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InvisionFree gives you all the tools to create a successful discussion community. Learn More · Sign-up Now | Welcome to Tomb Kings of Khemri Forum. We hope you enjoy your visit. You're currently viewing our forum as a guest. This means you are limited to certain areas of the board and there are some features you can't use. If you join our community, you'll be able to access member-only sections, and use many member-only features such as customizing your profile, sending personal messages, and voting in polls. Registration is simple, fast, and completely free. Join our community! If you're already a member please log in to your account to access all of our features: |
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| Capraviridae |
Posted: Apr 1 2012, 04:27 PM
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![]() Tomb Guard ![]() Group: Faithful Posts: 388 Member No.: 4,531 Joined: 25-September 11 |
A really, really basic question about catching fleeing units that I didn't even think about before my last game...
If you charge a fleeing unit, does it get to roll 2d6 for flee reaction or do you only need to cover the distance to the unit with your charge roll? Also, just to clarify, if you charge an unit and it opts to flee, you both roll 2d6, you only need to get bigger number than your enemy to catch it, no matter how far you started the charge, right? |
| RejjeN |
Posted: Apr 1 2012, 06:35 PM
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![]() Necropolis Guard ![]() Group: Faithful Posts: 656 Member No.: 4,469 Joined: 6-September 11 |
If a unit breaks from combat then you need to roll equal or higher than they do when they flee, it doesn't matter if they flee through your pursuing unit (say, if you had them pinned between two units) making the distance between them much shorter, you will always stop 1" behind them if you didn't roll high enough.
If someone flees as a charge reaction they roll the distance they flee, move and then when it's time to move chargers you need to reach their new position for the charge to be successfull (For example, unit is 10" away, they flee and become 16" away, if you have movement 6 and roll 9 that is 1 inch too short and the charge fails.) If they were already fleeing they will flee immediately when you declare a charge (Not sure if a unit can flee more than once per turn however), and the same applies here as mentioned above. To catch them you need to reach their new position. I hope that made sense, feel free to ask if you need me to clarify anything. |
| teclis |
Posted: Apr 2 2012, 03:41 AM
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![]() Sphinx Captain ![]() Group: Faithful Posts: 922 Member No.: 2,021 Joined: 8-December 07 |
in FAQ it says u must resolve a flee each time you are charged. though i am not so sure about that #more then once# -------------------- ![]() Tomb King 8th record Played 74 Won 35 Drawn 14 Lost 25 Join Khemri on Facebook. Lots of cool artwork, TK models and terrain pics. |
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| Lakomasoi |
Posted: Apr 2 2012, 04:04 AM
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Tomb Captain ![]() Group: Faithful Posts: 497 Member No.: 3,259 Joined: 8-January 11 |
Happened to me at a tournament everytime a unit charges a fleeing unit that unit must flee as many times a turn as that unit is charged.
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| Krael |
Posted: Apr 2 2012, 06:18 AM
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![]() Khemrian engineer ![]() Group: Faithful Posts: 2,198 Member No.: 3,235 Joined: 10-December 10 |
jup. greatly abusable with necrosphinx or carrion. you'll probably fail the charge, but if aimed well, you can give a fleeing unit just that extra push over the edge.
It's also fun with ebts, as they help you suround your enemy. I once used a scorpion to send a fleeing unit back to the centre of the field, were the initially charging unit could easily catch it and kill it outright. very mean. -------------------- Ceterum censeo quod chaos-nani non realis libri!
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| Capraviridae |
Posted: Apr 2 2012, 06:42 AM
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![]() Tomb Guard ![]() Group: Faithful Posts: 388 Member No.: 4,531 Joined: 25-September 11 |
Oh, ok, so you always need to catch the unit with your charge roll. Hmm. Then does the fleeing unit always flee with 2d6 and not adding their movement? I have only played against armies/players that stand and shoot or hold or their units that might use flee always manage to charge me first, so I'm not that familiar with these rules. Thanks a ton for the help!
And Krael, I have used Scorpions to push fleeing units off the table, but not to direct them into the fight... That's deliciously diabolical! |
| Krael |
Posted: Apr 2 2012, 09:28 AM
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![]() Khemrian engineer ![]() Group: Faithful Posts: 2,198 Member No.: 3,235 Joined: 10-December 10 |
yes, you got it; the charge-reacting-fleeing unit doesn't get its move, just the 2d6 (or 3d6-lowest for swiftstride of course). you then just resolve as if you charge normally, taking into account your move and all. that means that only if you are very close on beforehand (as in: he's aprox within your own move distance), you have any mentionable chance to still catch him.
I have to say: Every time I charge an opponent, I have to remind myself that people can actually do crap like that. greatly frustrating for the unbreakable unit, as "running away like the scared little elf you are" sometimes actually seems to be a boon. The grass on the other side is always greener -------------------- Ceterum censeo quod chaos-nani non realis libri!
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| Capraviridae |
Posted: Apr 2 2012, 09:50 AM
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![]() Tomb Guard ![]() Group: Faithful Posts: 388 Member No.: 4,531 Joined: 25-September 11 |
Haha, yeah, our grass is all dried out and dead. But thanks Krael, hopefully I got it right from now on. Now the skink hit and fleeing strategies of Lizardmen make more sense...
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| ustrogoth |
Posted: Apr 2 2012, 11:28 AM
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![]() Tomb Captain ![]() Group: Faithful Posts: 474 Member No.: 3,655 Joined: 25-April 11 |
Correct me if im wrong, but im almost certain that if the enemy chooses to flee you can take a leadership test to redirect what they are charging at.
Something to keep in mind -------------------- No, your opinion is wrong.
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| themidget428 |
Posted: Apr 2 2012, 11:38 AM
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![]() Tomb Herald ![]() Group: Faithful Posts: 1,136 Member No.: 3,196 Joined: 26-October 10 |
yes, but you can only redirect with the charging unit once.
so if he flees twice you cannot redirect again. -------------------- Hey i like my bone giant's Chiquita Banana Hat!
My Contributions to the World: Death Mask Tactica Tomb Kings at 1k Tactica |
| Sleboda |
Posted: Apr 2 2012, 11:58 AM
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Awesome Tomb Lord ![]() Group: Faithful Posts: 4,057 Member No.: 3,424 Joined: 5-April 11 |
Only one re-direct, sure, but it's a freebie to declare a charge against a fleeing enemy, just to make it run, and then re-direct to the enemy you _actually_ wanted to charge that turn. You might as well take the free 'push' on the fleeing unit.
-------------------- True scholars have more than just one book to study.
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| themidget428 |
Posted: Apr 2 2012, 12:47 PM
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![]() Tomb Herald ![]() Group: Faithful Posts: 1,136 Member No.: 3,196 Joined: 26-October 10 |
agreed, unless you're using horsemen far away from your general.
LD 5 FTW! -------------------- Hey i like my bone giant's Chiquita Banana Hat!
My Contributions to the World: Death Mask Tactica Tomb Kings at 1k Tactica |
| Entropy |
Posted: Apr 2 2012, 02:52 PM
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![]() Tomb Guard ![]() Group: Liche Priest Posts: 376 Member No.: 3,038 Joined: 19-January 10 |
Hard to pull off, but if you can get Vengeance on the unit then start chasing it around, it's really gratifying to force multiple dangerous terrain checks on it. |
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