|
Post by javiersan on May 1, 2021 15:24:49 GMT
Hello everybody, A few days ago I started in the AOFR, wonderful game, for now I only play it for TTS. Now I have a question, the "Magic Wind" spell that makes a unit move immediately 6 ". Can the unit end up making a charge  or if or if it should stay more than 1" ??
|
|
|
Post by onepagerules on May 4, 2021 13:14:39 GMT
No, the unit can only move, and it has to stay more than 1" away. There are spells that allow a unit to charge, but they specifically mention a charge. 
|
|
|
Post by rondaka on May 18, 2022 22:40:13 GMT
Just to clarify about one year later, if a spell or ability says move, it means advance but not charge. A spell or ability that allows a charge, will specifically say charge. Correct?
|
|
|
Post by onepagerules on May 19, 2022 9:31:00 GMT
There are spells that allow a unit to charge, but they specifically mention a charge. 
|
|
|
Post by rondaka on Jun 3, 2022 4:22:54 GMT
along the same lines; engineer can move artillery specifically. Can a spell or ability that says 'move friendly unit' be used to move an otherwise immobile unit? How about a wavering unit?
|
|
|
Post by baradaeg on Jun 3, 2022 6:40:57 GMT
along the same lines; engineer can move artillery specifically. Can a spell or ability that says 'move friendly unit' be used to move an otherwise immobile unit? How about a wavering unit? Yes and yes.
|
|