Youngblood said:
They turn on the spot to try and catch the character they just watched run past them. Whichever chargers are able to reach the character after he has made his flee move go there full charge distance in whatever direction the character was, and the ones that were unable to do so would go half their distance but still in the direction that the character was in.
The chargers don't get to turn on the spot though. P.22 of the BRB shows the whole procedure, including the charger having to still wheel as normal for charges. Fleeing is disorderly, which is why the usual formation rules rules can be broken with the free reform before they run.
"If the character ends it flee move in a spot that one of the chargers can't reach anymore because they run into they're own or enemy unit what happens to that charger? do they wheel around that unit to get the charger, bounce through, or end up charging this other unit now?"
If it is a friendly, all the normal rules apply for charging. You can't go through them and you can only wheel once during your charge. If you can't meet the criteria for the charge, it's a failed charge as usual.
If it is an enemy unit, see p.23. You can choose to either declare a charge against the unit that obstructs your original charge, or you may choose to stop 1" away.
"As an addendum to my previous comment, if pivoting and charging gives the unit another option to charge, can i redirect my charge to that unit?"
Can't pivot and charge, see above. You also must charge the original unit if you are able, you can only charge a different unit if it gets in the way of the original charge.