View Full Version : Will a successfull Ghost Riders spell intercept armies?
Viajero
June 28th, 2009, 05:05 AM
As the questions says, if ritual casting of Ghost Riders is successfull in leaving an enemy province as Independent, will an enemy army ordered to move through there (asuming that province was the 1st of a a map 2 move) be intercepted or will the army instead attack this new indy province?
Thanks!
WingedDog
June 28th, 2009, 05:31 AM
If the army is supposed to move through this province, and there is no other friendly province it can move through to the final destination - the army wouldn't move anyware and just would stay where is is.
Viajero
June 28th, 2009, 05:41 AM
Cool, thanks. And if the army end movement is there? I presume in that case the army will attack the new indy province, correct?
lch
June 28th, 2009, 06:04 AM
Magic phase happens before normal movement. After Ghost Riders conquer a province, it is completely empty. Hence usually they will conquer the province without any resistance, and that's why you use Ghost Riders together with Scouts so often.
WingedDog
June 28th, 2009, 06:15 AM
Cool, thanks. And if the army end movement is there? I presume in that case the army will attack the new indy province, correct?
Correct. And like Ich said, if you have a scout or any other comander near the province - order them to move in. Ghostriders would empty the province, and comander just claims it in your name. Note if you have a scout in the same province and you give him 'atack current province' command - there is a possibility he atacks a province before ghostriders jump in, which isn't good at all. So order a scout from adjacent province to move in.
MaxWilson
June 29th, 2009, 01:51 PM
Correct. And like Ich said, if you have a scout or any other comander near the province - order them to move in. Ghostriders would empty the province, and comander just claims it in your name. Note if you have a scout in the same province and you give him 'atack current province' command - there is a possibility he atacks a province before ghostriders jump in, which isn't good at all. So order a scout from adjacent province to move in.
Or order the scout to Move out. He will conquer the empty territory on his Move out, and if you Ghost Rider the destination province he will conquer it too. (Otherwise, set him to Retreat so he winds up back in the original province.)
This was first pointed out to me in Baalz' Hinnom guide.
-Max
vfb
July 4th, 2009, 05:06 AM
I'm not sure I understand what you've written there Max. I had given up on capturing a province (A) with GR when all I have is a scout in (A), since I thought it was only safe for the scout to capture a neighbor of (A).
I thought what you wrote above is that if you have a scout in (A), and (A) neighbors (B), then you can safely cast Ghost Riders on both (A) and (B), tell the scout to Move from (A) to (B), and the scout will take both provinces. So, I tried that. Unfortunately, the scout fought in (A) even before he got to (B), and also before the GR attacked (A), so he just died against the PD. The exact order from the turn messages was:
- GR attacked (B)
- scout attacked (A)
- GR attacked (A)
archaeolept
July 4th, 2009, 11:56 AM
Cool, thanks. And if the army end movement is there? I presume in that case the army will attack the new indy province, correct?the army will attack/move into the newly independent province, but only if it could normally. ie., if it were moving two territories w/ conventional (non-flying) troops, the army just wouldn't move at all, but if you were moving a conventional army from a neighbour, then it would take over the province.
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