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Please tell me about Ghost Guilds

Algona

Well-Known Member
What are Ghost Guilds? What do they do or are used for? What is the advantage of a one player guild? Why are players trying to limit ghost guilds?

Despite having read a lot on these forums, I'm still not quite getting Ghost Guilds. Any commentary might help.
 

DeletedUser10517

One use for Ghost Guilds....

Lets say you are in Guild A. Guild A owns lots of land and siege costs are now very expensive.
Guild A want to attack Guild B......but if Guild B fights back, all those goods could be lost, with no new sector to make it worthwhile.

So, Fred says "I will go form a Ghost Guild to help us out"......and so Fred leaves Guild A to form his own guild, Guild C.
Guild C is known as a 'Ghost Guild'

Guild C can now attack Guild B by paying only 5 of each goods and if Guild B fight back, it costs very little for Fred to resiege over and over.
Once Guild B has been whittled down, Guild A can take over, and take the sector, knowing they wont lose their goods.

Another use for Ghost Guilds is several members of one guild can all break away and form several Ghost Guilds at once and use them all to siege one guild, several sectors at once.
Several ghost guilds at a time gives the stronger guild little or no chance of being able to stop them taking lots of land in one sitting.

One Man Guilds = Ghost Guilds although they can sometimes have 2 or 3 members depending on what they are trying to do.
 

Algona

Well-Known Member
Thanks, Ruby, much good information there.

Quick question, after dropping from a guild how long before a player can rejoin the guild?
 

DeletedUser10415

Quick Answer: 7 days.

Ghost guilds have two other possible uses not mentioned.

They can serve as a highly mobile defending force for a guild which holds a lot of territory, and are often employed as a border guard, particularly if the main guild has sectors near an invasion zone. Other ghost guilds, or guilds not currently holding territory on a given map, if unimpeded, and having the required amount of goods, can take an invasion zone hex (the beaches), then siege and take the next hex inland, move their HQ there, and then siege and take all hexes which surround their HQ hex. Taking those hexes back immediately may be cost prohibitive for the main guild, but it's ghost can neutralize the threat, if it even let the threat get past in the first place. They can also just stay off a given map, and jump into the fray if a serious incursion takes place. The best defense against a ghost guild is another ghost guild, basically.

The other use is for laying point sieges, which both the ghost and the main guild benefit from. If you see a huge swath of territory belonging to one guild, with another guild holding two hexes in the center of that territory, you have likely spotted a point farming operation. The ghost in the center will release one of it's hexes, lay a siege army on the free hex consisting of a mixture of champions and rogues, take the hex to 1 army, and wait until the main guild has taken it's siege army to one or two armies before retaking the hex. As every member of a guild can release up to 4 hexes per day, it's quite easy to rack up the PvP tower points in this fashion.
 
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DeletedUser23706

I've seen these used as a Medals push, too. Player A splits off to form a one player guild and is the "push". Lays random sieges with very easy to defeat siege armies. Play B then attacks to win tower points, and thus medals. After a while, they reverse roles. In some cases A and B are the same player, but with accounts that never otherwise cross paths thereby avoiding mulit-account detection (that is technically against the rules).
 

DeletedUser10517

I've seen these used as a Medals push, too. Player A splits off to form a one player guild and is the "push". Lays random sieges with very easy to defeat siege armies. Play B then attacks to win tower points, and thus medals. After a while, they reverse roles. In some cases A and B are the same player, but with accounts that never otherwise cross paths thereby avoiding mulit-account detection (that is technically against the rules).
Technically, yes, thats possible......but it can be expensive goods wise because there will only be 10 armies to defeat.
 
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