If any official rulings on these matters come out before the event, we use those.
If not, use these temporary rulings for the event:
A movement order must be completed once started (commands can only be used before or after the unit moves). You do not have to make all the commands at the same moment.
Fearless units are treated as immune to the Wavering condition, even if no nerve check is involved.
Yes.
Slayer also works on Monstrous Infantry.
If choosing to withdraw, roll Regeneration before the Nerve check.
Yes. It only stops charging in the movement phase.
If you chose to distribute any attacks at the Individual, you have taken benefit of being Engaged with it, so it will count as being engaged, which means you will not have “routed all enemies you were engaged with”.
If you did not attack it you are assumed to have “chosen to ignore this unit, just as if it was not there” and may perform a post-combat order.
The dragon has chosen to engage the Hero by charging it.
You can not make Ranged Attacks when you are engaged, so no shooting at any other unit, or the Hero you charged.
In the combat phase, proceed to attack the Hero like normal.
If it was on its head and the Dragon was charged by the Yielding Hero, you could choose to shoot at something (not the Hero itself) by ignoring the Yielding Hero in the shooting phase. In the combat phase, you count as being engaged and can roll attacks like normal.
You can not force an enemy unit to become “not engaged” and shoot at it by ignoring one of your own yielding Heroes currently engaged with said enemy unit.
Yes. It counts as a Combat and the enemy unit can take any Loot counter(s) the unit was carrying.
Count as routing outside of combat: “place the Counter(s) anywhere within its footprint before removing the unit”.
No, only for the unit types mentioned in the spell.
No, casting a Command from a Hero is not linked to the Hero’s activation. Commands can be cast both before or after the Hero has moved.
No, only on his combat attacks (like he was in 3rd)
Wild Charge does not change anything, still only max two charges per facing. It’s up to the player to take the risk or not.
It has been corrected in the Companion from 6.1.26
Move 6, Me 5+, De 2+, Att 12, Ne 12, Height 1, Scout
You can hold your unit in the air and carry on to align and slide just like you were a flying unit.