Combat, retreat and charge

By Corto, in Runewars Miniatures Game

I'm wondering what happens if you are in combat and give a 'charge' order. Simply because getting a panic token is a small price to pay for retreating from a losing combat so it may happen a lot: effectively if you can move before the opponent strikes you make their whole action useless.

To counter that you could issue a move and charge order just in case, so that if the opponent moves away you get back into the fray. But then if they don't move, can you still strike? Do you get a panic yourself?

Oh they are such teases, releasing this weekly article that make my mouth water, but not the full rules or even better game!

What you are trying to say is unclear but i will try to answer your questions.

1. If you give a charge order when engaged nothing will happen.

2. If you issue a charge order and collide with an enemy unit anywhere along your move it is considered successful and you will be able to attack.

I hope this info helps you.

Thanks, I was talking about the first point. This means that if I'm engaged, I need to guess whether my opponent will give a retreat order or not. If he does not and I charge, I lose my action (nothing happens); if he does retreat and I attack, nothing happens again and I still lose my action. That makes combat a 50% affair that gives a good advantage to a weaker unit as it has a good chance of avoiding damage altogether

And I just looked at the dials, and found out that the 'slide' order that enables retreat is usually later than the attacks. That renders the tactic a lot less useful than I thought. Well played FFG and designers

4 hours ago, Corto said:

And I just looked at the dials, and found out that the 'slide' order that enables retreat is usually later than the attacks. That renders the tactic a lot less useful than I thought. Well played FFG and designers

I was going to mention this. The units would have to absorb a melee hit before retreating off, at which point it would be difficult to outmanoeuvre a charge on the next turn but doable, making retreats a valid tactic but certainly not overpowered.

Where I think things will get really interesting is when the elves join the party as their faction will likely be defined as having low initiative manoeuvres even if the units pack less of a punch.

why would set a charge order if you are already engaged? or are you saying what happens if you were going to charge unit A but Unit A had a lower initiative and engaged you first?

Just now, jek said:

why would set a charge order if you are already engaged? or are you saying what happens if you were going to charge unit A but Unit A had a lower initiative and engaged you first?

He was wondering if it would be appropriate to use the charge action predicting the enemy unit would disengage with the shift action (taking a panic for doing so).

As was mentioned here I'm pretty sure the attack order will basically always happen before shift.