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#28
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This is just a difference in how the two attacks work...
The normal attack allows the horseman to back up to maximize distance with respect to action points, whereas charge is always in a straight line with no backing up. The horseman typical speed is 5 and here is a damage summary based on number of hexes from the enemy (this assumes the horseman has adequate room to back up): Adjacent: +20% (moves two hexes back for a total of 2 hexes away) 1 Hex: +20% (moves one hex back for a total of 2 hexes away) 2 Hexes: +30% (moves one hex back for a total of 3 hexes away) 3 Hexes: +30% (attacks from this distance) 4 Hexes: +40% (attacks from this distance) Now for charge, it is only the number of hexes away from the target that matter as the horseman does not back up (it is up to you to position them for maximum damage since they can charge even with just 1 action point left): Adjacent: not valid, must be a minimum of 1 hex away (note that you can backup manually to increase distance, more on this below) 1 Hex: +15% 2 Hexes: +30% 3 Hexes: +45% 4 Hexes: +60% ... So you can see here that there are situations where the normal attack appears to be better, but the strategy of charge is that you can manually position the horseman for a minimum of ( AP - 1 ) * 15% if you have the room. With a speed of 5, you should always do a minimum of +60% damage if you have the room or at the very least attack from the same maximum distance as the normal attack. Note that if you have higher speed for your horseman, then their normal attack will appear to be even better than the numbers above (so don't forget that you can manually position them with charge because the numbers are misleading you). /C\/C\ Quote:
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