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 Post subject: Earth Shaking Charge
PostPosted: Fri Oct 14, 2011 9:40 pm 
Elven Warrior
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If a cavalry formation is victorious in a fight, it's controlling player rolls a D6 to determine if the charge has sufficient momentum to follow up. On a score of a 6 the cavalry may immediately charge and fight again. Can you use might to modify that follow up dice roll? So if you rolled a 5 you could modify that up to a 6 and charge and fight again?
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 Post subject: Re: Earth Shaking Charge
PostPosted: Fri Oct 14, 2011 9:54 pm 
Craftsman
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Yes and yes. Any rolls that you make can be modified except priority and result's of a another Hero's actions. (Duel, Spell Casting, Special Rule etc.,.)

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 Post subject: Re: Earth Shaking Charge
PostPosted: Sat Oct 15, 2011 2:17 am 
Elven Warrior
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Hi NotLegolasJustTipsy, just bear in mind that if you were inclined to want to spend might on that then using heroic fight instead is a far better deal. Not only do you get it every-time you win, you can give it to every other unit on the winning side of the fight too.

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 Post subject: Re: Earth Shaking Charge
PostPosted: Sat Oct 15, 2011 5:02 am 
Loremaster
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Agreed on the Heroic Fight. But you need to do that in advance. This allows you to get a similar result after the Fight resolved. Therefore, I'd say using Might to get the ESCharge is more of a flexible/situational thing. Such as you had a lot more success with your attack than you expected and you enemy is now disordered and depleted and the second charge would allow you to take them out. Worth the Might.

But often you can get a feel in advance for how the Fight might go, and that's the time to call Heroic Fight. These "lesser" uses of Might (Heroic Charge/Fight or dice modifiers) are where I think Captains can prove their worth, allowing your Epic Heroes to stick to doing things Epic. 8) Always the factor of Captains having a disadvantage if someone Epic Strikes during a duel, but we've already had many discussions here on OR about that.

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