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magic-phase-movement [2022/05/26 13:03]
wigglefig minor edit for clarity
magic-phase-movement [2022/07/03 11:39]
wigglefig edited for clarity
Line 3: Line 3:
 Magic phase movement refers to movement via [[rituals]], which occur in the "[[turn-order-sequence#magic-extra-planar-battles|magic phase]]" before [[turn-order-sequence#movement|ordinary map movement]] is resolved. For the price of a few gems, a commander and/or their army can move much further than ordinary map move would allow in one turn and arrive before enemies can move away. Magic phase movement is a powerful tool for unexpectedly reinforcing provinces and catching opponents off-guard, or 'catching' enemy armies/thugs that would have moved somewhere else in the ordinary movement phase. Commanders with magic phase-capable paths often make particularly responsive thugs; the ??Vanjarl?? of [[vanheim ea |EA]]/[[vanheim ma |MA Vanheim]], ??Colossi Storm Captain?? of [[phaeacia ma | MA Phaeacia]], and generic ??Golem?? with a ??Starshine Skullcap?? are common examples. Magic phase movement refers to movement via [[rituals]], which occur in the "[[turn-order-sequence#magic-extra-planar-battles|magic phase]]" before [[turn-order-sequence#movement|ordinary map movement]] is resolved. For the price of a few gems, a commander and/or their army can move much further than ordinary map move would allow in one turn and arrive before enemies can move away. Magic phase movement is a powerful tool for unexpectedly reinforcing provinces and catching opponents off-guard, or 'catching' enemy armies/thugs that would have moved somewhere else in the ordinary movement phase. Commanders with magic phase-capable paths often make particularly responsive thugs; the ??Vanjarl?? of [[vanheim ea |EA]]/[[vanheim ma |MA Vanheim]], ??Colossi Storm Captain?? of [[phaeacia ma | MA Phaeacia]], and generic ??Golem?? with a ??Starshine Skullcap?? are common examples.
  
-Magic phase movement cannot 'catch' opponents that go into [[stealth]] that turn. Conversely, stealthy units can fight in the magic phase if they attack the current province they are in (without moving) at the same time as friendly commanders reach the province via rituals.+Magic phase movement cannot 'catch' opponents that go into [[stealth]] that turn. Conversely, stealthy units can fight in the magic phase if they attack the province they are currently in (without moving) at the same time as friendly commanders reach the province via rituals. If no commanders arrive during the magic phase, these stealthy units will instead fight during the normal phase.
  
 **Commander-Only** **Commander-Only**
magic-phase-movement.txt · Last modified: 2022/08/25 11:04 by wigglefig