Did I play this right?

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Yanda

Black Knight
Mar 7, 2010
376
Calgary, AB
Zombies
372
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?
 
I'm pretty certain that you played the first situation right. The Vampire would have had to declare a separate charge on his own in order to benefit from his superior movement - in all other cases you do use the movement value of the slowest member of the unit.

As for how the spell interacts with ethereal units, the only tidbit I could find in the GW FAQs was to refer to The Most Important rule on the page with the number 2 on it in the rulebook. Reach an agreement or roll it off, basically~
 
BRB page 101: "a character cannot leave (a unit) if: The unit has made a failed charge"

Also, counter charges occur at the end of the charge sub-phase (Empire FAQ), so they would no have been available for the flank charge to begin with.

Remember: The sequence is 1) Declare a charge, 2) resolve (carry out) the charge reaction. Then, when all charges are declared, and all reactions are worked out, then resolve the charges (work out the charge distance and move the unit). THEN, the Empire gets to counter charge or make a supportive charge. Very different than in 7th Edition.
 
ethereals and those with ethereal movement never suffer effects of movement spells. so they still ignore dangerous/super dangerous terrain.
 
MadLarkin said:
ethereals and those with ethereal movement never suffer effects of movement spells. so they still ignore dangerous/super dangerous terrain.

The Ethereal special rule only states that it makes the unit immune to spells and stuff that'll reduce their movement or otherwise stop them from moving. Forcing them to take Dangerous Terrain tests does not slow them down per se, which is making me believe that the special rule does not clearly cover this.
 
If their rate of movement is unaffected, then there really is no conflict. The spell causes magical branches to trip those trixy spirit hosts, and as they're out of practice having to watch their feet, they become terribly susceptible to such things.
 
I hope I'm not hi-jacking this thread here, but since its on topic of ethereal movement and the like, does them being immune to movement reductions include the -1 for barding?
 
Aww, I almost had an excuse to give them barding; since mine are made from marauder horsemen (and skellies), it would make sense :( Thanks
 

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