To declare a charge, select one of your units that has not already Declared a Charge this phase, and that is not Engaged in Combat or Shaken. Declare which enemy unit it will try to charge if the following conditions are fulfilled:
• The enemy unit must be in Line of Sight* of a model from the front rank of the charging unit, and
• It must be possible to complete the charge against the enemy, i.e. the enemy unit must be within the charging unit’s maximum potential Charge Range and there must be enough room to move the charging unit into base contact*, see Move Charges for details.
*Line of Sight and Base Contact is defined in the Definitions and Terminology chapter.
Only consider effects affecting the charging unit’s charge range that are present at the moment the charge is declared. When determining if there is enough room for the charging unit, take into account already declared charges, including align moves of charging units. Do not consider flee charge reactions, or potential casualties inflicted on the units.Once a charge is declared, the unit is considered Charging until one of the following occurs:
• It has finished its first round of Combat after making a charge move.
• It performs a Failed Charge Move.
• It drops out of Combat.
So you’re getting charged. You screwed the pooch. You know the position you got yourself in is wrong. The question is, what’re you gonna do about it?
There’s an old saying among us goblins, real pearl of wisdom, what I would transeeliorate as “Always better to run away.” You know who doesn’t know that saying? Dead people. I mean lititerally! Those shufflers and groaners just don’t care. They’re already dead, see? What have they got to worry about? Something happens to them, they can just get back up again. That’s why you’ll never see a zombie running away from a fight.
Same goes for the spawn of the netherworld. Your average daemon don’t mind kicking the bucket, they only get poofed back into the other Realm. So they ain’t running scared neither. Course, being so nonch-allont about dying makes them even scarier for those of us who still have to bother about such cares and concerns. So you listen to your goblin pal: Always run away.
h2 class='ruleTitle'>Charge ReactionsWhen a unit that has a Charge Declared against it must immediately perform a Charge Reaction. The owner of the charged unit declares which charge reaction, and resolve the effects immediately. There are two main Charge Reactions to choose from:
• Hold!: This is the default Charge Reaction. Choosing the Hold! Charge Reaction means the unit stands its ground and makes no further action.
• Flee!: A unit can select this Charge Reaction only once per phase, and only if not already Engaged in Combat. The unit is pivoted to face directly away from the Centre of the charging unit. It then performs a Flee Move (see Psychology section).
• If this Flee Move brings the fleeing unit into contact with a unit that declared a Charge against it this phase, the fleeing unit is immediately removed as a Casualty.
• Remember Flee Moves due to Charge Reaction Flee! do not cause a Panic Test in friendly units that the Fleeing unit moves through (unless caused by a failed Panic Test when charged by a model with Terror).
h2 class='ruleTitle'>Charge RedirectionsIf a charged unit has chosen the Flee! Charge Reaction, after its Flee Move has been completed, the units that declared a Charge on it may attempt to Redirect their Charge. To do so, each unit that has Declared a Charge against the unit that fled, may take a Command Test called Redirect Test (see Psychology Section). If the test is passed, the unit may immediately Declare a new Charge against another unit (following all the usual restrictions for Declaring Charges). Each unit may only attempt to Redirect a Charge once per phase.