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 Fleeing And Catching, Tag, you're it!
Capraviridae
Posted: Apr 1 2012, 04:27 PM


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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?
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RejjeN
Posted: Apr 1 2012, 06:35 PM


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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.
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teclis
Posted: Apr 2 2012, 03:41 AM


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QUOTE (RejjeN @ Apr 2 2012, 12:35 AM)
(Not sure if a unit can flee more than once per turn however)

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#


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Lakomasoi
Posted: Apr 2 2012, 04:04 AM


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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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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.


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Capraviridae
Posted: Apr 2 2012, 06:42 AM


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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!
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Krael
Posted: Apr 2 2012, 09:28 AM


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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 tongue.gif (though I guess that's pretty obvious for desert dwellers)


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Capraviridae
Posted: Apr 2 2012, 09:50 AM


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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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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


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themidget428
Posted: Apr 2 2012, 11:38 AM


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yes, but you can only redirect with the charging unit once.

so if he flees twice you cannot redirect again.


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Sleboda
Posted: Apr 2 2012, 11:58 AM


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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.


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themidget428
Posted: Apr 2 2012, 12:47 PM


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agreed, unless you're using horsemen far away from your general.

LD 5 FTW!


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Entropy
Posted: Apr 2 2012, 02:52 PM


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QUOTE (Krael @ Apr 2 2012, 11:18 AM)
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.

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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