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Well guess I truly and well lost this round. Guessing he is no longer infantery since he is on a disc, so a tie, 1 wound against my charge. This game does not like me.
Your dice seem to be really taking you on one hell of a ride. Here's the EoT map, after my units reform. Annoying how in BC you can't rotate a unit about its center, every reform has to be fudged somewhat as a result.
It's not that simple, in fact this is starting to get really complicated. GG1 has fled through GG3. And GG3 has gone all the way across to the other side of the tower, having fled through the Treeman combat, the tower itself and the lone Warhound. I'm gonna have to think over my next charges.
Actally yes, you're right. That changes things. For some reason I thought they simply flee forward through the tower and all that. Now they flee through the Treeman and GG1.
You first have to charge the knights, don't think you have rolled for them yet. Not sure about distances, but maybe they connect to GG3 and run them down. And you have some dangerous terrain tests to perform.
I don't have to resolve the charge move of the Knights yet. We declare all charges and resolve the corresponding charge reactions first, and only after then do we actually move the chargers.
You're right about my having to take DT tests for the Knights, but that will come later.
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