Failed Charge Move

(Rule)
Description: A Failed Charge Move occurs when a unit cannot complete its Charge (e.g., due to an insufficient Charge Range, or to obstacles making it impossible to perform the Charge Move). The Failed Charge Distance is always 4".

If a unit suffers casualties during the Charge Move and can no longer complete the move, the unit is also considered to have failed its charge. The unit’s movement is backtracked to its position before the Charge Move, and it then performs a Failed Charge Move.

A Failed Charge Move is done by executing a Snaking Forward Move (see Maneuvre Types in the Movement Phase chapter) with the following adjustments:

  • Initial Forward move is always 0". (i.e. a Failed Charge Move is initiated with a Wheel, see below)

  • Wheel towards the intended target until one of the following occurs:

  • The unit is facing the direction where a forward move would bring the centre of the Charging unit straight towards the centre of the Target Facing, or

  • The Wheel is 90 degrees, or

  • The Wheeled distance is equal to the Failed Charge Distance, or

  • The unit is about to come into contact with another unit or Impassable Terrain. Stop just before moving into base contact.

  • Concluding Forward move until one of the following occurs:

  • The unit has moved a total distance (wheel + forward move) equal to the Failed Charge Distance, or

  • The unit is about to come into contact with another unit or Impassable Terrain. Stop just before moving into base contact.

A unit that has performed a Failed Charge Move cannot perform Move Manoeuvres in the same Player Turn, and it cannot Shoot in the next Shooting Phase.

If the target was destroyed, perform the above actions towards the last position of the centre of the Target Facing.

Failed 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.