SHARGAZ EFB - FAQs CHARGE MOVEMENT
Today, I bring some worked examples of how the charge movement works. Although the rules are written in a simple and easy way, but it is impossible that they cover any eventuality. Therefore, I thought it would be useful to present some examples of the rules intention in some of these cases. I hope you find it useful.
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CASE 1 – CHARGING
FROM THE FRONT
Unit A
performs a charging action against unit B after verifying that the distance
required to charge (5 cm to rotate up to 45⁰ + the minimum distance to contact
unit B) is less than the maximum charging distance (movement capacity of unit A
+ 6 cm). Unit A has to follow the line that joins the centers of both units, so
that the center of the front face of unit A is in front of the front arc of
unit B. Therefore it is a charge on the front.
CASE 2 –
FLANK CHARGE
In case 2,
unit A follows the same procedure, but, since at the end of its charging
movement the center of the front face of unit A is behind the front arc of unit
B, the charge is on the flank. Unit B must pass a Courage check immediately or
become disorganized. In addition, unit B suffers a -1 penalty to rolls for
hitting during the fight against unit A.
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CASE 3 –
MULTIPLE CHARGE FROM THE FRONT
Units A and
B are activated simultaneously and perform a Charge action against Unit C.
Since both units act simultaneously, a conflict occurs in their charge
movement, ending up on top of each other. Since this is not possible, it is
first checked that, in the event that both units were acting individually, they
would charge from the front and successfully complete the charge. After that, unit A and B are placed facing
unit C, so that both are as close as possible to the center of unit C and
facing its front. Unit C can choose which unit it wants to direct its attacks
against (A or B) in the combat.
If unit A
or B is not able to successfully complete the charge, then the unit that is
able to complete the charge acts first and unit B try to get as close as
possible to unit C, but staying a 5cm away.
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CASE 4 -
MULTIPLE FRONT AND FLANK LOADING
In this
case, it is units A, B and C that carry out a simultaneous charging action
against unit D. The situation is resolved in a similar way to case 3, unit A
and B are placed in front of unit D. The unit C has no space in the front, so,
if it does not have enough movement capacity to reach the nearest flank of unit
D with its charge movement, its charge will have failed. On the other hand, if the
unit has enough movement capacity, then he it will charge the flank of unit D. The
unit D will have to pass a Courage check immediately or become disorganized.
Unit D will be able to choose which unit attacks against (A, B or C), but will
suffer a -1 penalty to rolls to hit during combat for having unit C in the
flank.
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CASE 5 –
CHARGING ACTION THAT GENERATES A MULTIPLE COMBAT
Unit A charges
unit B following the normal procedure.
At the end of its movement, it ends up within 3 cm of Unit C, so Unit C
will support Unit B in combat. Units D and E cannot support in combat since:
unit D is more than 3 cm from unit A; and unit E, although less than 3 cm from
unit A, cannot draw line of sight from the center of its front arc to the
center of unit A.
Unit A and
Unit B are locked at the front. Unit C is always considered to attack from the
front to unit A, regardless of its position relative to unit A, as it is only
supporting. All three units are involved in the same fight, so everything is
resolved together.
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CASE 6 –
MULTIPLE CHARGE THAT GENERATES SEPARATE FIGHTS
Unit A and
B are activated simultaneously, performing a Charge action. Unit A charges unit
D and unit B charges unit C. Both units end their movement 5cm or less from
each other (multiple activation being legal), but unit C is more than 3cm from unit
A, same as unit D is from unit B. In this case, two separate combats are
resolved: unit A vs. D and unit B vs. C. Roll a die to see which one resolves
first. Any effect resulting from the first combat that might affect the second
combat will take effect before the second combat is resolved.
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CASE 7 –
MULTIPLE CHARGE THAT GENERATES COMBAT WITH SEVERAL ENEMY UNITS
This is
similar to case 6, but at the end of the charge movement, at least one of the
assaulting units ends up 3cm or less from the unit that has been charged by the
other friendly unit. In this case, the four units fight in the same multiple
combat, resolving everything together. Unit A must attack unit D (and vice
versa), while unit B attacks unit C (and vice versa) for being the closest ones.
To resolve which side has won, the hits of each side are added together and the
corresponding modifiers are applied. The side that score more points is the
winner and all the units from the loser side are pushed away and must take a
Moral test.
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CASE 8 –
PUSHING AWAY MOVE AFTER WINNING A MULTIPLE COMBAT
Unit D and
C of case 7 win the combat. Units A and B must move 5cm away from units C and D
following the shortest route. If both unit A and B end up 5 cm or more from an
enemy unit, they do not suffer additional injuries and each one carries out
their Morale check. If one of the units was not able to move away from unit D or
C for any reason, the unit would suffer additional wounds (1d6) and the enemy
unit would move the minimum necessary to keep 5cm away from it following the
shortest route.
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CASE 9 -
PUSHING AWAY MOVEMENT AFTER LOSING A MULTIPLE COMBAT
Following
the resolution of case 4, Unit D has lost the fight against Units A, B and C.
The losing player can choose different ways to move unit D away from the
winning units, but no matter which method he uses, he cannot avoid ending its
5cm move within 5cm of an enemy unit, so the unit suffers 1d6 automatic extra
wounds and the enemy units must move away the minimum distance necessary to end
at 5cm away from unit D. In the left, the player chooses to move 5 cm in a
direction perpendicular to units A and B, ending at less than 5cm from unit C,
taking 1d6 extra wounds. Then, unit C must move away the minimum distance
necessary to end at 5cm from unit D.
In the option
to the right, the player choose to move away in the shortest direction from
unit C, ending at less than 5cm from units A and B, taking 1d6 extra wounds. Therefore,
it is units A and B which must move the minimum distance necessary to end at 5cm
away from unit D.
Must be
noted that the extra wounds are taken before the enemy unit must move, so in
case that unit D gets destroyed with the extra wounds, the enemy unit doesn’t
need to move away from it.
Both options
are valid, but in no case can unit D move closer to an enemy unit during its
movement.
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