weak. But as defenders they are awsome. Perhaps the life 2 spell should destroy all Skeletons within it´s reach?
 
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