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hen
they run away, warriors do not simply disappear from
the battlefield. Fleeing and pursuit allows units
to escape from a combat if they fail a Break test,
but also gives the victors a chance to run down
and destroy the escapees.
Fleeing and pursuit is an important
factor in Warhammer. Troops can flee for many
reasons, but for the purposes
of this introduction, we are going to look at how troops
flee from close combat. The full rules for fleeing
and pursuit are quite extensive and are covered on
pp. 40-46 of the regular-sized Warhammer rulebook. |
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Movement
Phase |
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A. Rally
Tests*** |
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B. Move
Fleeing
Troops*** |
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C. Normal
Movement |
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D. Charging |
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Shooting
Phase |
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A. Choose
a
Target |
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B. Roll
to
Hit |
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C. Roll
to
Wound |
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D. Make
Armour
Saves |
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Close
Combat
Phase |
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A. 1st
side
rolls
To
Hit |
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B. 1st
side
rolls
To
Wound |
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C. 2nd
side
makes
Armour
Saves |
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Before
moving
onto
step
D, 2nd
side
follows
through
steps
A and
B then
1st side
follows
step
C. |
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D. Combat
Results |
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E. Make
Break
Tests*** |
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F. Determine
Flee
Distances*** |
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G. Move
Fleeing
Units*** |
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H. Determine
Pursuit
Distances*** |
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I. Move
Pursuing
Units*** |
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Movement
Phase |
| |
A. Rally
Tests*** |
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B. Move
Fleeing
Troops*** |
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C. Normal
Movement |
| |
D. Charging |
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Shooting
Phase |
| |
A. Choose
a
Target |
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B. Roll
to
Hit |
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C. Roll
to
Wound |
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D. Make
Armour
Saves |
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Close
Combat
Phase |
| |
A. 1st
side
rolls
To
Hit |
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B. 1st
side
rolls
To
Wound |
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C. 2nd
side
makes
Armour
Saves |
| |
Before
moving
onto
step
D, 2nd
side
follows
through
steps
A and
B then
1st side
follows
step
C. |
| |
D. Combat
Results |
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E. Make
Break
Tests*** |
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F. Determine
Flee
Distances*** |
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G. Move
Fleeing
Units*** |
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H. Determine
Pursuit
Distances*** |
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I. Move
Pursuing
Units*** |
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Use the combat rules given in the Battle for Skull
Pass getting started booklet on pp. 14-17. Rather
than simply removing a unit if it fails its break test,
use the
fleeing
and pursuit
rules given below.
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If a unit loses a close combat and
fails its Break test, it will flee. A unit always
flees directly away from the unit that beat it in
combat, so turn the unit around to face the opposite
direction
Next,
you must find out how far the unit flees. Units that
are fleeing are very unpredictable, so roll 2D6
and add the scores together to see how far they
will move.
Turn the fleeing unit around and move it straight
forward this distance in inches.
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| The Goblins have failed their
Break test and have turned away
from the
victorious Dwarfs. |
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| The Night Goblins flee 6" from
the combat they just lost. |
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The victorious unit can now pursue. As with the
fleeing unit, the distance they will move is random,
so roll 2D6 and add the scores together to see if
they can catch their quarry.
Before moving the pursuing
unit, compare
the their score with the fleeing unit's distance.
If the pursuers moved equal to or more than the fleeing troops fled, the pursuers
have caught up and run them down. Remove the
fleeing
unit from the table. They might
not all be dead, some may have scattered or hidden themselves away, but they
all count as casualties.
If the pursuers scored less than the fleeing unit,
the fleeing unit has managed to get away.
Once you have determined whether the fleeing unit has been caught, you can
then move the pursuers the distance rolled.
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| The Dwarfs' distance is more
than the Goblins and so the Goblins have
been
wiped out. The Dwarfs are moved the full
distance rolled. |
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| The Dwarfs are not fast enough, and
their 4" move is not sufficient
to catch the fleeing unit of Goblins. |
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Troops that start fleeing may well continue running
away, or they might regain their nerve and return to
the fight. To find out what happens, at the start of
the Movement Phase, all fleeing units get to make a Rally
test. This is a Leadership test (like the Break test),
so roll 2D6, add the scores together, and compare
the total with the unit's Ld value.
If the score
is higher than their Ld, they do not rally themselves
and will continue to flee.
If the score is equal to
or less than the unit's
Ld, they have rallied. You can turn the unit to face
in any direction. However, they cannot move further this
turn or shoot.
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| The Night Goblins have failed their
Rally test and will continue to flee. |
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| The Night Goblins have passed their Ld
test and have rallied. |
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A unit that fails to rally will flee again
instead of making its normal movement. This continued fleeing
distance is equal to the roll of
2D6, just like fleeing from combat. However, rather than
fleeing from the enemy, the unit will move towards the closest
edge of the battlefield.
A fleeing unit is very vulnerable to being
attacked, and the troops may scatter completely if they feel
they cannot
escape.
If the fleeing movement of the unit means it has to move
into another enemy unit or a piece of terrain, the unit is removed
from
the table. Also, if any of the models in the unit move off
from the table, the whole unit is removed.
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| The Miners have positioned themselves behind
the Night Goblins, and when the Night Goblins
flee a total of 10", they are wiped out. |
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| Reaching the edge of the table, the Night
Goblins have fled the battlefield entirely
and are
removed as casualties. |
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A unit that is fleeing when it is charged
will try to run away again. If a unit can charge a fleeing
enemy
unit (in other words move into close combat with it) before
the charging models are moved, the charged unit will flee.
This is equal to the roll of 2D6 as usual.
If the
charging unit can still charge the fleeing unit (because
doubling their move will still get them into contact),
the fleeing unit is wiped out and the charging unit is moved
double its
movement distance as a result of the pursuit.
However, if the
fleeing unit cannot be charged any more, the charging unit
does not get to double its movement and
will
move its normal distance after the fleeing troops.
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| The fleeing dwarfs have been charged by the
Night Goblins and will flee directly away from
them. |
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| The Dwarfs do not run far enough with
a roll of 3" and have been caught
by the pursuing Goblins that can move 8". |
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| The Dwarfs, with a roll of 7", have
managed to outpace the charging Night Goblins
and have gotten away. |
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Copyright © Games
Workshop Limited 2000-2006. Games Workshop, the Games Workshop logo,
Warhammer, Warhammer logo, Citadel,
the Citadel Device, Battle for Skull Pass, Dwarf Hammerers, Dwarf Ironbreakers,
Dwarf Miners, Dwarf Slayers, Dwarf logos, Idol of Gork, Night Goblins,
Orc & Goblin devices, Spider Riders, and all associated marks, logos,
places, names, creatures, races and race insignia/devices/logos/symbols,
vehicles, locations, weapons, units, characters, products, illustrations
and images from the Warhammer world are either ®, TM and/or © Games
Workshop Ltd 2000-2006, variably registered in the UK and other countries
around the world. All Rights Reserved.
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