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The 9th Age Tactics
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==Charging and Movement== '''Charging 101:''' You declare a charge, your opponent declares a reaction, repeat for each unit you want to charge with. Sounds easy enough, but a lot of thought needs to be put into this. First, line of site (LoS) is drawn from the corners of the unit you want to charge with and can be to any part of the target's unit boundary. This means that you can charge a unit even if they don't have a model within LoS as long as the unit rectangle is within LoS. Second, the maximum charge distance is Adv+12". Third, there must be space for the charging unit on the target. If there is already another unit occupying the entire flank, you can't charge into it. Be smart about which unit you charge with first and you don't need to declare all charges on a target simultaneously, you can swap around targets to box an opponent in with smart charge order. However, all charges are rolled and moved simultaneously after all charges and reactions have been declared. '''Charge Reactions 101:''' There are three reactions to being charged with a few notes. The big one is that all reactions are resolved when they are declared (right after a unit declares a charge against them, not when the chargers are moved). *Hold: no big things, the unit sits there and takes the charge. A unit that is already engaged in combat must declare a hold reaction. *Stand and Shoot: The unit fires upon the unit that charged it as long as the charging unit is within the front arc, the charging unit is farther away than its adv rate, and the charged unit has a shooting weapon. A unit can only declare one stand and shoot reaction, but it can be against any charge, so you could declare a hold then stand and shoot a second charging unit. *Flee: The unit flees in a straight line away from the charging unit, all units that declared charges against the unit may immediately attempt to redirect the charge. If the fleeing unit comes into contact with a model that also declared a charge against it, it dies. Units that are already fleeing can only make a flee reaction. Each charging model can only attempt to redirect once, even if the second target also flees. '''Movement Phase 101:''' For all the things that aren't charges. First things first, rally any fleeing units you have. The only big doodly here is that units at 25% of their starting health pool or less are considered decimated and halve their discipline (round up) for rallying. If a character is in the unit or a general is giving them his presence, you can still use the character's unmodified discipline to rally. If a unit does not rally, it continues to flee. Fleeing is a 2d6" move in the direction it was going, extend the flee distance if necessary to clear any impassable terrain or unit boundaries. A fleeing unit can move through enemy units, but each model makes a scary dangerous terrain, and moving through friendly units forces a panic test for the friendly unit. Besides that movement phase is pretty straightforward. You can advance or march, but you have to pass a march test to march if an enemy unit is standing firm within 8" of the unit. Don't forget you can advance at half speed backwards or sideways. It isn't much, but sometimes 2" to the left is all you need to deny your opponent an objective. The movement phase is entirely in your control and simply put, games are won and lost in the movement phase.
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