Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
Ok, so the beginning of a turn, a unit of savage orcs declares a charge on a unit of light calvary. The same turn a unit of boar boars declares a flank charge on a unit of halbeard men directly behind the calvary.
The calvary elect to flee, rolling just enough to move them directly behind the halbeards, who fail their panic test and also flee. The halbearders are now out of charge range of the boarboys, but the boar boys have more than enough movement to hit the light calv who were just behind the origional position of the halbearders, so using the rules of redirected charges (if the unit you are charging flees, and there is another unit along the origional charge path of the attackers, the attacker can elect to charge the new target instead of the fleeing one) the light calv are engaged and destroyed because they are fleeing.
This was followed up with the hand of gork spell which allowed the boar riders to also catch the fleeing halberders in the same turn.
Even though this turned out in my favor, it seemed a bit wacky as my opponent lost a huge portion of his army in one turn. I cant really see any flaws in how we played it out and wanted to get some outside perspective to see if there was a rule that we both overlooked.
There's no redirect based solely on your original path, but instead from where you would be going to try and hit what you charged after they fled. In the example given, since the halberdiers fled because the light cav ran over them, they would then run away from where the light cav started (ie, directly over the cav). They would have, in effect, leap-frogged each other.
Now your boar boyz were going to have a flank charge... whether they hit the light cav or not really depends on positioning. You do not make your charge attempt based on where the halberdiers WERE but where they are after the flee was executed. If, going on the most direct charge path to their new position you hit the light cav, then you can declare a new charge on them and wipe 'em out.
ah ok, then this was played right.