Last night I had a good game vs Empire and we came across 2 situations that we wernt 100% sure on what to do.
#1) I charged a unit of Swordmen with a big unit of black knights and he held. His detatchment Counter-Charged into my flank as a charge reaction which gave my ghoul unit a clear shot at a flank charge on the detatchment. I rolled 1/2" under the distance to charge so I moved my vampire out of the group because he had the range to make the charge. My opponent mentioned that his group failed the charge and that even though he had the movement himself that the unit failed and that he should be stuck in the unit with them. To speedup the game I just left him back with the unit and VDM'ed them in during the magic phase instead. Did we play this right? The Character I wanted to flank charge the detachment with was a BSB/War Banner/Walking Death CR bomb and only 2 Halb could attack back bc it was a side attack so it seemed perfectly-safe without sending the ghoul group in as well.
#2) The Curse of Anraheir (Metal). This spell hex's a unit giving them -1 WS/-1 BS for 1 turn. The spell also causes the unit to use all terrain as dangerous terrain failing on a 1 or 2. How does this spell effect etheral units such as Black Knights? These units treat all terrain as Open Terrain, so is it like ASF vs ASL where they kinda cancel each other out? Would I fail on a 1 instead of a 1 or 2 because they treat all terrain as Open Terrain? Can you make something thats etheral non-etheral in terms of terrain?
#1) I charged a unit of Swordmen with a big unit of black knights and he held. His detatchment Counter-Charged into my flank as a charge reaction which gave my ghoul unit a clear shot at a flank charge on the detatchment. I rolled 1/2" under the distance to charge so I moved my vampire out of the group because he had the range to make the charge. My opponent mentioned that his group failed the charge and that even though he had the movement himself that the unit failed and that he should be stuck in the unit with them. To speedup the game I just left him back with the unit and VDM'ed them in during the magic phase instead. Did we play this right? The Character I wanted to flank charge the detachment with was a BSB/War Banner/Walking Death CR bomb and only 2 Halb could attack back bc it was a side attack so it seemed perfectly-safe without sending the ghoul group in as well.
#2) The Curse of Anraheir (Metal). This spell hex's a unit giving them -1 WS/-1 BS for 1 turn. The spell also causes the unit to use all terrain as dangerous terrain failing on a 1 or 2. How does this spell effect etheral units such as Black Knights? These units treat all terrain as Open Terrain, so is it like ASF vs ASL where they kinda cancel each other out? Would I fail on a 1 instead of a 1 or 2 because they treat all terrain as Open Terrain? Can you make something thats etheral non-etheral in terms of terrain?