Title: Charging a fleeing unit
Lordy - October 11, 2009 06:52 PM (GMT)
I was observing a game today when a fairly basic rule question came up which i didn't know how to answer for some reason.
One player charged a unit of cavalry at a fleeing unit of Maurauders, the cavalry run them down easily but if they had to charge the full charge distance they would have left the table.
So the question is, does the cavalry unit stop when it reaches the marauders or does it keep going to it's full charge distance and head off the table?
Cheers
Sherlocko - October 11, 2009 06:55 PM (GMT)
You stop at the table edge. Table edge are treated as impassable terrain, unless you are doing an overrun or pursuit, more or less. :)
Lordy - October 11, 2009 07:02 PM (GMT)
So if they wasn't near the table edge they would have killed the marauders and then continued their full charge?
Sherlocko - October 11, 2009 07:33 PM (GMT)
You move the marauder first, so if they hit the table edge then you get a failed charge and only move half distance. However, if they donīt you wipe them out and stop as soon as you touch the table edge.
Tauren - October 12, 2009 11:50 AM (GMT)
Step 1: Marauders are already fleeing, they may only flee as a reaction. Roll 3d6 for distance.
Step 2: Move marauders. If they moved off the table, the unit is destroyed and removed as they flee the battlefield.
Step 3: Measure distance between charger and fleeing marauders if they are still on the table. If they are no longer on the table, then the charge cannot be completed. You may only overrun or pursue off the table, you may not charge off the table after an enemy.
Lordy - October 12, 2009 12:07 PM (GMT)
Ok i must have explanined what i was asking, apologies.
Ignore the table edge.
A unit of cavalry charge an already fleeing unit of marauders on foot, they roll 2 D6 but are still in the charge range of the cavalry so they are killed.
What i want to know now is, does the cavalry stop at the point it reaches the marauder unit or does it continue to move it's full charge distance?
Sherlocko - October 12, 2009 12:11 PM (GMT)
It continues to move it full distance. :)
BeastsBookorNot - October 12, 2009 12:42 PM (GMT)
Ok, i have a followup question for this as it has come up for me a few times...lets say you charge a unit, they flee and you fail to catch them. You finish your remaining moves etc and now its the magic phase. You cast wild call/wolf hunts etc to charge the same unit that has all ready fled this turn (using the same unit that charged or a different unit shouldn't matter correct?). My question is how many times can a unit flee in a turn? Theoretically, a herd could move 30 inches in a turn with the right combination of spells...can a unit flee multiple times in the same turn?
Tauren - October 12, 2009 05:51 PM (GMT)
Yes it can. If the unit escapes all 3 times.
daftgor - October 12, 2009 07:12 PM (GMT)
| QUOTE (BeastsBookorNot @ Oct 12 2009, 12:42 PM) |
| Ok, i have a followup question for this as it has come up for me a few times...lets say you charge a unit, they flee and you fail to catch them. You finish your remaining moves etc and now its the magic phase. You cast wild call/wolf hunts etc to charge the same unit that has all ready fled this turn (using the same unit that charged or a different unit shouldn't matter correct?). My question is how many times can a unit flee in a turn? Theoretically, a herd could move 30 inches in a turn with the right combination of spells...can a unit flee multiple times in the same turn? |
yeah a unit can flee multiple times per turn, but keep in mind the only reaction allowed against wild call is hold, which means if you use it to charge troops that are already fleeing the game falls into a black hole.
Beastlord Karankawa - October 13, 2009 12:50 PM (GMT)
Agreed - unit that is charging a fleeing unit will move its full distance after it makes contact and runs down the fleeing unit.