Redirected charge question

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eggsPR

Vampire Count
True Blood
Aug 28, 2011
1,136
Dublin
Zombies
878
So, last night I had my first redirected charge. I may have screwed it up, hopefully someone can tell me for I couldn't find out in older posts or the BRB that pertains to what I did.

Here's the situation.

My GG unit declared a charge to a unit of skinks.

His charge reaction was to Flee.

We both roll dice, he rolled a 7 or something and moved 7 inches back(way out of my charge range).

I rolled a 6 and 4... then it dawned on me... I can redirect this charge right into his salamander unit.

Before I moved, I asked if I may redirect the charge.

He said OK no problem.

I passed my leadership test and used my 10 dice roll and charged into his salamander unit.

He was unaware that he could have had his salamander unit flee as well, but i didn't either (I thought a redirected charge did NOT get a charge reaction). However, live and learn.

My question: Should I have re-rolled AFTER declaring a redirection, or was using the 10 on dice roll OK so long as it was OK with the other player and chalk it up as a brain fart. In future instances... AFTER he declares a flee, I will declare a redirect charge, THEN allow him/her to give their charge reaction, THEN roll leadership test (if the unit Holds), THEN roll to move.

If it's any consolation, the units were right beside each other, so a failed redirected charge would not have exposed my flank to any other unit bc virtually no wheeling was required.

Thanks for any repsonses in advance.
 
Sweet. Thanks! Being that I only play VC... I didn't know the ins-and-outs of charge reactions being that we only have one (Banshee stand and shoot).

Can't wait to try out charge experiments again :)
 
illusionarypresence said:
You should not have rolled your move distance until a charge target is holding.

I believe you
1 declare charge
2. He flees
3. Ld check to redirect
4. Charge reaction from new target
5. Roll distance and move chargers

On step 2, when he flees, does he actually move his unit 2D6, and then I can choose to take the Ld test to redirect?

My thinking is that I could declare a charge, he flees, and then I base my redirection based on his roll... if he rolls low I may be able to cach him, if not I can redirect.

Far too many time I've rolled, not caught my opponent and was just sitting in the middle of the battlefield moving 1D6 all the time...
 
eggspr said:
illusionarypresence said:
You should not have rolled your move distance until a charge target is holding.

I believe you
1 declare charge
2. He flees
3. Ld check to redirect
4. Charge reaction from new target
5. Roll distance and move chargers

On step 2, when he flees, does he actually move his unit 2D6, and then I can choose to take the Ld test to redirect?

My thinking is that I could declare a charge, he flees, and then I base my redirection based on his roll... if he rolls low I may be able to cach him, if not I can redirect.

Far too many time I've rolled, not caught my opponent and was just sitting in the middle of the battlefield moving 1D6 all the time...

Yes, you can make your decision to redirect after he moves his unit. His unit may bounce through one of his own (making them unreachable) and allowing you to redirect to one you can hit.
 
Murphey said:
eggspr said:
illusionarypresence said:
You should not have rolled your move distance until a charge target is holding.

I believe you
1 declare charge
2. He flees
3. Ld check to redirect
4. Charge reaction from new target
5. Roll distance and move chargers

On step 2, when he flees, does he actually move his unit 2D6, and then I can choose to take the Ld test to redirect?

My thinking is that I could declare a charge, he flees, and then I base my redirection based on his roll... if he rolls low I may be able to cach him, if not I can redirect.

Far too many time I've rolled, not caught my opponent and was just sitting in the middle of the battlefield moving 1D6 all the time...

Yes, you can make your decision to redirect after he moves his unit. His unit may bounce through one of his own (making them unreachable) and allowing you to redirect to one you can hit.

hehe not with the way I roll xD

Since our charge range is so horride, I've sometimes marched close to the enemy unit (knowing full well I could make it with a charge), then Van Hels them into combat moving 8 inches.

Thanks for the clarification :thumbsup:
 
And remember that any and all charge rolls are made after all charges have been declared and reactions decided.
 
Fodderboy said:
BTW, Salamanders are ITP, and so cannot choose to Flee.

Nope. They have Skirmisher, Aquatic, Cause Fear, Cold Blooded, Hunting Pack, and Spout Flames.

They are not ITP at all.
 

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