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On our home table we've been playing that if a unit elects to flee as a charge response then they break and as such the units within 6" of them have to take panic tests. However, in just now re-reading the rule it specifically states:Friendly's break from close combat within 6"I read that as meaning that the combat has to have started in the first place and then they were defeated. In effect saying that if you simply flee before a charge the other units around you don't have to test.
Test if a friendly unit with a unit strength of 5 or more within 6" has broken as a result of being defeated in close combat.
There are differing opinions at the table now so I thought I'd ask you guys how you are playing.
Fleeing as a charge response doesn't cause panic unless the unit runs through another unit. And of course it must be unit strength 5 or more.
I am right 94% of the time, why worry about the other 3%.
Bait and flee are a tactic that is wisely used. Previous poster said it all. Sorry I dont feel like going back to name him as I am trying to close down.
Yeah, that tactic is the heart of why I discovered this. I'm playing lizardmen so I set up my countercharges using skink bait. Thus far I've been rolling for all nearby units when they flee. Something wasn't sitting right so I'm glad I have this cleared up. It makes my army all that more effective.