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  Training Exercise: Fleeing
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Fleeing and Pursuit

When 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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TURN SEQUENCE
Goblin Player's Turn
1
Movement Phase
  A. Rally Tests***
  B. Move Fleeing Troops***
  C. Normal Movement
  D. Charging
2
Shooting Phase
  A. Choose a Target
  B. Roll to Hit
  C. Roll to Wound
  D. Make Armour Saves
3
Close Combat Phase
  A. 1st side rolls To Hit
  B. 1st side rolls To Wound
  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
  E. Make Break Tests***
  F. Determine Flee Distances***
  G. Move Fleeing Units***
  H. Determine Pursuit Distances***
  I. Move Pursuing Units***
Dwarf Player's Turn
1
Movement Phase
  A. Rally Tests***
  B. Move Fleeing Troops***
  C. Normal Movement
  D. Charging
2
Shooting Phase
  A. Choose a Target
  B. Roll to Hit
  C. Roll to Wound
  D. Make Armour Saves
3
Close Combat Phase
  A. 1st side rolls To Hit
  B. 1st side rolls To Wound
  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
  E. Make Break Tests***
  F. Determine Flee Distances***
  G. Move Fleeing Units***
  H. Determine Pursuit Distances***
  I. Move Pursuing Units***
COMBAT AND BREAK TESTS

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.

FLEEING

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.

Picture of Goblins failing Break Test.
Picture of Goblins fleeing 6".
The Goblins have failed their Break test and have turned away from the victorious Dwarfs.
The Night Goblins flee 6" from the combat they just lost.

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.

Picture of Drawf unit catching Goblins.
Picture of Drawf unit pursuing Goblins.
The Dwarfs' distance is more than the Goblins and so the Goblins have been wiped out. The Dwarfs are moved the full distance rolled.
The Dwarfs are not fast enough, and their 4" move is not sufficient to catch the fleeing unit of Goblins.
RALLYING FLEEING UNITS

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.

Picture of Goblins continuing to flee.
Picture of Goblins rallying.
The Night Goblins have failed their Rally test and will continue to flee.
The Night Goblins have passed their Ld test and have rallied.
FLEEING IN THE MOVEMENT PHASE

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.

Picture of Goblins fleeing into Miners.
Picture of Goblins running off of  the board.
The Miners have positioned themselves behind the Night Goblins, and when the Night Goblins flee a total of 10", they are wiped out.
Reaching the edge of the table, the Night Goblins have fled the battlefield entirely and are removed as casualties.
CHARGING A FLEEING UNIT

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.

Picture of Goblins charging fleeing Dwarfs.
Picture of Goblins catching Dwarfs.
Picture of Dwarfs outpacing Goblins.
The fleeing dwarfs have been charged by the Night Goblins and will flee directly away from them.
The Dwarfs do not run far enough with a roll of 3" and have been caught by the pursuing Goblins that can move 8".
The Dwarfs, with a roll of 7", have managed to outpace the charging Night Goblins and have gotten away.
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