RED ELF
FLYERS

Some creatures in the Warhammer world have wings S and can fly, soaring quickly from one side of the battlefield to the other. Representing such creatures poses a few problems on the gaming table. As it is impractical to suspend heavy models over the tabletop the following rules are intended to capture the feel of fast moving aerial combat in a practical manner without worrying unduly about the third dimension.

Flyers

All models capable of flight have the special rule Fly on their army list entry they belong to. For the sake of convenience they are termed as flyers. Flyers are moved during the player's Move phase along with other models.

There are two types of flyers: flying monsters and dying units. They share the same rules apart from a few expections given later. All flyer models are on square bases like other troops in Warhammer. This is more convenient and makes it easier to resolve close combats between flyers and other units.

Air and Ground Movement

Most flyers are also capable of moving along the ground by walking or running. If a flyer has a Movement value this represents its ground movement in the same way as any other model. When moving along the ground using its Movement characteristic the usual movement rules apply, as described in the Movement section. A flyer may choose to fly or move along the ground, but cannot do both in the same turn.

Aerial Movement

In Warhammer, flight is represented by a 'long swoop' or 'glide' of up to 20". The flyer stares off on the ground, takes off, dies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground. Flyers never need to wheel or turn, but can always make their move in a direct line. Of course, they still need to see any target they want to charge or shoot at and have a 90" are of sight to their front, as normal.

Flyers do not benefit from the extra Move distance conferred on ground moving models for charging or marching. The flying move is never doubled and flyers charge at normal speed as explained below.

Flying Charges

A flyer may charge an enemy within its 20" flight move. The charge must be declared in the normal way and the enemy has the usual response options. The flying move is not doubled like a ground charge is. Note that a flyer must be able to see its intended target when charges are declared as normal, and can fly over models and scenery which would stop the charge of a normal model. Flyers that charge their enemy are placed into base contact with the enemy unit in a normal manner (ie, flyers are positioned to the sides if the attack comes from the flank, to the rear if it comes from behind, etc).

Move Penalties and Restrictions

Flyers suffer no movement penalties for changing direction, overflying scenery, or crossing obstacles. They may overfly other models, including enemy troops, without penalty. Flyers may not move, land in or take off from within a wood. If flyers wish to enter a wood, they must land outside it and walk inside using their ground movement in the next turn. Note that this applies to any terrain that both players consider would prohibit flying.

Flyers may not land on top of enemy formations - if they wish to attack an enemy they must engage in combat as described above.

Working out Combat

Close combat between flyers and their enemies is worked out in the same way as other combat, because flying monsters land at the end of their flying charge and then fight normally on the ground. Work out casualties for both sides and calculate the combat results as normal. The losing side must take a Break test and, if it fails, must flee just like in any other combat.

Fleeing Flyers

The distance flyers flee is usually based on their flying Move rather than their ground Move. The normal flee distance for flyers is therefore 3D6" in common with all models whose move is more than 6". If flyers must flee along the ground due to some constraint which prevents them from flying, for example, if they are in the middle of a wood, then they flee 2D6" or 3D6" depending on their Movement characteristic, just like other troops.

Flyers pursue fleeing enemy in exactly the same way as ordinary troops. Their normal pursuit rate is therefore 3D6" and the same comments apply as for fleeing.

Units of Flyers

Most flyers are monsters, but some units of troops can fly too. Such units are clearly identified in their army lists. They follow all the normal rules for flyers given above, apart from the exceptions noted below.

Skirmish

Flying units always operate as skirmishers (see p.115).

Characters

Characters can never join units of flyers, even if they ride flying creatures. This is because characters ride large flying monsters, which are nowhere near as manoeuvrable as the light, fast creatures of flying units and will slow them down considerably.