After all Charges and Charge Reactions have been declared and resolved, Charging units will now attempt to move into Combat. Each unit that declared a Charge in this phase, now rolls its Charge Range and, if successful, performs a Charge Move. Roll and move units one by one.
h2 class='ruleTitle'>Charge RangeRoll D6+4 and add the unit's Charge Speed (see Characteristic Profiles in the Definitions and Terminology chapter).
• If the Charge Range is equal to or greater than the distance between the Charging unit and its intended target (in inches), there is enough space to complete the Charge Move including the Align Move, the Charge is successful and the Charger performs a Charge Move.
• Otherwise, the Charge has failed and the Charger performs a Failed Charge Move.
Front or Flank?a) The Charging unit B is Located in enemy A's Front Arc (since this is where the centre of its Front Facing is).\
b) The Charging unit must contact the Charged unit's Front Facing.
Some players prefer to know their odds when declaring charges.\
Below are the probabilities for the most common charges.
Needed score to & 5" & 6" & 7" & 8" & 9" & 10"
D6+4 & 100% & 83% & 67% & 50% & 33% & 17%
Maximised*D6+4 & 100% & 97% & 89% & 75% & 56% & 31%
*Maximised rolls are explained in the Definitions and Terminiology chapter.h2 class='ruleTitle'>Charge MoveA Charge Move is divided into two moves, first a Snaking Forward Move to get into contact with the target unit, which is then followed by an Align Move.
Start with establishing in what Arc of the target unit, that the centre of the Charging unit’s Front Facing is located in (see figure below). The Facing that corresponds to this Arc is the Target Facing. See the Definitions and Terminology chapter for definitions of Arcs and Facings.
A Charge Move is then resolved using a single Snaking Forward Move (see Movement Phase chapter for details), with an unlimited distance. During this move, the Charging unit must move contact with its intended target - The Charging unit’s Front Facing against the Target Facing.
Charge Moves are allowed to end the move within 1" of Impassable Terrain or other units, but are not allowed to move into base contact with any enemy unit, other than the target of the Charge.
Once the Charging unit touches its Target Facing, it performs an Align Move. This is done by picking up the unit and placing it back on the board aligned with the target unit, in a way that keeps the initial point of contact on the charged unit still in contact, while maximising the number of models in contact. See the Reference Handbook for details on how to prioritise the Align Move in complex battlefield situations.
Apply the rules below when performing Align Moves. The Charge Move must be made in such a way that the charging unit can satisfy the conditions below as best as possible, in decreasing order of priority:
• The initial point of contact* on the target unit, before the align move, must remain in contact* after the align move. Note that it does not need to remain in contact* with the same charging model as it initially was in contact with.
• If there is no single initial point of contact*, e.g. because the initial contact*is made along a line, the owner of the charging unit declares where the initial point of contact* is, among the possible points of initial contact*. The choice must be made such that the conditions below are satisfied as best as possible.
• The charging unit is placed fully aligned with its Front Facing flush against the Target Facing.
• If this is not possible, apply the rules for Unaligned Charges (see below).
• The number of models in the target unit that are in contact* must be maximised. This includes Fighting Over Gaps.
• The number of models in the charging unit that are in contact* must be maximised. This includes Fighting Over Gaps.
If it is unavoidable to break one or more of the above conditions, prioritise maintaining the higher priority conditions, even if it means breaking a greater number of conditions in total. The Charging unit must, if able to, perform its Charge Move so that the models involved in the initial contact* satisfies the conditions above as best as possible. As long as all the above conditions are satisfied to the best extent possible, the owner has the freedom to choose how to perform the Align Move.
ReferenceManualColorExample of a Charge Move. From left to right.1. Declare Charge: Unit A Declares a Charge towards unit B.
2. Initial Forward: Unit A moves straight forward.
3. Wheel: The unit is rotated forward around its front right corner.
4. Concluding Forward: Unit A moves forward again, until it contacts unit B.
5. Align: Unit A is picked up and put back down in contact and fully aligned with unit B.
Now me and Fleabag, when we’re working a mark, our most reliable method is the old one-two. It’s a classic for a reason. Go straight in and try to pinch the goods on your lonesome, you’re asking for a pointed intryductshin to a boot or five. But if the hound creeps up one way, and Klepa sidles over from behind, I can often have a leeesurely peroosal of pockets and purses before they know a thing. Teamwork makes the dream work – or as we Warborn say, broodwork makes the mood work!
h2 class='ruleTitle'>Unaligned ChargesIf the charging unit cannot perform any Align Move to where it is both fully aligned with the enemy and the initial point of contact* remains in contact (Align Move conditions 1 and 2), apply the following rules instead.The Charge Move and Align Move(s) for Unaligned Charges must be made in such a way that the initial point of contact on the target unit, before the align move, must remain in contact after the align move, and at the end of the Align Moves, the Front Facing must not pass over the projected line that runs parallel with the Target Facing. This is marked in red in figure 2, step 1.
After making sure that the charge will be possible without breaking above condition, the charging unit must satisfy the conditions below as best as possible, in decreasing order of priority:
• The initial point of contact on the target unit, before the align move, must remain in contact* after the align move. Note that it does not need to remain in contact with the same charging model as it initially was in contact with.
• The Front Facing of the charging unit can not pass over the projected line that runs parallel with the Target Facing.If this is not possible, the charge is impossible.
• Minimise the angle between the Front Facing of the charging unit and the Target Facing.
• The number of models in the target unit that are in contact* must be maximised.
• The number of models in the charging unit that are in contact* must be maximised.
*Contact here is referring to Base Contact between Unit Boundaries, including Fighting Over Gaps.
After performing the Align Move as described above, the target unit performs a special Align Move. It it is picked up and rotated around the point of contact, such that the angle between the charging unit's Front Facing and the Target Facing is further minimised, possibly bringing the units into being fully aligned. Take this special Align Move into account when assessing if a Charge will be possible.
If units are still not fully aligned, they must attempt to Combat Reform whenever possible in the order chosen by the Active
Player.
h2 class='ruleTitle'>Combined ChargesWhen more than one unit has declared a Charge against the same enemy unit, Chargers are moved in a slightly different order.
• Roll Charge Range for each unit Charging that same target before moving any of them.
• Decide the order that the units will be moved, both Charge Moves and failed Charge Moves. This order must be chosen so that the number of units that successfully completes a charge is as high as possible.
• Move the units, one by one, following the normal Charge Move rules with the following exceptions:
• Never apply the rules for Unaligned Charges. If it is not possible to place the charging unit fully aligned with the enemy, the charge is considered impossible.
• Each individual unit is not required to maximize the number of models in contact (conditions 4 and 5). Instead, apply these conditions at the end of all Charge Moves. This means that the total number of models from both sides are maximized after all successful charges have been performed.
• In situations where not all the charging units can complete the Charge Move, e.g. due to other units blocking the path, such units will perform a Failed Charge move instead.
h2 class='ruleTitle'>Blocked PathTo prevent abusive situations where a unit cannot Charge a nearby enemy unit due to a convoluted positioning of enemy units the following rules are applied.
Blocked Path can be applied against enemy units that fulfill the following criteria:
• The enemy unit is directly in front of your unit. This means that the first obstacle (other unit or Impassable Terrain) that a straight forward move of your unit would hit is the enemy unit, and
• Your unit would be unable to perform a Charge Move to get into contact with the Target Facing of the enemy unit.
In this situation, your unit may Declare a Charge against the enemy unit, and if the enemy does not Flee, you may choose any Facing of the enemy unit as the Target Facing (and perform a Charge Move as normal against this chosen Target Facing).