Source: Warhammer Fantasy: 7th Edition

Move Surviving Fleeing Troops
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Fleeing units that rolled higher than any of their pursuers, or have not been pursued at all, have escaped. They immediately turn around (as per a turn manoeuvre), so that they face directly away from their enemy, and run as fast as they can. If they were engaged by several opponents, they must turn to face directly away from the enemy unit with the highest unit strength, as shown in Diagram 43.1 (roll a dice in case of equal unit strength).

43-1a-pursue
43.1 - Pursue!: The fleeing unit has rolled a flee distance of 9", higher than the roll of anv of the pursuers. The unit is therefore turned and moved directly backwards, as the enemy unit with the highest unit strength is fighting to its front.
43-1b-pursue
43.1 - Pursue!: Both Goblin units on foot move straight forward after the fleeing enemies. The Wolf Riders pivot on the spot and move after the fleeing enemies. They might move enough to end in contact with the fleeing unit, because of the pivoting involved in their move. In this case they must stop 1" away from the fleeing unit. They cannot destroy the fleeing enemies because they have rolled less than their flee distance!

Even though the fleeing troops move in a disorganized mob, for the purposes of moving the fleeing units it is sometimes convenient to keep them in formation, simply pivoting the unit on the spot to face the direction in which it is fleeing and then moving it the distance indicated by the dice roll.

Due to their disrupted formation,, they ignore arty penalty for obstacles and terrain (apart from impassable terrain, see below).

Move the fleeing unit directly away from its enemy, so that the closest part of the unit is 2D6" or 3D6" away and facing in the opposite direction.

Fleeing troops move straight through friendly units, fleeing enemy units, and all enemy units with a unit strength of less than 5. Fleeing units that would otherwise end up on top of such units are instead placed beyond them, as shown in Diagram 41.1. If this extra move means that the fleeing unit ends on top of another such unit, it is moved again through and beyond the new unit (as shown in Diagram 42.1 overleaf), continuing like this until clear of all such troops.

41-1-fleeing-through-units
41.1 - Fleeing into Enemies/Impassable Terrain: The flee move of the Wolf Riders would result in them ending on top of the friendly unit - so they are moved further until they are clear of it.
42-1a-fleeing-through-units-2
42.1 - Fleeing Through Units 2: The flee move of the Wolf Riders would end on top of the first friendly unit, so they should be placed on the other side of the Goblins.
42-1b-fleeing-through-units-2
42.1 - Fleeing Through Units 2: Because the would end up on top of the second friendly unit, the flee move of the Wolf Riders is continued until they are clear of both Goblin units, which will now have to take a Panic test (as described in the Psychology section).

Fleeing troops that have to move through non-fleeing enemy units with a unit strength of 5 or more are immediately destroyed as soon as they move into contact with such enemies (see Diagram 41.2).

41-2-fleeing-into-enemies-impassable-terrain
41.2 - Fleeing into Enemies/Impassable Terrain: As the fleeing Wolf Riders must move through the enemy unit, they are destroyed! The same would occur if the move would bring them into contact with impassable terrain.

In a similar way, fleeing troops that have to move through impassable terrain are completely destroyed. We assume that they either died falling into treacherous waters or down a ravine, or are dispersed beyond any hope of rallying in a desperate attempt to negotiate the terrain blocking their escape.

The only exception to this is that units that break and flee from a multiple combat are allowed to move through any of the enemy units they were fighting (as in the case of a unit defeated by two enemies, one to its front and one to its rear), in the same way as described above.

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