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Charge Response: Flee

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Lexy:

--- Quote from: "Cirrus" ---When a unit declares a charge and teh target flees: A couple things are done. First teh fleer must roll his runniging distance. Then if that distance does not put his unit out of your max charge range you go 12" and his unit is destroyed. If the fleers out pace you then you fail teh charge and move 6" unless you decide to redirect and a unit is a valid target for teh redirect. You will never stand still if an opponent flees from you.
--- End quote ---


Almost correct.
If the charged unit decides to flee, the charging unit must declare if he does a redirect or tries to overrun.
If the charging unit decides to redirect it's charge and the fleeing unit has a low roll, the unit is not overrun, because the charging unit wasn't chasing it.

Avian:
You shouldn't say "overrun", since that is something different, and a more appropriate term would be "run them down".

Otherwise Lexy is correct.

Cirrus:
I was just giving an overview, not teh letter of the rules, I did say the target must be valid. He didn't really ask about redirecting so I only addressed it once.
But on a brighter note, remember these rules WILL change in 7th, by teh mock-ups they make much more sense (only redirecting on the path, redirecting more than once, if you catch teh unit and still have enough movement you can get accidental charges as opposed to now.)

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