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Post by mattallica1 on Dec 11, 2018 8:44:59 GMT
Hey I just stumbled upon this forum from a facebook group a link someone shared and I have enjoyed reading the battle reports and tactics sections. I have only had a few games so far but I am really enjoying it. We're a group of 5 late 30's who used to play a bit of WFB and Mordheim 40K back in the day and over the last few months we've played several games of WFB 8th edition. We have had some issues interpreting the rules with regard to charging and fleeing. If a unit charges my chaos hounds and I choose to flee the attacker rolls 2d6 and I roll 3d6 and use the highest. If he doesn't catch me he moves the highest number on the dice and stops there. If then another of his units attempt to charge my hounds while they are fleeing does he then roll 2d6 for that unit and I then get to roll 3d6 again and use the highest 2. So essentially my hounds could keep fleeing every time they are charged? Or can they only choose to flee once from the original charge? So any following charges would automatically wipe them out? Another question that I have is I charge a fleeing unit with my chaos wars they fail the charge and stop short 4 inches. My skull crushers are directly behind my unit of warriors of chaos. Can the skullcrushers charge through my unit of warriors? Are my unit able to move out of the way so the skull crushers can wipe out the fleeing unit? Cheers for any answers in advance
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Post by knoffles on Dec 11, 2018 9:26:22 GMT
First off, welcome to the forum. It was likely myself or strutsagget who directed you here as we both hang out on the FB group and both have linked this in the last week. Someone here will get back to you shortly (I’m at work so will do so later if no one else has by the time I get home).
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Post by Horace on Dec 11, 2018 9:52:20 GMT
They can flee multiple times, although they would have to roll high enough each time to escape
A Flee! reaction is not always voluntary — units that are already fleeing must declare a Flee! reaction (p17)
A unit that Flees! once in a Charge sub-phase will have to keep fleeing if it has more charges declared against it, as described earlier. (p18)
As for the second point, they would not be able to do so unless they can make a legal charge as per the rules on page 16 (Can I charge?) onwards. Page 20 is also particularly relevent as if you have an obstruction in the way you would have limited scope to maneuver around it. ie They move directly forward, but are permitted one wheel of up to 90° as they move, and another of unlimited arc once in contact.
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Post by FvonSigmaringen on Dec 11, 2018 9:58:28 GMT
What Horace says.
1. Fleeing units can only Flee as a charge reaction. Fleeing units will continue to flee, until they pass a rally test, flee off the board, or are destroyed. 2. You can declare a charge through intervening units, if there is a chance that these will have moved out of the way, when the charge is resolved. However, you cannot charge through intervening units. In the case of the Skullcrushers, this will result in a failed charge.
Unfortunately, I cannot give proper quotes, because I do not have my BRB at hand.
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Post by strutsagget on Dec 11, 2018 10:06:24 GMT
Hi and welcome!
Everytime a charge is declared you are allowed a new charge reaction. If you are fleeing, you must flee again as your reaction. Stand and shoot can only be chosen once but have not to be the first. Remember you do reaction direct after a charge is declared but you resolve the charges after all charges are declared. That means multiple units (with probably large M like fast cav) can force a fleeing unit off the board by declare multiple charges. Very valid tactics.
You are not allowed to run through your own unit. But remember multiple charges at the same unit are resolved at the same time, and you maximize the number of models in the fight. You are also allowed a free 90deg wheel and a finial pivot. You only measure from closest point to see if the units have valid range. Wheel and pivot can make the unit travel a lot longer then the dice.
Monster Example:
Player A a unit of archers. Player B declare charge with war hounds, player A holds. Player B declare charge with second unit of hounds and Player A stands and shoot killing more than 25% of the unit. The Hounds takes a panic test and flees.
Player B charges with horsemen, player A flees 2D6. Player B charges with second unit of horsemen, arches have to flee 2D6 again and flees off the table.
Player B has no more charges and resolves all charges. They all fail and stumble Highest number forward maybe even standing in each other ways and stops earlier 1”. Player B chooses what order to resolve the charges.
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Post by FvonSigmaringen on Dec 11, 2018 10:16:53 GMT
To amend strutsagget a bit:
Player B declares a charge with horsemen, player A flees 2D6. Player B declares a charge with second unit of horsemen, arches have to flee 2D6 again and flees off the table.
Player B has no more charges to declare and resolves all charges
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Post by knoffles on Dec 11, 2018 10:38:54 GMT
I’ll also add that when you charge it is 2D6 + your movement but when you flee you don’t add the movement stat.
Can anyone confirm if you use Swiftstride when fleeing?
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Post by mattallica on Dec 11, 2018 10:46:00 GMT
Wow thank you for all of the replies and warm welcomes. I've got it now and will relay the information to the group for future games.
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Post by FvonSigmaringen on Dec 11, 2018 10:46:22 GMT
I can confirm that.
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Post by mattallica on Dec 11, 2018 10:46:57 GMT
I’ll also add that when you charge it is 2D6 + your movement but when you flee you don’t add the movement stat. Can anyone confirm if you use Swiftstride when fleeing? I was taking into account swiftstride and discarding lowest dice. Be interesting to see what the others have to say about this.
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Post by FvonSigmaringen on Dec 11, 2018 11:05:22 GMT
That is correct.
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