Occasionally, a flee charge reaction may cause complex situations to arise. The examples that follow cover the most common cases:
If a unit flees as it is charged, then it will move directly away from its chargers either 2D6" or 3D6" depending on whether its Movement rate is up to 6" or more than 6", as explained on page 19. It may be that fleeing troops move too far for the chargers to catch them, in which case the charge fails and the chargers must move their normal Move rate exactly as for any other failed charge (See Diagram 22.2).