Thanks for the feedback!
So redirecting works as such- a unit can declare a charge against a viable target, prompting a charge response. If the charged unit flees, the charging unit can redirect their charge against a new target who was not previously a viable target. So, for example, if a unit of hobgoblin archers is blocking access (LOS and physical space) to a unit behind them, if they were to flee in response to the charge declaration, the charging unit could now redirect into the “newly” available unit.
Also, a charge can only be redirected twice, so if a unit oh hobgoblins flees, revealing another unit behind them, and that unit also flees in response, the charging unit now stops.
However, should they try to run down the hobgoblins, i.e. moving their full charge distance, that unit would be destroyed. Obviously that’s preferable to taking a full on charge head on vs my dwarves, but with movement 8" there’s a good chance they’d be able to collide with my dwarves, regardless. This would allow me to counter charge on my turn, since the “overrun” charge wouldn’t take place until my combat phase.
The downside is that I’d need to march those hobgoblins up fast in order to give enough room for the lances to fail their charges, since we don’t want to be overrun into. I’d kinda prefer to slow them via earthshakers if possible, rather than give them that extra charge distance.
Also, as great as they are, a unit of hobgoblin wolf riders ain’t cheap. It’s 110 pts for a bare bones unit ( still not crazy expensive or anything, don’t get me wrong). I’m expecting a minimum of three lances (most likely 2 KOTR and one errant), so getting hit by a charge most likely will happen. I’ve brought 2 units of hobgoblin archers to do just that (bait chargers and flee, hopefully preventing the charges), but I want to use all the tools I can to slow the lances.
Lances aren’t really that unwieldy, tbh. Their thin frontage means that, provided they don’t need to turn great than 45 degrees, they don’t suffer much from wheeling. If you get flying units behind them, it’s a WHOLE different story, however.
@Zoddtheimmortal I totally agree with the strategy of using rubbish small units, I just want to make sure I have sufficient blocks available for when the charges do hit, since (unless my magic and shooting phases go incredibly) they will at some point.
I’ve heard about the hobgoblin big boss thing before, but I’m confused- while they are cheap, they also take hero slots, which I only have 4 of. Regarding the bolt throwers, I’m really torn on them. I’ve done the math and they seem like a worse choice than the death rockets, even thought they’re cheaper and you can take 2 per special choice, but I could be entirely wrong. The big issue is the crappy hobgoblin BS and the ward save deflecting the initial hit 1/3 of the time.
I really, really want to take blunderbusses, but, unless the lance is somehow close but not engaged, they’re really not great. When charged, the blunderbusses’ shoot reaction will only hit the first rank of the unit, i.e. 3 models. S5 is awesome, I can’t argue that, but because it’s S5, the knights get a 5+ ward save. That means I need 2+ to wound (easy!), but then they need to fail a 4+ armor AND 5+ ward save (on only three hits).
I love great weapons for I2, M3 dwarves- I just need to make sure they can survive the lance charges, since I know I can’t redirect them all. Great weapon dwarves only get a 5+ save which is negated on the charge, so the knights will be hitting on 4s, wounding on 3s. An average lance might have 8 knight attacks and 7 horse attacks on a charge, meaning I won’t be hitting back and will need to pass a LD test at a fairly large negative. If I take shield dwarves, I instead have a 5+ save, so 1/3 of the wounds will be negated, allowing me a much easier LD test and possibility to even strike back. This is also why I feel the need to take a BSB hero, since he can allow me rerolls on failed tests.
I’m not sure about that shooting war machines on a 4+ thing, tbh. I know hits are randomized between crew and machine, but I don’t believe there’s anything in there about only being able to shoot them on a 4+. However, enemy warmachines affected by a the earthshaker can only fire on a 4+ (maybe that’s what you were referring to).
Thanks for the insight so far- it’s really appreciated!!!