The Charge sub-phase is arguably the most important part of the
Movement phase -- this is where units are unleashed into close combat.
Timing matters: charge too early and momentum is lost before contact;
wait too long and the enemy charges first; get it right and the charge
sweeps your warriors to victory.
Pick a unit and declare the charge you want it to make. The target then
chooses to hold its ground, or react by standing and shooting or fleeing.
Once that reaction is resolved, nominate another unit to charge, and so on
until every charge has been declared and reacted to -- only then are
charge ranges rolled and the charges resolved.
Declare Charge
Pick one of your units and announce which enemy unit it's charging.
Except in rare cases, you're never forced to charge -- but charging is the
only way to reach close combat; you can't simply move into contact without
declaring one.
You may always measure the distance between a potential charger and
target before deciding whether to declare the charge. To declare it, one
or more models in the charging unit must have line of sight to the target,
and the target must lie at least partially within the charger's forward
arc.
Can I Charge?
Most units can charge, but a unit already fighting in close combat
cannot, and a handful of other situations (fleeing, certain special rules)
can also prevent it -- these are rare, and explained wherever they
apply.
A unit can't declare an impossible charge -- one it plainly can't
complete, either because the target is beyond its maximum possible charge
range, or because something in the way (another unit, impassable terrain)
makes it impossible to reach base contact. If the obstruction is another
unit that might plausibly move out of the way before the charge happens,
the charge still counts as "possible" and can be declared (you still need
line of sight to declare it, though). Working out whether a charge is
possible requires knowing how a charge move is actually completed --
covered below.
Charge Reaction
A unit that's had a charge declared against it must Hold, or make a
charge reaction: Stand & Shoot, or Flee. A unit that doesn't declare a
reaction is always treated as Holding. Once a target's charge reaction is
resolved, the charging player may declare another charge with a different
unit, and so on until all their charges are declared.
Hold
A unit that Holds stands its ground to receive the charge -- normally
the choice for a unit without missile weapons that fancies its chances in
the coming fight. A unit already in close combat can only Hold. Holding
units don't move at all; they simply await the charge.
Stand & Shoot
A unit with missile weapons may ready them and fire a volley into the
charger instead -- but only if the range to the enemy is greater than the
charging unit's Move characteristic, since aiming and firing takes
time.
A Stand & Shoot reaction resolves as a normal (if out-of-sequence)
shooting attack against the charger, including any resulting Panic test;
afterward, the unit is treated as having Held. It can even be declared
against a charger that started beyond the shooting unit's maximum range --
resolved as if the charger were just within the range of its
shortest-ranged weapon; if the charge then fails, assume the chargers
closed to that range before being driven off.
There's rarely a downside to Stand & Shoot over simply Holding --
picking off a few attackers before they arrive is usually worth it.
Flee
A Flee reaction is exactly what it sounds like -- the unit turns and
runs rather than receive the charge. It's not always voluntary: a unit
that's already fleeing must declare Flee again, and some especially
terrifying enemies can force it regardless of choice (see Terror).
To resolve a Flee reaction: first turn the unit about its centre to
face directly away from the centre of the charging unit (ignoring other
units/terrain) -- this turn is free and doesn't reduce the flee distance.
Then the unit flees 2D6" in the direction it's now facing (as covered
under Move Fleeing Units in the Compulsory Moves sub-phase).
Fleeing doesn't guarantee escape -- a poor flee roll against a good
charge roll can still see the unit caught, as covered later.
(1) The blue unit Flees from the red unit -- it pivots around its centre until it faces directly away from the red unit's centre. (2) It then flees straight ahead a distance equal to its Flee roll (here, 3+3=6").
Redirecting the Charge
If the charged unit Flees, or is destroyed for any reason, the charger
may either try to complete the charge against the now-fleeing (or empty)
target, or redirect against a different viable target (which reacts
normally). If that second target also flees, the charge can be redirected
back to the original fleeing unit instead. If there's no other suitable
target, the charge simply can't be redirected. A unit may only redirect
once per turn.
Fleeing off the Battlefield
If a fleeing unit touches (or crosses) the edge of the battlefield, the
whole unit is removed from play and counts as destroyed -- the survivors
are assumed to scatter, regrouping only once the battle is over.
Charging More Than One Unit
Normally a charge targets a single enemy unit. But if there's genuinely
no way to complete the charge against one target without also touching
another (sometimes called "clipping"), the charger must declare against
both. Each target resolves its own charge reaction, in whichever order its
controller chooses -- as always, a unit that doesn't declare a reaction is
assumed to Hold.
Multiple Charge Reactions
A unit charged by several enemies in the same Charge sub-phase may have
to make several charge reactions. It can only Stand & Shoot once per
sub-phase (no time to reload) -- but that doesn't have to be against the
first charger; a unit could Hold against the first charge, Stand & Shoot
against the second, and even Flee from a third. Once a unit Flees (or
starts the phase already fleeing), it must declare and resolve Flee
against every further charge that turn -- though it only actually makes
one Flee move per phase.
Roll Charge Range and Move Chargers
With every charge reaction declared and resolved, it's time to see
which charges actually connect. A charge can fall short for any number of
reasons -- the unit becomes disordered, hesitates, or simply loses
momentum. Work through declared charges one at a time, in whichever order
the active player chooses, resolving each charge fully before moving to
the next (except when several units are charging the same target).
Calculating Charge Range
A unit's charge range is its Movement value plus 2D6, picking the
higher of the two dice. If that range is equal to or greater than the
distance to the target, the charge succeeds; if it's less, the charge
fails.
A faster unit can therefore charge further than a slow one, and every
unit can charge further than its plain Move value, representing an
all-out effort to reach the enemy (and no small amount of luck). For
example, a unit with Movement 4 that rolls a 2 and a 5 can charge up to 9"
that turn -- which is exactly why charges get riskier at longer range.
Measure from the charger's and target's closest points along an
uninterrupted line between them. If several enemy units are being charged
at once, the rolled range must be enough to reach all of them, or the
charge only resolves against whichever targets are actually in range.
Failed Charge
A unit that fails its charge has started toward the enemy but realises
partway through that it can't cover the distance, and its momentum peters
out. It moves directly toward the target a number of inches equal to the
higher of the two charge dice (rolling a 2 and a 5 means a 5" move),
wheeling around any impassable terrain or units -- friend or foe -- by the
shortest route.
The blue unit declares a charge against the red unit. Its normal move is 4", and it rolls a 3, for a total charge range of 7" -- but the red unit is 8" away, so the charge fails. The blue unit must now move 3" (the higher of the two dice rolled), wheeling to face directly toward the red unit.
Move Chargers
A successful charger moves into base contact with its target, straight
ahead, though it may make one wheel of up to 90° during the move and a
further wheel of any angle once in contact -- bringing as many models from
both units into base contact as possible. There's no limit on how far a
successful charger can move; it's already been confirmed to be within
range.
The wheel may be used to angle the unit against the target's own facing
however you like, but it can't be used to reduce the number of models
brought into contact, unless there's genuinely no other way to avoid
intervening units or terrain. Notably, a charging unit is allowed to end
up within 1" of a unit other than the one it's charging -- the only time
that's normally permitted.
Aligning to the Enemy
Charging in the way described above will usually leave the two units in
contact at an awkward angle, with a gap between them -- in reality, both
sides would immediately close that gap to get at each other, so that's
exactly what happens in the game.
Once the charger contacts the target, it makes a second, bonus wheel
(if needed) to bring its front facing fully into line with the target's
facing, maximising models in contact on both sides. The one exception: if
a unit below Unit Strength 5 is charged by a unit of Unit Strength 10 or
more, the charged unit aligns to the charger instead of the other way
around.
1. Declare Charge. 2. Wheel to maximise models in contact. 3. Move in. 4. Close the door.
Flank and Rear Charges
Charging an enemy in the flank or rear is especially effective -- an
attack from an unexpected direction gives a real advantage in the fight to
come.
Whether a charge hits the forward, flank, or rear is fixed by the
charger's position the moment the charge is declared: inside the target's
forward zone means a forward charge (the most common case, since units
usually start facing each other); from the flank zone, a flank charge;
from the rear zone, a rear charge. This is worked out before charges are
declared, so check it beforehand. If a charging unit straddles two zones,
use wherever the majority of its front rank models actually are -- roll a
die if there's no clear majority.
1. This unit is wholly within the blue unit's forward arc, so it makes a forward charge. 2. Three of this unit's five front-rank models are in the blue unit's flank, so it charges the flank. 3. The majority of this unit is in the blue unit's rear arc, so it makes a rear charge. 4. Here it's unclear where the majority of the front rank lies, so a die decides between flank and rear.
Unusual Situations
Sometimes a charger can reach its target but can't "close the door"
because something else -- another unit or a piece of terrain -- is in the
way. The charging player should try to complete the charge around the
obstruction, usually by adjusting how much the unit wheels, or by having
the enemy unit close the door instead. If no amount of adjustment avoids
the obstacle, the charge fails.
One firm rule to remember: a unit can never use its charge move to
contact an enemy it hasn't actually declared a charge against.
1. The red unit declares a charge. 2. It wheels to maximise contact and avoid terrain. 3. It moves into contact with the enemy. 4. The charger can't close the door because a rock is in the way, so the blue unit does instead.
Charging a Fleeing Enemy
If a charge is completed against an already-fleeing enemy, the charger
moves into contact as normal and simply runs the fleeing unit down -- most
of it is cut apart or trampled, and any survivors scatter. The fleeing
unit suffers two Wounds, with no saves of any kind, for every point of
Unit Strength the charging unit(s) has (a Unit Strength 10 charger
inflicts 20 Wounds). If anyone survives, the charger stops 1" behind what's
left of them.
Running down fleeing troops this way often leaves the charger out of
position and open to a counter-charge. To help with that, the charging
unit may attempt a reform by passing a Leadership test -- pass, and it
immediately reforms; fail, and the troops are too caught up in the
aftermath to do so. Either way, the unit can't move any further this
Movement phase.
Multiple Charges on a Unit
If several units have charged the same target, roll all their charge
distances together. Their charge moves must then bring as equal a number
of models from each charging unit into contact as possible -- though the
real priority is always maximising the total number of models fighting,
even if that means one charger contributes more than another.
If the target Flees in response to multiple declared charges, all of
them may redirect together if another viable target is in range, in
whatever order their controller chooses. If, between exceptional rolls,
more chargers succeed than can physically fit in contact with the target,
the controlling player nominates which units actually complete the charge
-- the rest count as having made a failed charge.
1. Both red units have declared charges against the blue unit and rolled well enough to complete them. 2. The red player uses the free wheel and alignment moves to bring as equal a number of models from both units into contact with the blue unit as possible.