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Fantasy Wars Turn-based strategy. Gather an army, upgrade units, study magic spells, participate in castle sieges and assaults to destroy the great Orc Ugraum’s horde.

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  #1  
Old 10-05-2007, 11:02 AM
Gorguss Gorguss is offline
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Default Charge ability

1. Does the charge ability add to the attack ability when a unit attacks?

Charge 5
Attack 5
Total attack strength 10?

2. When a unit has the charge ability and attacks another unit that is located within a castle: Does the charge ability come into play?

3. Does the charge ability come into play when defending, or is it only defence?
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  #2  
Old 10-05-2007, 11:18 AM
bers bers is offline
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Default Re: Charge ability

Quote:
Originally Posted by Gorguss
1. Does the charge ability add to the attack ability when a unit attacks?

Charge 5
Attack 5
Total attack strength 10?
Not attack ability but add attack.

Ex: landless knights -> rangers
rangers (skirmish) / knights
knights (charge) / rangers
knights (melee) / rangers
rangers (melee) / knights

Quote:
Originally Posted by Gorguss
2. When a unit has the charge ability and attacks another unit that is located within a castle: Does the charge ability come into play?
charge plays always when unit attack

Quote:
Originally Posted by Gorguss
3. Does the charge ability come into play when defending, or is it only defence?
Only defence.
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  #3  
Old 10-05-2007, 01:41 PM
Guardian Guardian is offline
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Default

Is the extra attack form charge always available or only if unit moves at least one hex?
Does the strenght of the charge depend on the distance my knights passed during the turn or it's always the same?
Also, if I have a perk with +2 to charge on plain does it mean that my unit has to be on plains while attacking, my enemy has to be on plains, or both (so if target is in the forest I won't get +2 to charge)?
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  #4  
Old 10-05-2007, 01:50 PM
bers bers is offline
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Default

Quote:
Originally Posted by Guardian
Is the extra attack form charge always available or only if unit moves at least one hex?
Charge is always avalable

Quote:
Originally Posted by Guardian
Does the strenght of the charge depend on the distance my knights passed during the turn or it's always the same?
Strength of the charge doesn't depend on distance

Quote:
Originally Posted by Guardian
Also, if I have a perk with +2 to charge on plain does it mean that my unit has to be on plains while attacking, my enemy has to be on plains, or both (so if target is in the forest I won't get +2 to charge)?
Your enemy has to be on plains.
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  #5  
Old 10-05-2007, 03:17 PM
Guardian Guardian is offline
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Default

Quote:
Originally Posted by bers
Your enemy has to be on plains.
I know, I'm terrible . One last thing - if my enemy has to be on plains, my knights can actually jump into the forest next to the enemy on the plains, attack him and still get +2 to charge, right? Because all melee are about the target hex, not the source one (I've read the last bit in Your last answer about river attack).

Thanks, I'll stop pestering You. For now
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  #6  
Old 10-05-2007, 03:22 PM
Blackhawk Blackhawk is offline
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Default

Quote:
Originally Posted by Guardian
I know, I'm terrible . One last thing - if my enemy has to be on plains, my knights can actually jump into the forest next to the enemy on the plains, attack him and still get +2 to charge, right? Because all melee are about the target hex, not the source one (I've read the last bit in Your last answer about river attack).

Thanks, I'll stop pestering You. For now
Yes you will get the +2, but this is tactically unwise.In the next enemy turn you will learn that leaving cavalry in Forests is a really really bad move
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  #7  
Old 10-05-2007, 03:37 PM
Guardian Guardian is offline
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True, but if I'll wipe the enemy on the plains I'll open the way for my other units, and hopefully they will protect my knights while they're having a rest in a forest

Thanks all for sorting this out!
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