Hi,
My son and I had the following issues come up in a recent game and I couldn't find answers in the rulebook. Any help much appreciated. Thanks.
Are NG Fanatics released if flyers make a flying charge against a unit of Ngs? If yes, at what distance from them?
Do Ripperdactyls have Stomp? They are listed as Monstrous Cav but Stop isn't under their special rules.
Does a Quick to Fire weapon suffer a stand and shoot penalty?
Does a hex or augment spell remain on a unit if the shaman who cast it is killed before their next magic phase?
If a unit has to wheel to make a charge but fails the charge, does it move ahead in a straight line or wheel as it would have until the fail distance is moved?
In a multiple unit combat, if the the losing unit flees from the enemy with the greatest number of models, forcing it to flee through enemy models in contact on it's flank or rear, is it destroyed?
Maybe some or all of these are in the rulebook, but I must be missing them, so thanks again.
My son and I had the following issues come up in a recent game and I couldn't find answers in the rulebook. Any help much appreciated. Thanks.
Are NG Fanatics released if flyers make a flying charge against a unit of Ngs? If yes, at what distance from them?
Do Ripperdactyls have Stomp? They are listed as Monstrous Cav but Stop isn't under their special rules.
Does a Quick to Fire weapon suffer a stand and shoot penalty?
Does a hex or augment spell remain on a unit if the shaman who cast it is killed before their next magic phase?
If a unit has to wheel to make a charge but fails the charge, does it move ahead in a straight line or wheel as it would have until the fail distance is moved?
In a multiple unit combat, if the the losing unit flees from the enemy with the greatest number of models, forcing it to flee through enemy models in contact on it's flank or rear, is it destroyed?
Maybe some or all of these are in the rulebook, but I must be missing them, so thanks again.