skeletons!

Pocus

Warlord
Joined
Feb 12, 2004
Messages
160
Some questions on skeletons please

I'm confused on the number I can raise with my Calabim vampires. I can swear that I have seen a single vampire able to raise 2 skeletons over 2 turns, so it means it is not definitively as the adept process which can only control one at a given time. So what is the limit there?

If I get an imp able to summon a skel, the skel remains when the imp goes away. Does this particular skel count against the limit on skels I can have?

If I give away a skel to my ally, will he retains it indefinitively (I suppose?), and will the skel still count against my limit?
 
The limit only counts how many skeletons you currently own and how many death I casters you currently own. It is not a one to one correspondence, so if you have other units capable of summoning skeletons then you can keep using the same one to actually do so. A gifted skeleton will not still count against the original owner. The limit only matters when you are trying to summon another, so you can easily go over the limit if your casters die. Also, a twincasting unit will still summon 2 skeletons even if the second one puts the number over the limit.
 
thanks much for the details, can you rephrase "A gifted skeleton will not still count against the original owner." so I'm sure I understand the correct sense?
 
If you gift your skeleton to another civ than it is no longer yours, so I'm pretty sure it doesn't count towards the limit.
 
With Govannon on your side, you can end up with an awful lot of units that can cast Raise Skeleton. Even your Hawks.
 
If you're into micromanagement, get one powerful spellcaster to do all the summoning. A skeleton army with all units having empower V and mobility II is pretty significant. (of course, this sort of thing is more feasible on Marathon speed)
I'm assuming skeletons get mobility. I've never been a big user of them, but back in the day I made tiger armies with powerful casters (since the tigers came with hidden nationality by default).
 
:lol: I didn't know that. Maybe hawk created skeletons should be able to paradrop!

These Superhawks are a great addition to your army, casting Haste or Dancing Blades as well as Summon Skeleton. Escape seems rather pointless, though.
 
escape is great on mobility horsemen: pillage untill you run out of movement, cast escape, repeat

But it's pointless for a Hawk, which can already relocate to any city you like.
 
I found it funny that you can also get hawk to carry Orthus axe between units (It just has to land into city or tile with ranger) Think carrier pigeons! :)
 
Actually, that seems like a good tactic to have when fighting against human players. If it seems like you will lose the axe, have the hawk fly away with it. Would really annoy some players who believed that the axe was practically theres.:)
 
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