Welcome to Librarium Online!
I played my first game of Fantasy over the weekend. My list, in brief, was 10 Glade Guard, 5 Glade Riders, 8 Dryads, and a mounted Noble who wanted very badly to be an Alter.
I wanted to try to get combined charges with the Dryads and Glade Riders (Dryads in front, Riders on the side) but I couldn't figure out how to do it. I think the problem is that I don't understand the rules for charges as well as I need to, so I hope someone can help me.
My understanding is that in order to charge something, it needs to be in my front arc. That means that my Riders need to be facing the enemy at the beginning on my turn. I think that leads to the following situation (arrows indicate which way the unit is facing, green is Elves, red is enemy):
That's all well and good, but what I would consistently get instead is this:
At that point, I would assume that the riders couldn't charge because the enemy wasn't in their front arc.
Am I missing something? Please help!
well, you could try wheeling them a bit to face the enemy... just a thought
As your riders are fast cavalry, you can have them face any direction when you are done your move. So in the diagram above when you moved your riders you should face them in the direction you think the enemy will be so you can charge the same unit as the dryads.
Can I do that after I declare the charge? It seems like I have to be facing their flank at the beginning of my turn. Unless you mean I should end my previous movement phase with the wheel... I should probably have figured that one out on my own.well, you could try wheeling them a bit to face the enemy
do you have the rulebook?
Read under fast cavalry and you'll see they can reform as many times as they want in their regular movement phase.
Read under charging, you can wheel once when declaring a charge. You really need to read the rulebook (sometimes multiple times) to know the rules.
I do have the rulebook, and I have read it. There are a lot of rules and neither myself nor my opponent had ever played before this game. We come from a 40k background where none of this stuff matters; we're learning.
To declare a charge the enemy must be visible to you, i.e. in your front 45 degree arc. In you diagram if your riders where lower by just a bit they could see the enemy and wheel to make a charge. For fast cav, you can basically face any direction you like at the end of your move. When your move is done, just face them in the direction of your choosing.
To clarify what Sir Kently's telling you, here's an attempt at a diagram for you with regards to non-fast cavalry. E = enemy, A = unit a, B = unit b. Ignore the little dots.
Assuming it shows up correctly, that set up would net you a frontal charge with unit a and a flank charge with unit b.
The other suggestions above, such as wheeling, would certainly work too.
Put the box on the table by the window in the kitchen.
During a unit's movement phase, it may wheel and turn to face another direction. Unfortunately, these extra turns cost a certain amount of inches, which are taken away from the unit's maximum movement distance. Now, fast cavalry, such as your glade riders there, can turn and wheel without using up any of their movement, meaning they can end their movement phase facing ANY direction, as long as no model moves over its maximum distance of movement. So when you move alongside a unit you want to charge in the following turn, simply turn your riders to face the unit.
As for the dryads, they have the skirmish special rule, meaning they have a 360 degree arc of sight, so they can charge in ANY direction.
Current Wood Elf Tourney List: 3/1/3
That's why I was suggesting going over the rulebook again. It took a couple of reads for me to figure out fast cav, because my first army didn't have them. There are so many rules (compared to 40k) that I often have to reference my book still, during games.