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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
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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? |
#2
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Re: Charge ability
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Ex: landless knights -> rangers rangers (skirmish) / knights knights (charge) / rangers knights (melee) / rangers rangers (melee) / knights Quote:
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#3
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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)? |
#4
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#5
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Thanks, I'll stop pestering You. For now |
#6
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#7
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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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