Charge and Flee?

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Tou84

Skeleton
Feb 15, 2012
65
Zombies
54
charging an enemy movement 4 and rolling 6 equals 10" , the foe decides to flee rolls 3 but is out of the charge range... does it equal a failed charge or can i move my unit the full 10" even thoguh it did not catch the fleeing foe...?

tried to look up it from the BRB but did not find a reference how it would be sorted out if there was no other foe in charge range?
 
The sequence might help:

1. Declare your charge intention (Unit A charges Unit B)
2. Opponent declares charge reaction (Unit B flees)
3. Opponent rolls flee distance
4. You may decide to try and complete the charge against the enemy's new distance
5. If you reach Unit B, it's destroyed. If not, it's a failed charge.

One does not move their full charge distance against an enemy it did not catch.
 
One important caveat when working out the Charge Sequence is

1) Declare a Charge
2) Resolve a Charge Reaction
3) Repeat 1 Until you've declared all your charges.
4) Resolve your Charge distances

This is important because they may choose to Flee the first charge, then you can declare a charge on them with a second unit, automatically causing them to flee again. Then once all that nonsense is done you roll your charge distances and see if you contact the chosen units, unless you redirected.
 
Aramoro said:
One important caveat when working out the Charge Sequence is

1) Declare a Charge
2) Resolve a Charge Reaction
3) Repeat 1 Until you've declared all your charges.
4) Resolve your Charge distances

This is important because they may choose to Flee the first charge, then you can declare a charge on them with a second unit, automatically causing them to flee again. Then once all that nonsense is done you roll your charge distances and see if you contact the chosen units, unless you redirected.

Never realized that. That could be a sweet tactic. Declare a charge with a death star against a unit it will own. Next declare a charge with some dire wolves/bats who are either further along or have enough charge distance to still reach to make them flee again!
 
MadLarkin said:
Aramoro said:
One important caveat when working out the Charge Sequence is

1) Declare a Charge
2) Resolve a Charge Reaction
3) Repeat 1 Until you've declared all your charges.
4) Resolve your Charge distances

This is important because they may choose to Flee the first charge, then you can declare a charge on them with a second unit, automatically causing them to flee again. Then once all that nonsense is done you roll your charge distances and see if you contact the chosen units, unless you redirected.

Never realized that. That could be a sweet tactic. Declare a charge with a death star against a unit it will own. Next declare a charge with some dire wolves/bats who are either further along or have enough charge distance to still reach to make them flee again!

It's a tactic I use with the Green Knight when he's behind enemy lines, charge towards my army and see if they flee from him, then charge them from the front to make them flee back towards the Green Knight again.
 
This is also one of the reason I hate three units of two bats in my army. Set up a charge with one unit, say Grave Guard, with the bats near by. If the enemy flees I can then charge with the bats either forcing him back into the Grave Guard or off the board. Plus, with the bats being so cheap if doing this ends them somewhere bad, its no major loss to me.



Pyre
 

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